Bind an object to use as a mask or texture in a filter program.
This will create automatically a new RGBA buffer containing the source object's pixels (as it is rendered).
Overridden from Efl.Gfx.Filter.filter_source (get, set).
@property filter_source @pure_virtual { get {} set {} keys { name: string; } values { source: Efl.Gfx.Entity; } }
Efl_Gfx_Entity *efl_gfx_filter_source_get(const Eo *obj, const char *name); void efl_gfx_filter_source_set(Eo *obj, const char *name, Efl_Gfx_Entity *source);