add pre/post swap callbacks. need them! :(

SVN revision: 45514
This commit is contained in:
Carsten Haitzler 2010-01-24 11:01:20 +00:00
parent b9cbdd4a7d
commit c12557d8f0
3 changed files with 25 additions and 14 deletions

View File

@ -1030,6 +1030,7 @@ shader_array_flush(Evas_GL_Context *gc)
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texu);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_texv);
glActiveTexture(GL_TEXTURE0);
}
else if (gc->array.use_texuv2)
{

View File

@ -26,6 +26,13 @@ struct _Evas_Engine_Info_GL_X11
Colormap (*best_colormap_get) (Display *disp, int screen);
int (*best_depth_get) (Display *disp, int screen);
} func;
struct {
void (*pre_swap) (void *data, Evas *e);
void (*post_swap) (void *data, Evas *e);
void *data; // data for callback calls
} callback;
};
#endif

View File

@ -72,8 +72,10 @@ typedef struct _Render_Engine Render_Engine;
struct _Render_Engine
{
Evas_GL_X11_Window *win;
int end;
Evas_GL_X11_Window *win;
Evas_Engine_Info_GL_X11 *info;
Evas *evas;
int end;
XrmDatabase xrdb; // xres - dpi
struct { // xres - dpi
@ -122,6 +124,8 @@ eng_setup(Evas *e, void *in)
#endif
re = calloc(1, sizeof(Render_Engine));
if (!re) return 0;
re->info = info;
re->evas = e;
e->engine.data.output = re;
re->win = eng_window_new(info->info.display,
info->info.drawable,
@ -391,8 +395,8 @@ eng_output_flush(void *data)
re->win->draw.drew = 0;
eng_window_use(re->win);
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// glFlush();
# if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
eglSwapBuffers(re->win->egl_disp, re->win->egl_surface[0]);
#else
# ifdef VSYNC_TO_SCREEN
@ -403,18 +407,17 @@ eng_output_flush(void *data)
// glXWaitVideoSyncSGI(2, (rc + 1) % 2, &rc);
// }
# endif
# ifdef SLOW_GL_COPY_RECT
if (re->info->callback.pre_swap)
{
glXWaitGL();
re->info->callback.pre_swap(re->info->callback.data, re->evas);
}
glXSwapBuffers(re->win->disp, re->win->win);
# else
// /* SLOW AS ALL HELL! */
// evas_gl_common_swap_rect(re->win->gl_context,
// re->win->draw.x1, re->win->draw.y1,
// re->win->draw.x2 - re->win->draw.x1 + 1,
// re->win->draw.y2 - re->win->draw.y1 + 1);
# endif
// glFlush();
// glXWaitGL();
// XSync(re->win->disp, False);
if (re->info->callback.post_swap)
{
glXWaitGL();
re->info->callback.post_swap(re->info->callback.data, re->evas);
}
#endif
}