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+#ifndef _EVAS_GL_H
+#define _EVAS_GL_H
+
+#include <Evas.h>
+//#include <GL/gl.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * @defgroup Evas_GL Rendering GL on Evas
+ *
+ * Functions that are used to do OpenGL rendering on Evas. Evas allows you
+ * to use OpenGL to render to specially set up image objects (which act as
+ * render target surfaces).
+ *
+ * Below is an illlustrative example of how to use OpenGL to render to an
+ * object in Evas.
+ *
+ * @code
+// Simple Evas_GL example
+#include <Ecore_Evas.h>
+#include <Ecore.h>
+#include <Evas_GL.h>
+#include <stdio.h>
+
+// GL related data here..
+typedef struct _GLData
+{
+ Evas_GL_Context *ctx;
+ Evas_GL_Surface *sfc;
+ Evas_GL_Config *cfg;
+ Evas_GL *evasgl;
+ Evas_GL_API *glapi;
+ GLuint program;
+ GLuint vtx_shader;
+ GLuint fgmt_shader;
+ Eina_Bool initialized : 1;
+} GLData;
+
+// callbacks we want to handle deletion on the object and updates/draws
+static void on_del (void *data, Evas *e, Evas_Object *obj, void *event_info);
+static void on_pixels (void *data, Evas_Object *obj);
+// demo - animator just to keep ticking over saying to draw the image
+static Eina_Bool on_animate (void *data);
+// gl stuff
+static int init_shaders (GLData *gld);
+static GLuint load_shader (GLData *gld, GLenum type, const char *shader_src);
+
+int
+main(int argc, char **argv)
+{
+ // a size by default
+ int w = 256, h = 256;
+ // some variables we will use
+ Ecore_Evas *ee;
+ Evas *canvas;
+ Evas_Object *r1;
+ Evas_Native_Surface ns;
+ GLData *gld = NULL;
+
+ // regular low-leve EFL (ecore+ecore-evas) init. elm is simpler
+ ecore_init();
+ ecore_evas_init();
+ ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, 512, 512);
+ ecore_evas_title_set(ee, "Ecore_Evas Template");
+ canvas = ecore_evas_get(ee);
+
+ // alloc a data struct to hold our relevant gl info in
+ if (!(gld = calloc(1, sizeof(GLData)))) return 0;
+
+ //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
+ //-//
+ // get the evas gl handle for doing gl things
+ gld->evasgl = evas_gl_new(canvas);
+ gld->glapi = evas_gl_api_get(gld->evasgl);
+
+ // Set a surface config
+ gld->cfg = evas_gl_config_new();
+ gld->cfg->color_format = EVAS_GL_RGBA_8888;
+ //gld->cfg->depth_bits = EVAS_GL_DEPTH_NONE; // Othe config options
+ //gld->cfg->stencil_bits = EVAS_GL_STENCIL_NONE;
+ //gld->cfg->options_bits = EVAS_GL_OPTIONS_NONE;
+
+ // create a surface and context
+ gld->sfc = evas_gl_surface_create(gld->evasgl, gld->cfg, w, h);
+ gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
+ //-//
+ //-//-//-// END GL INIT BLOB
+
+ // set up the image object. a filled one by default
+ r1 = evas_object_image_filled_add(canvas);
+ // attach important data we need to the object using key names. this just
+ // avoids some global variables and means we can do nice cleanup. you can
+ // avoid this if you are lazy
+ evas_object_data_set(r1, "..gld", gld);
+ // when the object is deleted - call the on_del callback. like the above,
+ // this is just being clean
+ evas_object_event_callback_add(r1, EVAS_CALLBACK_DEL, on_del, NULL);
+ // set up an actual pixel size fot the buffer data. it may be different
+ // to the output size. any windowing system has something like this, just
+ // evas has 2 sizes, a pixel size and the output object size
+ evas_object_image_size_set(r1, w, h);
+ // set up the native surface info to use the context and surface created
+ // above
+
+ //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
+ //-//
+ evas_gl_native_surface_get(gld->evasgl, gld->sfc, &ns);
+ evas_object_image_native_surface_set(r1, &ns);
+ evas_object_image_pixels_get_callback_set(r1, on_pixels, r1);
+ //-//
+ //-//-//-// END GL INIT BLOB
+
+ // move the image object somewhere, resize it and show it. any windowing
+ // system would need this kind of thing - place a child "window"
+ evas_object_move(r1, 128, 128);
+ evas_object_resize(r1, w, h);
+ evas_object_show(r1);
+
+ // animating - just a demo. as long as you trigger an update on the image
+ // object via evas_object_image_pixels_dirty_set(). any display system,
+ // mainloop siztem etc. will have something of this kind unless it's making
+ // you spin infinitely yourself and invent your own animation mechanism
+ //
+ // NOTE: if you delete r1, this animator will keep running trying to access
+ // r1 so you'd better delete this animator with ecore_animator_del() or
+ // structure how you do animation differently. you can also attach it like
+ // evasgl, sfc, etc. etc. if this animator is specific to this object
+ // only and delete it in the del handler for the obj.
+ ecore_animator_add(on_animate, r1);
+
+ // finally show the window for the world to see. windowing system generic
+ ecore_evas_show(ee);
+
+ // begin the mainloop and tick over the animator, handle events etc.
+ // also windowing system generic
+ ecore_main_loop_begin();
+
+ // standard EFL shutdown stuff - generic for most systems, EFL or not
+ ecore_evas_shutdown();
+ ecore_shutdown();
+ return 0;
+}
+
+static void
+on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
+{
+ // on delete of our object clean up some things that don't get auto
+ // celeted for us as they are not intrinsically bound to the image
+ // object as such (you could use the same context and surface across
+ // multiple image objects and re-use the evasgl handle too multiple times.
+ // here we bind them to 1 object only though by doing this.
+ GLData *gld = evas_object_data_get(obj, "..gld");
+ if (!gld) return;
+ Evas_GL_API *gl = gld->glapi;
+
+ evas_object_data_del(obj, "..gld");
+
+ // Do a make_current before deleting all the GL stuff.
+ evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
+ gl->glDeleteShader(gld->vtx_shader);
+ gl->glDeleteShader(gld->fgmt_shader);
+ gl->glDeleteProgram(gld->program);
+
+ evas_gl_surface_destroy(gld->evasgl, gld->sfc);
+ evas_gl_context_destroy(gld->evasgl, gld->ctx);
+ evas_gl_config_free(gld->cfg);
+ evas_gl_free(gld->evasgl);
+ free(gld);
+}
+
+static void
+on_pixels(void *data, Evas_Object *obj)
+{
+ // get some variable we need from the object data keys
+ GLData *gld = evas_object_data_get(obj, "..gld");
+ if (!gld) return;
+ Evas_GL_API *gl = gld->glapi;
+ GLfloat vVertices[] =
+ {
+ 0.0f, 0.5f, 0.0f,
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f
+ };
+ int w, h;
+
+ // get the image size in case it changed with evas_object_image_size_set()
+ evas_object_image_size_get(obj, &w, &h);
+ // set up the context and surface as the current one
+ evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);
+
+ if (!gld->initialized)
+ {
+ if (!init_shaders(gld)) printf("Error Initializing Shaders\n");
+ gld->initialized = EINA_TRUE;
+ }
+
+ // GL Viewport stuff. you can avoid doing this if viewport is all the
+ // same as last frame if you want
+ gl->glViewport(0, 0, w, h);
+
+ // Clear the buffer
+ gl->glClearColor(1.0, 0.0, 0.0, 1);
+ gl->glClear(GL_COLOR_BUFFER_BIT);
+
+ // Draw a Triangle
+ gl->glEnable(GL_BLEND);
+
+ gl->glUseProgram(gld->program);
+
+ gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
+ gl->glEnableVertexAttribArray(0);
+
+ gl->glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ // Optional - Flush the GL pipeline
+ gl->glFlush();
+}
+
+static Eina_Bool
+on_animate(void *data)
+{
+ // just a demo - animate here whenever an animation tick happens and then
+ // mark the image as "dirty" meaning it needs an update next time evas
+ // renders. it will call the pixel get callback then.
+ evas_object_image_pixels_dirty_set(data, EINA_TRUE);
+ return EINA_TRUE; // keep looping
+}
+
+static GLuint
+load_shader(GLData *gld, GLenum type, const char *shader_src)
+{
+ Evas_GL_API *gl = gld->glapi;
+ GLuint shader;
+ GLint compiled = 0;
+
+ // Create the shader object
+ if (!(shader = gl->glCreateShader(type))) return 0;
+ gl->glShaderSource(shader, 1, &shader_src, NULL);
+ // Compile the shader
+ gl->glCompileShader(shader);
+ gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+
+ if (!compiled)
+ {
+ GLint len = 0;
+
+ gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
+ if (len > 1)
+ {
+ char *info = malloc(sizeof(char) * len);
+
+ if (info)
+ {
+ gl->glGetShaderInfoLog(shader, len, NULL, info);
+ printf("Error compiling shader:\n"
+ "%s\n", info);
+ free(info);
+ }
+ }
+ gl->glDeleteShader(shader);
+ return 0;
+ }
+ return shader;
+}
+
+// Initialize the shader and program object
+static int
+init_shaders(GLData *gld)
+{
+ Evas_GL_API *gl = gld->glapi;
+ const char vShaderStr[] =
+ "attribute vec4 vPosition; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = vPosition; \n"
+ "} \n";
+ const char fShaderStr[] =
+ "precision mediump float; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
+ "} \n";
+ GLint linked = 0;
+
+ // Load the vertex/fragment shaders
+ gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, vShaderStr);
+ gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, fShaderStr);
+
+ // Create the program object
+ if (!(gld->program = gl->glCreateProgram())) return 0;
+
+ gl->glAttachShader(gld->program, gld->vtx_shader);
+ gl->glAttachShader(gld->program, gld->fgmt_shader);
+
+ // Bind vPosition to attribute 0
+ gl->glBindAttribLocation(gld->program, 0, "vPosition");
+ // Link the program
+ gl->glLinkProgram(gld->program);
+ gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
+
+ if (!linked)
+ {
+ GLint len = 0;
+
+ gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
+ if (len > 1)
+ {
+ char *info = malloc(sizeof(char) * len);
+
+ if (info)
+ {
+ gl->glGetProgramInfoLog(gld->program, len, NULL, info);
+ printf("Error linking program:\n"
+ "%s\n", info);
+ free(info);
+ }
+ }
+ gl->glDeleteProgram(gld->program);
+ return 0;
+ }
+ return 1;
+}
+ * @endcode
+ *
+ * @ingroup Evas_Canvas
+ */
+
+/**
+ * @addtogroup Evas_GL
+ * @{
+ */
+
+/**
+ * @typedef Evas_GL
+ *
+ * Evas GL Object for rendering gl in Evas.
+ */
+typedef struct _Evas_GL Evas_GL;
+
+/**
+ * @typedef Evas_GL_Surface
+ *
+ * Evas GL Surface object, a GL rendering target in Evas GL.
+ */
+typedef struct _Evas_GL_Surface Evas_GL_Surface;
+
+/**
+ * @typedef Evas_GL_Context
+ *
+ * Evas GL Context object, a GL rendering context in Evas GL.
+ */
+typedef struct _Evas_GL_Context Evas_GL_Context;
+
+/**
+ * @typedef Evas_GL_Config
+ *
+ * Evas GL Surface configuration object for surface creation.
+ */
+typedef struct _Evas_GL_Config Evas_GL_Config;
+
+/**
+ * @typedef Evas_GL_API
+ *
+ * Evas GL API object that contains the GL APIs to be used in Evas GL.
+ */
+typedef struct _Evas_GL_API Evas_GL_API;
+
+/**
+ * @typedef Evas_GL_Func
+ *
+ * Evas GL Function Object used as a function pointer.
+ */
+typedef void *Evas_GL_Func;
+
+/**
+ * @typedef EvasGLImage
+ *
+ * Evas GL Image Object used in Evas GL Image extension.
+ */
+typedef void *EvasGLImage;
+
+/**
+ * Surface Color Format
+ */
+typedef enum _Evas_GL_Color_Format
+{
+ EVAS_GL_RGB_888 = 0,
+ EVAS_GL_RGBA_8888 = 1
+} Evas_GL_Color_Format;
+
+/**
+ * Surface Depth Format
+ */
+typedef enum _Evas_GL_Depth_Bits
+{
+ EVAS_GL_DEPTH_NONE = 0,
+ EVAS_GL_DEPTH_BIT_8 = 1,
+ EVAS_GL_DEPTH_BIT_16 = 2,
+ EVAS_GL_DEPTH_BIT_24 = 3,
+ EVAS_GL_DEPTH_BIT_32 = 4
+} Evas_GL_Depth_Bits;
+
+/**
+ * Surface Stencil Format
+ */
+typedef enum _Evas_GL_Stencil_Bits
+{
+ EVAS_GL_STENCIL_NONE = 0,
+ EVAS_GL_STENCIL_BIT_1 = 1,
+ EVAS_GL_STENCIL_BIT_2 = 2,
+ EVAS_GL_STENCIL_BIT_4 = 3,
+ EVAS_GL_STENCIL_BIT_8 = 4,
+ EVAS_GL_STENCIL_BIT_16 = 5
+} Evas_GL_Stencil_Bits;
+
+/**
+ * Configuration Options.
+ *
+ * @since 1.1
+ */
+typedef enum _Evas_GL_Options_Bits
+{
+ EVAS_GL_OPTIONS_NONE = 0, /**< No extra options */
+ EVAS_GL_OPTIONS_DIRECT = (1<<0) /**< Optional hint to allow rendering directly to evas' window when possible */
+} Evas_GL_Options_Bits;
+
+/**
+ * Configuration Option for Multisample Anti-aliased (MSAA) rendering surface.
+ * Only works in supported device.
+ *
+ * @since 1.2
+ */
+typedef enum _Evas_GL_Multisample_Bits
+{
+ EVAS_GL_MULTISAMPLE_NONE = 0, /**< No multisample rendering */
+ EVAS_GL_MULTISAMPLE_LOW = 1, /**< MSAA with mininum number of samples */
+ EVAS_GL_MULTISAMPLE_MED = 2, /**< MSAA with half the number of max samples */
+ EVAS_GL_MULTISAMPLE_HIGH = 3 /**< MSAA with maximum allowed samples */
+} Evas_GL_Multisample_Bits;
+
+/**
+ * @struct _Evas_GL_Config
+ *
+ * Evas GL Surface configuration
+ */
+struct _Evas_GL_Config
+{
+ Evas_GL_Color_Format color_format; /**< Surface Color Format */
+ Evas_GL_Depth_Bits depth_bits; /**< Surface Depth Bits */
+ Evas_GL_Stencil_Bits stencil_bits; /**< Surface Stencil Bits */
+ Evas_GL_Options_Bits options_bits; /**< Extra Surface Options */
+ Evas_GL_Multisample_Bits multisample_bits; /**< Optional Surface MSAA Bits */
+};
+
+#define EVAS_GL_EXTENSIONS 1
+
+
+/**
+ * Creates a new Evas_GL object and returns a handle for gl rendering on efl.
+ *
+ * @param e The given evas canvas OpenGL is to be used on.
+ * @return The created evas_gl object, or NULl on fasilure.
+ */
+EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
+
+/**
+ * Frees the created Evas_GL object.
+ *
+ * @param evas_gl The given Evas_GL object.
+ */
+EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
+
+/**
+ * Allocates a new config object for the user to fill out.
+ *
+ * As long as the Evas creates a config object for the user, it takes care
+ * of the backward compatibility issue.
+ */
+EAPI Evas_GL_Config *evas_gl_config_new (void);
+
+/**
+ * Frees a config object created from evas_gl_config_new.
+ *
+ * As long as the Evas creates a config object for the user, it takes care
+ * of the backward compatibility issue.
+ */
+EAPI void evas_gl_config_free (Evas_GL_Config *cfg) EINA_ARG_NONNULL(1);
+
+/**
+ * Creates and returns new Evas_GL_Surface object for GL Rendering.
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param cfg The pixel format and configuration of the rendering surface.
+ * @param w The width of the surface.
+ * @param h The height of the surface.
+ * @return The created GL surface object, or NULL on failure.
+ */
+EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
+
+/**
+ * Destroys the created Evas GL Surface.
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param surf The given GL surface object.
+ */
+EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
+
+/**
+ * Creates and returns a new Evas GL context object
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @return The created context, or NULL on failure.
+ */
+EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
+
+/**
+ * Destroys the given Evas GL context object
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param ctx The given Evas GL context.
+ */
+EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
+
+/**
+ * Sets the given context as a current context for the given surface
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param surf The given Evas GL surface.
+ * @param ctx The given Evas GL context.
+ * @return @c EINA_TRUE if successful, @c EINA_FALSE if not.
+ */
+EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
+
+/**
+ * Returns a pointer to a static, zero-terminated string describing some aspect of evas_gl.
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param name Specifies a symbolic constant, one of EVAS_GL_EXTENSIONS...
+ */
+EAPI const char *evas_gl_string_query (Evas_GL *evas_gl, int name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_PURE;
+
+/**
+ * Returns a GL or the Glue Layer's extension function.
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param name The name of the function to return.
+ */
+EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;
+
+/**
+ * Fills in the Native Surface information from the given Evas GL surface.
+ *
+ * @param evas_gl The given Evas_GL object.
+ * @param surf The given Evas GL surface to retrieve the Native Surface info from.
+ * @param ns The native surface structure that the function fills in.
+ * @return @c EINA_TRUE if successful, @c EINA_FALSE if not.
+ */
+EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_Native_Surface *ns) EINA_ARG_NONNULL(1,2,3);
+
+/**
+ * Get the API for rendering using OpenGL
+ *
+ * @param evas_gl The given Eva_GL object.
+ * @return The API to use.
+ *
+ * This returns a structure that contains all the OpenGL functions you can
+ * use to render in Evas. These functions consist of all the standard
+ * OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in
+ * addition. This means that if you have your code ported to OpenGL-ES2.0,
+ * it will be easy to render to Evas.
+ *
+ */
+EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
+
+#if !defined(__gl_h_) && !defined(__gl2_h_)
+# define __gl_h_
+# define __gl2_h_
+
+/*
+ * This document is licensed under the SGI Free Software B License Version
+ * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
+ */
+
+/*-------------------------------------------------------------------------
+ * Data type definitions
+ *-----------------------------------------------------------------------*/
+
+typedef void GLvoid;
+typedef char GLchar;
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef signed char GLbyte; // Changed khronos_int8_t
+typedef short GLshort;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned char GLubyte; // Changed khronos_uint8_t
+typedef unsigned short GLushort;
+typedef unsigned int GLuint;
+typedef float GLfloat; // Changed khronos_float_t
+typedef float GLclampf; // Changed khronos_float_t
+typedef signed int GLfixed; // Changed khronos_int32_t
+
+/* GL types for handling large vertex buffer objects */
+typedef signed long int GLintptr; // Changed khronos_intptr_t
+typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
+
+//#if (!defined(__gl2_h_) && !defined(__gl_h_))
+
+/* OpenGL ES core versions */
+//#define GL_ES_VERSION_2_0 1
+
+/* ClearBufferMask */
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+
+/* Boolean */
+#define GL_FALSE 0
+#define GL_TRUE 1
+
+/* BeginMode */
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+
+/* AlphaFunction (not supported in ES20) */
+/* GL_NEVER */
+/* GL_LESS */
+/* GL_EQUAL */
+/* GL_LEQUAL */
+/* GL_GREATER */
+/* GL_NOTEQUAL */
+/* GL_GEQUAL */
+/* GL_ALWAYS */
+
+/* BlendingFactorDest */
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+
+/* BlendingFactorSrc */
+/* GL_ZERO */
+/* GL_ONE */
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+/* GL_SRC_ALPHA */
+/* GL_ONE_MINUS_SRC_ALPHA */
+/* GL_DST_ALPHA */
+/* GL_ONE_MINUS_DST_ALPHA */
+
+/* BlendEquationSeparate */
+#define GL_FUNC_ADD 0x8006
+#define GL_BLEND_EQUATION 0x8009
+#define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+
+/* BlendSubtract */
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+
+/* Separate Blend Functions */
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_BLEND_COLOR 0x8005
+
+/* Buffer Objects */
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STATIC_DRAW 0x88E4
+#define GL_DYNAMIC_DRAW 0x88E8
+
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+
+/* CullFaceMode */
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_FRONT_AND_BACK 0x0408
+
+/* DepthFunction */
+/* GL_NEVER */
+/* GL_LESS */
+/* GL_EQUAL */
+/* GL_LEQUAL */
+/* GL_GREATER */
+/* GL_NOTEQUAL */
+/* GL_GEQUAL */
+/* GL_ALWAYS */
+
+/* EnableCap */
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_CULL_FACE 0x0B44
+#define GL_BLEND 0x0BE2
+#define GL_DITHER 0x0BD0
+#define GL_STENCIL_TEST 0x0B90
+#define GL_DEPTH_TEST 0x0B71
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_COVERAGE 0x80A0
+
+/* ErrorCode */
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+
+/* FrontFaceDirection */
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+
+/* GetPName */
+#define GL_LINE_WIDTH 0x0B21
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#define GL_VIEWPORT 0x0BA2
+#define GL_SCISSOR_BOX 0x0C10
+/* GL_SCISSOR_TEST */
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_ALPHA_BITS 0x0D55
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+/* GL_POLYGON_OFFSET_FILL */
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+
+/* GetTextureParameter */
+/* GL_TEXTURE_MAG_FILTER */
+/* GL_TEXTURE_MIN_FILTER */
+/* GL_TEXTURE_WRAP_S */
+/* GL_TEXTURE_WRAP_T */
+
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+
+/* HintMode */
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+
+/* HintTarget */
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+
+/* DataType */
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_FIXED 0x140C
+
+/* PixelFormat */
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+#define GL_LUMINANCE 0x1909
+#define GL_LUMINANCE_ALPHA 0x190A
+
+/* PixelType */
+/* GL_UNSIGNED_BYTE */
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+
+/* Shaders */
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_DELETE_STATUS 0x8B80
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+
+/* StencilFunction */
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+
+/* StencilOp */
+/* GL_ZERO */
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+#define GL_INVERT 0x150A
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+
+/* StringName */
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+
+/* TextureMagFilter */
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+
+/* TextureMinFilter */
+/* GL_NEAREST */
+/* GL_LINEAR */
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+
+/* TextureParameterName */
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+
+/* TextureTarget */
+/* GL_TEXTURE_2D */
+#define GL_TEXTURE 0x1702
+
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+
+/* TextureUnit */
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+
+/* TextureWrapMode */
+#define GL_REPEAT 0x2901
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_MIRRORED_REPEAT 0x8370
+
+/* Uniform Types */
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_CUBE 0x8B60
+
+/* Vertex Arrays */
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+
+/* Read Format */
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+
+/* Shader Source */
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_SHADER_COMPILER 0x8DFA
+
+/* Shader Binary */
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+
+/* Shader Precision-Specified Types */
+#define GL_LOW_FLOAT 0x8DF0
+#define GL_MEDIUM_FLOAT 0x8DF1
+#define GL_HIGH_FLOAT 0x8DF2
+#define GL_LOW_INT 0x8DF3
+#define GL_MEDIUM_INT 0x8DF4
+#define GL_HIGH_INT 0x8DF5
+
+/* Framebuffer Object. */
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGB565 0x8D62
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_STENCIL_INDEX 0x1901
+#define GL_STENCIL_INDEX8 0x8D48
+
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+
+#define GL_NONE 0
+
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+
+#else
+# ifndef EVAS_GL_NO_GL_H_CHECK
+# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
+# endif
+#endif
+
+
+#if !defined(__glext_h_) && !defined(__gl2ext_h_)
+# define __glext_h_
+# define __gl2ext_h_
+
+//---------------------------//
+// GLES extension defines
+
+/* GL_OES_compressed_ETC1_RGB8_texture */
+#define GL_ETC1_RGB8_OES 0x8D64
+
+/* GL_OES_compressed_paletted_texture */
+#define GL_PALETTE4_RGB8_OES 0x8B90
+#define GL_PALETTE4_RGBA8_OES 0x8B91
+#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
+#define GL_PALETTE4_RGBA4_OES 0x8B93
+#define GL_PALETTE4_RGB5_A1_OES 0x8B94
+#define GL_PALETTE8_RGB8_OES 0x8B95
+#define GL_PALETTE8_RGBA8_OES 0x8B96
+#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
+#define GL_PALETTE8_RGBA4_OES 0x8B98
+#define GL_PALETTE8_RGB5_A1_OES 0x8B99
+
+/* GL_OES_depth24 */
+#define GL_DEPTH_COMPONENT24_OES 0x81A6
+
+/* GL_OES_depth32 */
+#define GL_DEPTH_COMPONENT32_OES 0x81A7
+
+/* GL_OES_get_program_binary */
+#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
+#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
+#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
+
+/* GL_OES_mapbuffer */
+#define GL_WRITE_ONLY_OES 0x88B9
+#define GL_BUFFER_ACCESS_OES 0x88BB
+#define GL_BUFFER_MAPPED_OES 0x88BC
+#define GL_BUFFER_MAP_POINTER_OES 0x88BD
+
+/* GL_OES_packed_depth_stencil */
+#define GL_DEPTH_STENCIL_OES 0x84F9
+#define GL_UNSIGNED_INT_24_8_OES 0x84FA
+#define GL_DEPTH24_STENCIL8_OES 0x88F0
+
+/* GL_OES_rgb8_rgba8 */
+#define GL_RGB8_OES 0x8051
+#define GL_RGBA8_OES 0x8058
+
+/* GL_OES_standard_derivatives */
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
+
+/* GL_OES_stencil1 */
+#define GL_STENCIL_INDEX1_OES 0x8D46
+
+/* GL_OES_stencil4 */
+#define GL_STENCIL_INDEX4_OES 0x8D47
+
+/* GL_OES_texture_3D */
+#define GL_TEXTURE_WRAP_R_OES 0x8072
+#define GL_TEXTURE_3D_OES 0x806F
+#define GL_TEXTURE_BINDING_3D_OES 0x806A
+#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073
+#define GL_SAMPLER_3D_OES 0x8B5F
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4
+
+/* GL_OES_texture_float */
+/* No new tokens introduced by this extension. */
+
+/* GL_OES_texture_float_linear */
+/* No new tokens introduced by this extension. */
+
+/* GL_OES_texture_half_float */
+#define GL_HALF_FLOAT_OES 0x8D61
+
+/* GL_OES_texture_half_float_linear */
+/* No new tokens introduced by this extension. */
+
+/* GL_OES_texture_npot */
+/* No new tokens introduced by this extension. */
+
+/* GL_OES_vertex_half_float */
+/* GL_HALF_FLOAT_OES defined in GL_OES_texture_half_float already. */
+
+/* GL_OES_vertex_type_10_10_10_2 */
+#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6
+#define GL_INT_10_10_10_2_OES 0x8DF7
+
+/*------------------------------------------------------------------------*
+ * AMD extension tokens
+ *------------------------------------------------------------------------*/
+
+/* GL_AMD_compressed_3DC_texture */
+#define GL_3DC_X_AMD 0x87F9
+#define GL_3DC_XY_AMD 0x87FA
+
+/* GL_AMD_compressed_ATC_texture */
+#define GL_ATC_RGB_AMD 0x8C92
+#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93
+#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE
+
+/* GL_AMD_performance_monitor */
+#define GL_COUNTER_TYPE_AMD 0x8BC0
+#define GL_COUNTER_RANGE_AMD 0x8BC1
+#define GL_UNSIGNED_INT64_AMD 0x8BC2
+#define GL_PERCENTAGE_AMD 0x8BC3
+#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4
+#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5
+#define GL_PERFMON_RESULT_AMD 0x8BC6
+
+/* GL_AMD_program_binary_Z400 */
+#define GL_Z400_BINARY_AMD 0x8740
+
+/*------------------------------------------------------------------------*
+ * EXT extension tokens
+ *------------------------------------------------------------------------*/
+
+/* GL_EXT_blend_minmax */
+#define GL_MIN_EXT 0x8007
+#define GL_MAX_EXT 0x8008
+
+/* GL_EXT_discard_framebuffer */
+#define GL_COLOR_EXT 0x1800
+#define GL_DEPTH_EXT 0x1801
+#define GL_STENCIL_EXT 0x1802
+
+/* GL_EXT_multi_draw_arrays */
+/* No new tokens introduced by this extension. */
+
+/* GL_EXT_read_format_bgra */
+#define GL_BGRA_EXT 0x80E1
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366
+
+/* GL_EXT_texture_filter_anisotropic */
+#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
+/* GL_EXT_texture_format_BGRA8888 */
+#define GL_BGRA_EXT 0x80E1
+
+/* GL_EXT_texture_type_2_10_10_10_REV */
+#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368
+
+/*------------------------------------------------------------------------*
+ * IMG extension tokens
+ *------------------------------------------------------------------------*/
+
+/* GL_IMG_program_binary */
+#define GL_SGX_PROGRAM_BINARY_IMG 0x9130
+
+/* GL_IMG_read_format */
+#define GL_BGRA_IMG 0x80E1
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365
+
+/* GL_IMG_shader_binary */
+#define GL_SGX_BINARY_IMG 0x8C0A
+
+/* GL_IMG_texture_compression_pvrtc */
+#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
+#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
+
+/* GL_IMG_multisampled_render_to_texture */
+#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134
+#define GL_MAX_SAMPLES_IMG 0x9135
+#define GL_TEXTURE_SAMPLES_IMG 0x9136
+
+/*------------------------------------------------------------------------*
+ * NV extension tokens
+ *------------------------------------------------------------------------*/
+
+/* GL_NV_fence */
+#define GL_ALL_COMPLETED_NV 0x84F2
+#define GL_FENCE_STATUS_NV 0x84F3
+#define GL_FENCE_CONDITION_NV 0x84F4
+
+/*------------------------------------------------------------------------*
+ * QCOM extension tokens
+ *------------------------------------------------------------------------*/
+
+/* GL_QCOM_driver_control */
+/* No new tokens introduced by this extension. */
+
+/* GL_QCOM_extended_get */
+#define GL_TEXTURE_WIDTH_QCOM 0x8BD2
+#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3
+#define GL_TEXTURE_DEPTH_QCOM 0x8BD4
+#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5
+#define GL_TEXTURE_FORMAT_QCOM 0x8BD6
+#define GL_TEXTURE_TYPE_QCOM 0x8BD7
+#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8
+#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9
+#define GL_TEXTURE_TARGET_QCOM 0x8BDA
+#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB
+#define GL_STATE_RESTORE 0x8BDC
+
+/* GL_QCOM_extended_get2 */
+/* No new tokens introduced by this extension. */
+
+/* GL_QCOM_perfmon_global_mode */
+#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0
+
+/* GL_QCOM_writeonly_rendering */
+#define GL_WRITEONLY_RENDERING_QCOM 0x8823
+
+/*------------------------------------------------------------------------*
+ * End of extension tokens, start of corresponding extension functions
+ *------------------------------------------------------------------------*/
+
+/* EvasGL_KHR_image */
+#define EVAS_GL_NATIVE_PIXMAP 0x30B0 /* evasglCreateImage target */
+
+/* EvasGL_KHR_vg_parent_image */
+#define EVAS_VG_PARENT_IMAGE 0x30BA /* evasglCreateImage target */
+
+/* EvasGL_KHR_gl_texture_2D_image */
+#define EVAS_GL_TEXTURE_2D 0x30B1 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_LEVEL 0x30BC /* evasglCreateImage attribute */
+
+/* EvasGL_KHR_gl_texture_cubemap_image */
+#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 /* evasglCreateImage target */
+
+/* EvasGL_KHR_gl_texture_3D_image */
+#define EVAS_GL_TEXTURE_3D 0x30B2 /* evasglCreateImage target */
+#define EVAS_GL_TEXTURE_ZOFFSET 0x30BD /* evasglCreateImage attribute */
+
+/* EvasGL_KHR_gl_renderbuffer_image */
+#define EVAS_GL_RENDERBUFFER 0x30B9 /* evasglCreateImage target */
+
+#else
+# ifndef EVAS_GL_NO_GL_H_CHECK
+# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
+# endif
+#endif
+
+#define EVAS_GL_API_VERSION 1
+struct _Evas_GL_API
+{
+ int version;
+
+ /* version 1: */
+ /*------- GLES 2.0 -------*/
+ void (*glActiveTexture) (GLenum texture);
+ void (*glAttachShader) (GLuint program, GLuint shader);
+ void (*glBindAttribLocation) (GLuint program, GLuint index, const char* name);
+ void (*glBindBuffer) (GLenum target, GLuint buffer);
+ void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
+ void (*glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
+ void (*glBindTexture) (GLenum target, GLuint texture);
+ void (*glBlendColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void (*glBlendEquation) ( GLenum mode );
+ void (*glBlendEquationSeparate) (GLenum modeRGB, GLenum modeAlpha);
+ void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
+ void (*glBlendFuncSeparate) (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+ void (*glBufferData) (GLenum target, GLsizeiptr size, const void* data, GLenum usage);
+ void (*glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const void* data);
+ GLenum (*glCheckFramebufferStatus) (GLenum target);
+ void (*glClear) (GLbitfield mask);
+ void (*glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+ void (*glClearDepthf) (GLclampf depth);
+ void (*glClearStencil) (GLint s);
+ void (*glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+ void (*glCompileShader) (GLuint shader);
+ void (*glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data);
+ void (*glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data);
+ void (*glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+ void (*glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ GLuint (*glCreateProgram) (void);
+ GLuint (*glCreateShader) (GLenum type);
+ void (*glCullFace) (GLenum mode);
+ void (*glDeleteBuffers) (GLsizei n, const GLuint* buffers);
+ void (*glDeleteFramebuffers) (GLsizei n, const GLuint* framebuffers);
+ void (*glDeleteProgram) (GLuint program);
+ void (*glDeleteRenderbuffers) (GLsizei n, const GLuint* renderbuffers);
+ void (*glDeleteShader) (GLuint shader);
+ void (*glDeleteTextures) (GLsizei n, const GLuint* textures);
+ void (*glDepthFunc) (GLenum func);
+ void (*glDepthMask) (GLboolean flag);
+ void (*glDepthRangef) (GLclampf zNear, GLclampf zFar);
+ void (*glDetachShader) (GLuint program, GLuint shader);
+ void (*glDisable) (GLenum cap);
+ void (*glDisableVertexAttribArray) (GLuint index);
+ void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
+ void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type, const void* indices);
+ void (*glEnable) (GLenum cap);
+ void (*glEnableVertexAttribArray) (GLuint index);
+ void (*glFinish) (void);
+ void (*glFlush) (void);
+ void (*glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+ void (*glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+ void (*glFrontFace) (GLenum mode);
+ void (*glGenBuffers) (GLsizei n, GLuint* buffers);
+ void (*glGenerateMipmap) (GLenum target);
+ void (*glGenFramebuffers) (GLsizei n, GLuint* framebuffers);
+ void (*glGenRenderbuffers) (GLsizei n, GLuint* renderbuffers);
+ void (*glGenTextures) (GLsizei n, GLuint* textures);
+ void (*glGetActiveAttrib) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (*glGetActiveUniform) (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name);
+ void (*glGetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
+ int (*glGetAttribLocation) (GLuint program, const char* name);
+ void (*glGetBooleanv) (GLenum pname, GLboolean* params);
+ void (*glGetBufferParameteriv) (GLenum target, GLenum pname, GLint* params);
+ GLenum (*glGetError) (void);
+ void (*glGetFloatv) (GLenum pname, GLfloat* params);
+ void (*glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname, GLint* params);
+ void (*glGetIntegerv) (GLenum pname, GLint* params);
+ void (*glGetProgramiv) (GLuint program, GLenum pname, GLint* params);
+ void (*glGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (*glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint* params);
+ void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
+ void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
+ void (*glGetShaderPrecisionFormat) (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
+ void (*glGetShaderSource) (GLuint shader, GLsizei bufsize, GLsizei* length, char* source);
+ const GLubyte* (*glGetString) (GLenum name);
+ void (*glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
+ void (*glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
+ void (*glGetUniformfv) (GLuint program, GLint location, GLfloat* params);
+ void (*glGetUniformiv) (GLuint program, GLint location, GLint* params);
+ int (*glGetUniformLocation) (GLuint program, const char* name);
+ void (*glGetVertexAttribfv) (GLuint index, GLenum pname, GLfloat* params);
+ void (*glGetVertexAttribiv) (GLuint index, GLenum pname, GLint* params);
+ void (*glGetVertexAttribPointerv) (GLuint index, GLenum pname, void** pointer);
+ void (*glHint) (GLenum target, GLenum mode);
+ GLboolean (*glIsBuffer) (GLuint buffer);
+ GLboolean (*glIsEnabled) (GLenum cap);
+ GLboolean (*glIsFramebuffer) (GLuint framebuffer);
+ GLboolean (*glIsProgram) (GLuint program);
+ GLboolean (*glIsRenderbuffer) (GLuint renderbuffer);
+ GLboolean (*glIsShader) (GLuint shader);
+ GLboolean (*glIsTexture) (GLuint texture);
+ void (*glLineWidth) (GLfloat width);
+ void (*glLinkProgram) (GLuint program);
+ void (*glPixelStorei) (GLenum pname, GLint param);
+ void (*glPolygonOffset) (GLfloat factor, GLfloat units);
+ void (*glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels);
+ void (*glReleaseShaderCompiler) (void);
+ void (*glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+ void (*glSampleCoverage) (GLclampf value, GLboolean invert);
+ void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
+ void (*glShaderBinary) (GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length);
+ void (*glShaderSource) (GLuint shader, GLsizei count, const char** string, const GLint* length);
+ void (*glStencilFunc) (GLenum func, GLint ref, GLuint mask);
+ void (*glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
+ void (*glStencilMask) (GLuint mask);
+ void (*glStencilMaskSeparate) (GLenum face, GLuint mask);
+ void (*glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
+ void (*glStencilOpSeparate) (GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ void (*glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels);
+ void (*glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
+ void (*glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
+ void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
+ void (*glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
+ void (*glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
+ void (*glUniform1f) (GLint location, GLfloat x);
+ void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform1i) (GLint location, GLint x);
+ void (*glUniform1iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform2f) (GLint location, GLfloat x, GLfloat y);
+ void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform2i) (GLint location, GLint x, GLint y);
+ void (*glUniform2iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform3f) (GLint location, GLfloat x, GLfloat y, GLfloat z);
+ void (*glUniform3fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform3i) (GLint location, GLint x, GLint y, GLint z);
+ void (*glUniform3iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniform4f) (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat* v);
+ void (*glUniform4i) (GLint location, GLint x, GLint y, GLint z, GLint w);
+ void (*glUniform4iv) (GLint location, GLsizei count, const GLint* v);
+ void (*glUniformMatrix2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUniformMatrix3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUniformMatrix4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
+ void (*glUseProgram) (GLuint program);
+ void (*glValidateProgram) (GLuint program);
+ void (*glVertexAttrib1f) (GLuint indx, GLfloat x);
+ void (*glVertexAttrib1fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib2f) (GLuint indx, GLfloat x, GLfloat y);
+ void (*glVertexAttrib2fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib3f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ void (*glVertexAttrib3fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttrib4f) (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void (*glVertexAttrib4fv) (GLuint indx, const GLfloat* values);
+ void (*glVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
+ void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
+
+ /*------- GLES 2.0 Extensions -------*/
+ // Notice these two names have been changed to fit Evas GL and not EGL!
+ /* GL_OES_EvasGL_image */
+ void (*glEvasGLImageTargetTexture2DOES) (GLenum target, EvasGLImage image);
+ void (*glEvasGLImageTargetRenderbufferStorageOES) (GLenum target, EvasGLImage image);
+
+ /* GL_OES_get_program_binary */
+ void (*glGetProgramBinaryOES) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+ void (*glProgramBinaryOES) (GLuint program, GLenum binaryFormat, const void *binary, GLint length);
+ /* GL_OES_mapbuffer */
+ void* (*glMapBufferOES) (GLenum target, GLenum access);
+ GLboolean (*glUnmapBufferOES) (GLenum target);
+ void (*glGetBufferPointervOES) (GLenum target, GLenum pname, void** params);
+ /* GL_OES_texture_3D */
+ void (*glTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels);
+ void (*glTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* pixels);
+ void (*glCopyTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+ void (*glCompressedTexImage3DOES) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void* data);
+ void (*glCompressedTexSubImage3DOES) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void* data);
+ void (*glFramebufferTexture3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+
+ /* AMD_performance_monitor */
+ void (*glGetPerfMonitorGroupsAMD) (GLint* numGroups, GLsizei groupsSize, GLuint* groups);
+ void (*glGetPerfMonitorCountersAMD) (GLuint group, GLint* numCounters, GLint* maxActiveCounters, GLsizei counterSize, GLuint* counters);
+ void (*glGetPerfMonitorGroupStringAMD) (GLuint group, GLsizei bufSize, GLsizei* length, char* groupString);
+ void (*glGetPerfMonitorCounterStringAMD) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei* length, char* counterString);
+ void (*glGetPerfMonitorCounterInfoAMD) (GLuint group, GLuint counter, GLenum pname, void* data);
+ void (*glGenPerfMonitorsAMD) (GLsizei n, GLuint* monitors);
+ void (*glDeletePerfMonitorsAMD) (GLsizei n, GLuint* monitors);
+ void (*glSelectPerfMonitorCountersAMD) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint* countersList);
+ void (*glBeginPerfMonitorAMD) (GLuint monitor);
+ void (*glEndPerfMonitorAMD) (GLuint monitor);
+ void (*glGetPerfMonitorCounterDataAMD) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint* data, GLint* bytesWritten);
+
+ /* GL_EXT_discard_framebuffer */
+ void (*glDiscardFramebufferEXT) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
+
+ /* GL_EXT_multi_draw_arrays */
+ void (*glMultiDrawArraysEXT) (GLenum mode, GLint* first, GLsizei* count, GLsizei primcount);
+ void (*glMultiDrawElementsEXT) (GLenum mode, const GLsizei* count, GLenum type, const GLvoid** indices, GLsizei primcount);
+
+ /* GL_NV_fence */
+ void (*glDeleteFencesNV) (GLsizei n, const GLuint* fences);
+ void (*glGenFencesNV) (GLsizei n, GLuint* fences);
+ GLboolean (*glIsFenceNV) (GLuint fence);
+ GLboolean (*glTestFenceNV) (GLuint fence);
+ void (*glGetFenceivNV) (GLuint fence, GLenum pname, GLint* params);
+ void (*glFinishFenceNV) (GLuint fence);
+ void (*glSetFenceNV) (GLuint, GLenum);
+
+ /* GL_QCOM_driver_control */
+ void (*glGetDriverControlsQCOM) (GLint* num, GLsizei size, GLuint* driverControls);
+ void (*glGetDriverControlStringQCOM) (GLuint driverControl, GLsizei bufSize, GLsizei* length, char* driverControlString);
+ void (*glEnableDriverControlQCOM) (GLuint driverControl);
+ void (*glDisableDriverControlQCOM) (GLuint driverControl);
+
+ /* GL_QCOM_extended_get */
+ void (*glExtGetTexturesQCOM) (GLuint* textures, GLint maxTextures, GLint* numTextures);
+ void (*glExtGetBuffersQCOM) (GLuint* buffers, GLint maxBuffers, GLint* numBuffers);
+ void (*glExtGetRenderbuffersQCOM) (GLuint* renderbuffers, GLint maxRenderbuffers, GLint* numRenderbuffers);
+ void (*glExtGetFramebuffersQCOM) (GLuint* framebuffers, GLint maxFramebuffers, GLint* numFramebuffers);
+ void (*glExtGetTexLevelParameterivQCOM) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint* params);
+ void (*glExtTexObjectStateOverrideiQCOM) (GLenum target, GLenum pname, GLint param);
+ void (*glExtGetTexSubImageQCOM) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void* texels);
+ void (*glExtGetBufferPointervQCOM) (GLenum target, void** params);
+
+
+ /* GL_QCOM_extended_get2 */
+ void (*glExtGetShadersQCOM) (GLuint* shaders, GLint maxShaders, GLint* numShaders);
+ void (*glExtGetProgramsQCOM) (GLuint* programs, GLint maxPrograms, GLint* numPrograms);
+ GLboolean (*glExtIsProgramBinaryQCOM) (GLuint program);
+ void (*glExtGetProgramBinarySourceQCOM) (GLuint program, GLenum shadertype, char* source, GLint* length);
+
+ //------- EGL Related Extensions -------//
+ /* EvasGL_KHR_image */
+ EvasGLImage (*evasglCreateImage) (int target, void* buffer, int* attrib_list);
+ void (*evasglDestroyImage) (EvasGLImage image);
+
+ /* future calls will be added down here for expansion */
+ /* version 2: */
+};
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+/**
+ * @}
+ */