375 lines
13 KiB
C
375 lines
13 KiB
C
#include "evas_common_private.h"
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#include "evas_private.h"
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#include <math.h>
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#include <assert.h>
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#ifdef EVAS_CSERVE2
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#include "evas_cs2_private.h"
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#endif
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#ifdef EVAS_RENDER_DEBUG_TIMING
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#include <sys/time.h>
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#endif
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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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// 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_end(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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// global data (for rendering only)
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//////////////////////////////////////////////////////////////////////////////
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static Eina_List *_rendering = NULL;
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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_CLASS);
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Eina_Rectangle *r;
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Eina_List *l;
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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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// 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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// 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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// 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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// 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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// XXX:
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// XXX: process all objects figuring out update regions
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// XXX:
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// XXX:
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// XXX: RENDER HERE!
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if (do_async)
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{
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// XXX: send off render commands
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}
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else
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{
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// XXX: do render that is sent of above right here
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}
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// XXX:
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// if we are async...
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if (do_async)
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{
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// ref the canvas so it stays while threads wortk
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eo_ref(eo_e);
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// track hanvas 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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// flush the thread queue
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evas_thread_queue_flush
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((Evas_Thread_Command_Cb)_evas_render2_wakeup_send, eo_e);
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}
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// if not async but we had actual update regions drawn
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else if (e->render.updates)
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{
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// call output flush and callbacks around it
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_PRE,
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NULL);
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e->engine.func->output_flush(e->engine.data.output,
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EVAS_RENDER_MODE_SYNC);
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_POST,
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NULL);
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}
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}
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// reset flags sinc rendering is processed now
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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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// XXX:
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// XXX: delete objects no longer needed here
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// XXX:
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// if we are not going to be async then do post render here
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if (!do_async)
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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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// call the post render callback with info if appropriate
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if (e->render.updates)
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{
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Evas_Event_Render_Post post;
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post.updated_area = e->render.updates;
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, &post);
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}
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else
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, NULL);
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// clean out modules we don't need anymore
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evas_module_clean();
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// clean out updates and tmp surfaces we were holding/tracking
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if (!make_updates)
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{
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Update *u;
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EINA_LIST_FREE(e->render.updates, u)
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{
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//evas_cache_image_drop(u->surface);
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free(u);
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}
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}
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}
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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_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
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Eina_Bool have_updates = EINA_FALSE;
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Update *u;
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// XXX:
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// XXX: actually update screen from mainloop here if needed - eg software
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// engine needs to xshmputimage here
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// XXX:
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// clean out updates and tmp surfaces we were holding/tracking
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if (e->render.updates)
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{
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have_updates = EINA_TRUE;
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EINA_LIST_FREE(e->render.updates, u)
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{
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//evas_cache_image_drop(u->surface);
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free(u);
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}
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}
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// if we did do rendering flush output to target and call callbacks
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if (have_updates)
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{
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_PRE, NULL);
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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 (e->render.updates)
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{
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Evas_Event_Render_Post post;
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post.updated_area = e->render.updates;
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, &post);
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}
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else
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_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, NULL);
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// clean out modules we don't need anymore
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evas_module_clean();
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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_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
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// not e that we should probably expose a call to do this outside of evas
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// so ecore evas can call it in an idler
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_evas_render2_cow_all_gc(500);
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}
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///////////////////////////////////////////////////////////////////////
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// DUMP DATA (in mainloop)
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///////////////////////////////////////////////////////////////////////
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void
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_evas_render2_dump(Eo *eo_e)
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{
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Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
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// freeze core cache system async work
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evas_cache_async_freeze();
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// wait for all canvases to render as they may share data we are dumping
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_evas_render2_all_sync();
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// go through idle flush first
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_evas_render2_idle_flush(eo_e);
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// also now tell engine to dump too
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if ((e->engine.func) && (e->engine.func->output_dump) &&
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(e->engine.data.output))
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e->engine.func->output_dump(e->engine.data.output);
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// clean up all cow sections no matter how many
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_evas_render2_cow_all_gc(0);
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// unfreeze core cache system
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evas_cache_async_thaw();
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}
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///////////////////////////////////////////////////////////////////////
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// WAIT ON CANVAS RENDER (if async, in mainloop)
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///////////////////////////////////////////////////////////////////////
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void
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_evas_render2_wait(Eo *eo_e)
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{
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Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
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while (e->rendering) evas_async_events_process_blocking();
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}
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// helpers
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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, eo_event_freeze_get(&freeze_num));
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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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