Revise some of the compositor performance improvements to improve correctness.
Implement pixel blending using a variation of Jim Blinn's no-division blending algorithm.
Move transparency type simplification further up the composition code.
Remove some unnecessary fields.
Output to YUV implementation needs revision as it is actually converting from YUV (copy of source conversion code).
// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
//
#ifndef EGLDEFS_H_
#define EGLDEFS_H_
#include <e32base.h>
#include <GLES/egl.h>
/** Attributes for an EColor4K window. */
const GLint KColor4KAttribList[] =
{
EGL_BUFFER_SIZE, 12,
EGL_RED_SIZE, 4,
EGL_GREEN_SIZE, 4,
EGL_BLUE_SIZE, 4,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES_BIT,
EGL_NONE
};
/** Attributes for an EColor64K window. */
const GLint KColor64KAttribList[] =
{
EGL_BUFFER_SIZE, 16,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES_BIT,
EGL_NONE
};
/** Attributes for an EColor16M window. */
const GLint KColor16MAttribList[] =
{
EGL_BUFFER_SIZE, 24,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES_BIT,
EGL_NONE
};
/** Attributes for an EColor16MA window. */
const GLint KColor16MAAttribList[] =
{
EGL_BUFFER_SIZE, 32,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE,EGL_OPENGL_ES_BIT,
EGL_NONE
};
/**
* Values for the perspective matrix used by glFrustumf.
* Width is calculated based on the surface aspect ratio.
*/
const GLfloat KFrustumHeight = 1.0f;
const GLfloat KFrustumNear = 1.0f;
const GLfloat KFrustumFar = 1000000.0f;
/** Values to translate the model view. */
const GLfloat KModelViewX = 0.0f;
const GLfloat KModelViewY = 0.0f;
const GLfloat KModelViewZ = -40.0f;
#endif /* EGLDEFS_H_ */