update README

SVN revision: 75299
This commit is contained in:
Carsten Haitzler 2012-08-16 00:53:31 +00:00
parent c27e15df0b
commit d91c5bc76f
1 changed files with 30 additions and 64 deletions

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@ -552,6 +552,35 @@ this loader load tga format files. these files are very old-fashioned
but found often in the 3d graphics world.
--enable-image-loader-generic[=static]
this loader will execute a given binary to decode an image and read
the resulting image data via a shared memory segment, a mmaped file or
stdout. it uses the command-line to pass the filename and any load
parameters, and reads stdout from the loader binary to get metadata like
width, height, alpha channel flag and location of pixel data. this
loader has no dependencies as the binaries run are to be found in
PREIFX/lib/evas/utils and are named evas_image_loader.EXTENSION where
.EXTENSION is replaced by the filename extension to be decoded. if
this binary does not exist then evas_image_loader (with no extension) is
tried as a last fallback allowing it to handle "all cases".
since this loader doesn't use any libraires, it relies on runtime
dependencies and executables existing in the utils directory. note that
images loaded via this mechanism will have slower load times due to the
overhead of execution of another binary, but any instability in the
loaders themselves will not affect the application using evas.
this also means that licenses such as GPL for the binaries in this
utils directory do not affect evas and the applications or libraries
using evas.
there is a separately released evas_generic_loaders package which
builds stand-alone binaries that can do this style of decoding for for
evas. this package currently handles XCF, PDF, PS, RAW, SVG (via
librsvg) and video formats (via gstreamer).
------------------------------------------------------------------------------
FONT LOADERS:
--enable-font-loader-eet[=static]
@ -759,76 +788,13 @@ with --enable-pthreads and --enable-async-events. you really want all
of these available.
--enable-async-render **CAUTION - MAY NOT WORK RIGHT**
this enables a software multi-frame threaded renderer. this will
allocate (for example) 2 frames to 2 cores, with one core of the cpu
rendering the previous frame while the next frame starts rendering on
another core in the meantime allowing for higher framerates with
software rendering, using more cpu resources that are available on
modern multi-core cpu's.
This is buggy! it will likely cause crashes and rendering corruption.
Do not enable it unless you plan to actually work on it. This requires you
also set the environment variable EVAS_RENDER_MODE to "non-blocking" to
enable it at runtime, as the compile-time enable simply sets up the feature
to be ready to work. The runtime switch actually turns it on. If you don't
plan to use this feature, don't enable it in the build as there is a general
performance hit of maintaining this feature at all, so beware that
enabling it for single core systems will likely take a performance hit.
--enable-pipe-render **DISABLED DUE TO BUGS**
--enable-pipe-render **NOT ON BY DEFAULT DUE TO DUBIOUS IMPROVEMENTS**
this enables a multiple-thread renderer that divides the rendering
into N regions (1 per core) to speed up rendering in software when you
have multiple cpu cores.
--enable-word-cache **DISABLED DUE TO BUGS**
Cache rendered words and draw them as a single object, instead of
individual characters. This is a big gain for things like neon which
draw large runs effectively.
However it is useless on GL and similar back-ends as the cost in
sending a word sized texture kills the performance gain (and GL is
pretty good at drawing lots of small things anyway). If it detects a GL
backend is in use, it disables itself.
By default words (strings) of more then 50 characters are not cached.
The system caches 40 words by default, but this can be changed by
setting EVAS_WORD_CACHE_MAX_WORDS to another number. Setting it to 0
will disable word-cache at run time.
Text based benchmarks are 50-100% quicker.
If you have any issues with word caching, please report them to either
the e-devel mailing list or Brett Nash <nash@nash.id.uau>
For GL see metric caching...
--enable-metric-cache **DISABLED DUE TO BUGS**
Metric caching saves character metrics between characters in words.
This enables it to render words much quicker as it avoids things like
space calculations and kerning calculation.
The cache size is also controlled by EVAS_WORD_CACHE_MAX_WORDS.
It is useful for GL in particular, although software engines do get
some gain.
Generally it is recommended you enable one or both of word or metric caching,
depending on your engine use. If you are only using software, enable word
caching (and neon on arm if you can), for GL, turn on metric caching.
A simple solution is enable both, and let the engine sort it out at run time.
If you have any issues with metric caching, please report them to either
the e-devel mailing list or Brett Nash <nash@nash.id.uau>
--enable-fontconfig
this enables fontconfig support for loading font files by using