486 lines
17 KiB
C
486 lines
17 KiB
C
#include "evas_render2.h"
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//////////////////////////////////////////////////////////////////////////////
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// this is the start of a rewrite of the evas rendering infra. first port of
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// call is to just make it work and still support async rendering with no
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// optimizations at all. once it WORKS properly start adding back
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// optimizations one at a time very carefully until it is equivalent to where
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// evas render was before, THEN... we can consider switching it on by default
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// but until then it's off unless you set:
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//
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// export EVAS_RENDER2=1
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//
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// at runtime.
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//////////////////////////////////////////////////////////////////////////////
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// data types
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//////////////////////////////////////////////////////////////////////////////
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typedef struct _Update Update;
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struct _Update
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{
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Eina_Rectangle *area;
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void *surface;
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};
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typedef struct _Update_Info Update_Info;
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struct _Update_Info
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{
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void *surface;
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int ux, uy, uw, uh;
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int cx, cy, cw, ch;
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};
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// funcs
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//////////////////////////////////////////////////////////////////////////////
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Eina_Bool _evas_render2_begin(Eo *eo_e, Eina_Bool make_updates, Eina_Bool do_draw, Eina_Bool do_async);
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void _evas_render2_idle_flush(Eo *eo_e);
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void _evas_render2_dump(Eo *eo_e);
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void _evas_render2_wait(Eo *eo_e);
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static void _evas_render2_cow_gc(Eina_Cow *cow, int max);
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static void _evas_render2_cow_all_gc(int max);
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static void _evas_render2_all_sync(void);
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static void _evas_render2_wakeup_cb(void *target, Evas_Callback_Type type, void *event_info);
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static void _evas_render2_wakeup_send(void *data);
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static void _evas_render2_always_call(Eo *eo_e, Evas_Callback_Type type, void *event_info);
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static void _evas_render2_updates_clean(Evas_Public_Data *e);
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static void _evas_render2_stage_last(Eo *eo_e, Eina_Bool make_updates, Eina_Bool do_async);
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static void _evas_render2_stage_explicit_updates(Evas_Public_Data *e);
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static void _evas_render2_stage_main_render_prepare(Evas_Public_Data *e);
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static void _evas_render2_stage_render_do(Evas_Public_Data *e, Eina_Bool do_async);
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static void _evas_render2_stage_reset(Evas_Public_Data *e);
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static void _evas_render2_stage_object_cleanup(Evas_Public_Data *e);
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static void _evas_render2_th_render(void *data);
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static void _evas_render2_end(Eo *eo_e);
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// global data (for rendering only)
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//////////////////////////////////////////////////////////////////////////////
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static Eina_List *_rendering = NULL;
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// actual helper/internal functions
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//////////////////////////////////////////////////////////////////////////////
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static void
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_evas_render2_cow_gc(Eina_Cow *cow, int max)
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{
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// gc a single cow type up to max iter or if max <= 0, all of them
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int i = 0;
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while (eina_cow_gc(cow))
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{
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if (max < 1) continue;
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i++;
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if (i > max) break;
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}
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}
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static void
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_evas_render2_cow_all_gc(int max)
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{
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// gc all known cow types
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_evas_render2_cow_gc(evas_object_proxy_cow, max);
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_evas_render2_cow_gc(evas_object_map_cow, max);
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_evas_render2_cow_gc(evas_object_image_pixels_cow, max);
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_evas_render2_cow_gc(evas_object_image_load_opts_cow, max);
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_evas_render2_cow_gc(evas_object_image_state_cow, max);
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}
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static void
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_evas_render2_all_sync(void)
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{
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// wait for ALL canvases to stop rendering
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Eo *eo_e;
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if (!_rendering) return;
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eo_e = eina_list_data_get(eina_list_last(_rendering));
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_evas_render2_wait(eo_e);
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}
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static void
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_evas_render2_wakeup_cb(void *target, Evas_Callback_Type type EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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// in mainloop run the rendering end handler
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Eo *eo_e = target;
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_evas_render2_end(eo_e);
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}
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static void
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_evas_render2_wakeup_send(void *data)
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{
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// pass an event to the mainloop async event handler in evas so mainloop
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// runs wakeup_cb and not in any thread
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evas_async_events_put(data, 0, NULL, _evas_render2_wakeup_cb);
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}
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static void
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_evas_render2_always_call(Eo *eo_e, Evas_Callback_Type type, void *event_info)
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{
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int freeze_num = 0, i;
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eo_do(eo_e, freeze_num = eo_event_freeze_count_get());
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for (i = 0; i < freeze_num; i++) eo_do(eo_e, eo_event_thaw());
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evas_event_callback_call(eo_e, type, event_info);
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for (i = 0; i < freeze_num; i++) eo_do(eo_e, eo_event_freeze());
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}
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static void
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_evas_render2_updates_clean(Evas_Public_Data *e)
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{
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void *u;
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// clean out updates and tmp surfaces we were holding/tracking
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EINA_LIST_FREE(e->render.updates, u) eina_rectangle_free(u);
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}
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static void
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_evas_render2_stage_last(Eo *eo_e, Eina_Bool make_updates, Eina_Bool do_async)
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{
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Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CANVAS_CLASS);
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Eina_List *ret_updates = NULL;
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Evas_Event_Render_Post post;
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// XXX:
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// XXX: actually update screen from mainloop here if needed - eg software
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// XXX: engine needs to xshmputimage here - engine func does this
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// XXX:
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// if we did do rendering flush output to target and call callbacks
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if (e->render.updates)
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{
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Update *ru;
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_PRE, NULL);
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EINA_LIST_FREE(e->render.updates, ru)
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{
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/* punch rect out */
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e->engine.func->output_redraws_next_update_push
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(e->engine.data.output, ru->surface,
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ru->area->x, ru->area->y, ru->area->w, ru->area->h,
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EVAS_RENDER_MODE_ASYNC_END);
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ret_updates = eina_list_append(ret_updates, ru->area);
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evas_cache_image_drop(ru->surface);
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free(ru);
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}
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if (do_async) post.updated_area = ret_updates;
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else e->render.updates = ret_updates;
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e->engine.func->output_flush(e->engine.data.output,
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EVAS_RENDER_MODE_ASYNC_END);
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_POST, NULL);
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}
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// clear our previous rendering stuff from the engine
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e->engine.func->output_redraws_clear(e->engine.data.output);
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// stop tracking canvas as being async rendered
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_rendering = eina_list_remove(_rendering, eo_e);
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e->rendering = EINA_FALSE;
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// call the post render callback with info if appropriate
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if (do_async)
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, &post);
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else
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, NULL);
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// if we don't want to keep updates after this
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if (!make_updates) _evas_render2_updates_clean(e);
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// clean out modules we don't need anymore
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evas_module_clean();
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}
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static void
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_evas_render2_stage_explicit_updates(Evas_Public_Data *e)
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{
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Eina_Rectangle *r;
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Eina_List *l;
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// XXX: should time this
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// if the output size changed, add a full redraw
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if ((e->output.changed) || (e->framespace.changed))
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{
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e->engine.func->output_resize(e->engine.data.output,
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e->output.w, e->output.h);
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e->engine.func->output_redraws_rect_add(e->engine.data.output, 0, 0,
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e->output.w, e->output.h);
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}
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// if there are explicit update regions - add them
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EINA_LIST_FREE(e->damages, r)
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{
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// if we didnt just do a full redraw if output changed
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if ((!e->output.changed) && (!e->framespace.changed))
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e->engine.func->output_redraws_rect_add(e->engine.data.output,
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r->x, r->y, r->w, r->h);
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eina_rectangle_free(r);
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}
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// remove obscures from rendering - we keep them around
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EINA_LIST_FOREACH(e->obscures, l, r)
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e->engine.func->output_redraws_rect_del(e->engine.data.output,
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r->x, r->y, r->w, r->h);
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}
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static void
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_evas_render2_stage_main_render_prepare(Evas_Public_Data *e)
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{
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// XXX:
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// XXX: do any preparation work here that is needed for the render
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// XXX: threads to do their work, but can't be done in a thread. this
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// XXX: also includes doing the pose render and clear of change flag
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// XXX:
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printf("_evas_render2_stage_main_render_prepare %p\n", e);
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}
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static void
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_evas_render2_object_render(Evas_Public_Data *e, Evas_Object_Protected_Data *obj, Update_Info *uinf, int l)
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{
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Evas_Object_Protected_Data *obj2;
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Evas_Object *eo_obj = obj->object;
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const Eina_Inlist *il;
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if ((!evas_object_is_visible(eo_obj, obj)) ||
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(obj->clip.clipees) || (obj->cur->have_clipees)) return;
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il = evas_object_smart_members_get_direct(eo_obj);
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if (il)
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{
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EINA_INLIST_FOREACH(il, obj2)
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_evas_render2_object_render(e, obj2, uinf, l + 1);
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}
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else
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{
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void *ctx = e->engine.func->context_new(e->engine.data.output);
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if (ctx)
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{
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int offx = uinf->cx - uinf->ux;
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int offy = uinf->cy - uinf->uy;
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int x, y, w, h;
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x = obj->cur->cache.clip.x;
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y = obj->cur->cache.clip.y;
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w = obj->cur->cache.clip.w;
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h = obj->cur->cache.clip.h;
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e->engine.func->context_clip_set(e->engine.data.output,
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ctx, x + offx, y + offy, w, h);
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obj->func->render(eo_obj, obj, obj->private_data,
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e->engine.data.output,
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ctx, uinf->surface,
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offx, offy,
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EINA_FALSE);
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e->engine.func->context_free(e->engine.data.output, ctx);
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}
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}
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}
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static void
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_evas_render2_stage_render_do(Evas_Public_Data *e, Eina_Bool do_async EINA_UNUSED)
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{
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Update_Info uinf;
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Eina_Bool alpha;
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// XXX: actually render now (either in thread or in mainloop)
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// XXX:
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printf(" _evas_render2_stage_render_do %p\n", e);
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alpha = e->engine.func->canvas_alpha_get(e->engine.data.output,
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e->engine.data.context);
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while ((uinf.surface =
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e->engine.func->output_redraws_next_update_get
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(e->engine.data.output,
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&uinf.ux, &uinf.uy, &uinf.uw, &uinf.uh,
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&uinf.cx, &uinf.cy, &uinf.cw, &uinf.ch)))
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{
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Update *ru = NULL;
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Evas_Layer *lay;
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Evas_Object_Protected_Data *obj;
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// if the canvas has an alpha channel, we must fill the region with
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// empty (0 value argb)
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if (alpha)
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{
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void *ctx = e->engine.func->context_new(e->engine.data.output);
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if (ctx)
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{
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e->engine.func->context_render_op_set
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(e->engine.data.output, ctx, EVAS_RENDER_COPY);
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e->engine.func->context_color_set
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(e->engine.data.output, ctx, 0, 0, 0, 0);
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e->engine.func->rectangle_draw(e->engine.data.output,
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ctx, uinf.surface,
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uinf.cx, uinf.cy,
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uinf.cw, uinf.ch,
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EINA_FALSE);
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e->engine.func->context_free(e->engine.data.output, ctx);
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}
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}
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EINA_INLIST_FOREACH(e->layers, lay)
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{
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EINA_INLIST_FOREACH(lay->objects, obj)
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{
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_evas_render2_object_render(e, obj, &uinf, 0);
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}
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}
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ru = malloc(sizeof(*ru));
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ru->surface = uinf.surface;
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NEW_RECT(ru->area, uinf.ux, uinf.uy, uinf.uw, uinf.uh);
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e->render.updates = eina_list_append(e->render.updates, ru);
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evas_cache_image_ref(uinf.surface);
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}
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e->engine.func->output_redraws_clear(e->engine.data.output);
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}
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static void
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_evas_render2_stage_reset(Evas_Public_Data *e)
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{
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// cleanup canvas state after a render
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e->changed = EINA_FALSE;
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e->viewport.changed = EINA_FALSE;
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e->output.changed = EINA_FALSE;
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e->framespace.changed = EINA_FALSE;
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e->invalidate = EINA_FALSE;
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}
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static void
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_evas_render2_stage_object_cleanup(Evas_Public_Data *e)
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{
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// cleanup objects no longer needed now they have been scanned
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// XXX:
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// XXX: delete objects no longer needed here
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// XXX:
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printf("_evas_render2_stage_object_cleanup %p\n", e);
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}
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static void
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_evas_render2_th_render(void *data)
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{
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Evas_Public_Data *e = data;
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printf(".....................................................%p\n", e);
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_evas_render2_stage_render_do(e, EINA_TRUE);
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printf("^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^%p\n", e);
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}
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// major functions (called from evas_render.c)
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//////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////
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// BEGIN RENDERING (in mainloop)
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///////////////////////////////////////////////////////////////////////
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Eina_Bool
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_evas_render2_begin(Eo *eo_e, Eina_Bool make_updates,
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Eina_Bool do_draw, Eina_Bool do_async)
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{
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Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CANVAS_CLASS);
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// if nothing changed at all since last render - skip this frame
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if (!e->changed) return EINA_FALSE;
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// we are still rendering while being asked to render - skip this frame
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if (e->rendering && do_async) return EINA_FALSE;
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// check viewport size is same as output - not allowed to differ
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if ((e->output.w != e->viewport.w) || (e->output.h != e->viewport.h))
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ERR("viewport size != output size!");
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// we have to calculate smare objects before render so do that here
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evas_call_smarts_calculate(eo_e);
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// call canvas callbacks saying we are in the pre-render state
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_PRE, NULL);
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// begin out actual rendering bits
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_evas_render2_stage_generate_object_updates(e);
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_evas_render2_stage_explicit_updates(e);
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// we are actually asked to draw not just go through the motions for gc
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if (do_draw)
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{
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// now go through any preparation that needs doing in the mainloop
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_evas_render2_stage_main_render_prepare(e);
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// send off rendering to primary thread renderer
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if (do_async)
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{
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// ref the canvas so it stays while threads work
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eo_ref(eo_e);
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// track canvas in list of things going in the background
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e->rendering = EINA_TRUE;
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_rendering = eina_list_append(_rendering, eo_e);
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// queue the render thread command
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evas_thread_cmd_enqueue(_evas_render2_th_render, e);
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// flush the thread queue and call wakeup_send in the thread
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evas_thread_queue_flush(_evas_render2_wakeup_send, eo_e);
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}
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// or if not async, do rendering inline now
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else _evas_render2_stage_render_do(e, EINA_FALSE);
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}
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// reset flags since rendering is processed now
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_evas_render2_stage_reset(e);
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// clean/delete/gc objects here
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_evas_render2_stage_object_cleanup(e);
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// if we are not going to be async then do last render stage here
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if (!do_async) _evas_render2_stage_last(eo_e, make_updates, EINA_FALSE);
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if (!do_draw) _evas_render2_updates_clean(e);
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evas_module_clean();
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return EINA_TRUE;
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}
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///////////////////////////////////////////////////////////////////////
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// END RENDERING (in mainloop)
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///////////////////////////////////////////////////////////////////////
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static void
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_evas_render2_end(Eo *eo_e)
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{
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// this is actually called if rendering was async and is done. this is
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// run in the mainloop where rendering began and may handle any cleanup
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// or pixel upload if needed here
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_evas_render2_stage_last(eo_e, EINA_TRUE, EINA_TRUE);
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// release canvas object ref
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eo_unref(eo_e);
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}
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///////////////////////////////////////////////////////////////////////
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// IDLE FLUSH (in mainloop)
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///////////////////////////////////////////////////////////////////////
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void
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_evas_render2_idle_flush(Eo *eo_e)
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{
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Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CANVAS_CLASS);
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// wait for rendering to finish so we don't mess up shared resources
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_evas_render2_wait(eo_e);
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// clean fonts
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evas_fonts_zero_pressure(eo_e);
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// call engine idle flush call
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if ((e->engine.func) && (e->engine.func->output_idle_flush) &&
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(e->engine.data.output))
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e->engine.func->output_idle_flush(e->engine.data.output);
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// mark as invalidated
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e->invalidate = EINA_TRUE;
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|
// garbage collect up to 500 cow segments from our cow types
|
|
// not e that we should probably expose a call to do this outside of evas
|
|
// so ecore evas can call it in an idler
|
|
_evas_render2_cow_all_gc(500);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
// DUMP DATA (in mainloop)
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
_evas_render2_dump(Eo *eo_e)
|
|
{
|
|
Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CANVAS_CLASS);
|
|
|
|
// freeze core cache system async work
|
|
evas_cache_async_freeze();
|
|
// wait for all canvases to render as they may share data we are dumping
|
|
_evas_render2_all_sync();
|
|
// go through idle flush first
|
|
_evas_render2_idle_flush(eo_e);
|
|
// also now tell engine to dump too
|
|
if ((e->engine.func) && (e->engine.func->output_dump) &&
|
|
(e->engine.data.output))
|
|
e->engine.func->output_dump(e->engine.data.output);
|
|
// clean up all cow sections no matter how many
|
|
_evas_render2_cow_all_gc(0);
|
|
// unfreeze core cache system
|
|
evas_cache_async_thaw();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
// WAIT ON CANVAS RENDER (if async, in mainloop)
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
_evas_render2_wait(Eo *eo_e)
|
|
{
|
|
Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CANVAS_CLASS);
|
|
while (e->rendering) evas_async_events_process_blocking();
|
|
}
|