efl/src/lib/evas/canvas/evas_render2.c

375 lines
13 KiB
C

#include "evas_common_private.h"
#include "evas_private.h"
#include <math.h>
#include <assert.h>
#ifdef EVAS_CSERVE2
#include "evas_cs2_private.h"
#endif
#ifdef EVAS_RENDER_DEBUG_TIMING
#include <sys/time.h>
#endif
//////////////////////////////////////////////////////////////////////////////
// this is the start of a rewrite of the evas rendering infra. first port of
// call is to just make it work and still support async rendering with no
// optimizations at all. once it WORKS properly start adding back
// optimizations one at a time very carefully until it is equivalent to where
// evas render was before, THEN... we can consider switching it on by default
// but until then it's off unless you set:
//
// export EVAS_RENDER2=1
//
// at runtime.
//////////////////////////////////////////////////////////////////////////////
// data types
//////////////////////////////////////////////////////////////////////////////
typedef struct Update Update;
struct _Update
{
Eina_Rectangle area;
void *surface;
};
// funcs
//////////////////////////////////////////////////////////////////////////////
Eina_Bool _evas_render2_begin(Eo *eo_e, Eina_Bool make_updates, Eina_Bool do_draw, Eina_Bool do_async);
void _evas_render2_idle_flush(Eo *eo_e);
void _evas_render2_dump(Eo *eo_e);
void _evas_render2_wait(Eo *eo_e);
static void _evas_render2_end(Eo *eo_e);
static void _evas_render2_cow_gc(Eina_Cow *cow, int max);
static void _evas_render2_cow_all_gc(int max);
static void _evas_render2_all_sync(void);
static void _evas_render2_wakeup_cb(void *target, Evas_Callback_Type type, void *event_info);
static void _evas_render2_wakeup_send(void *data);
static void _evas_render2_always_call(Eo *eo_e, Evas_Callback_Type type, void *event_info);
// global data (for rendering only)
//////////////////////////////////////////////////////////////////////////////
static Eina_List *_rendering = NULL;
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
// BEGIN RENDERING (in mainloop)
///////////////////////////////////////////////////////////////////////
Eina_Bool
_evas_render2_begin(Eo *eo_e, Eina_Bool make_updates,
Eina_Bool do_draw, Eina_Bool do_async)
{
Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
Eina_Rectangle *r;
Eina_List *l;
// if nothing changed at all since last render - skip this frame
if (!e->changed) return EINA_FALSE;
// we are still rendering while being asked to render - skip this frame
if (e->rendering && do_async) return EINA_FALSE;
// check viewport size is same as output - not allowed to differ
if ((e->output.w != e->viewport.w) || (e->output.h != e->viewport.h))
ERR("viewport size != output size!");
// call canvas callbacks saying we are in the pre-render state
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_PRE, NULL);
// we have to calculate smare objects before render so do that here
evas_call_smarts_calculate(eo_e);
// if the output size changed, add a full redraw
if ((e->output.changed) || (e->framespace.changed))
{
e->engine.func->output_resize(e->engine.data.output,
e->output.w, e->output.h);
e->engine.func->output_redraws_rect_add(e->engine.data.output, 0, 0,
e->output.w, e->output.h);
}
// if there are explicit update regions - add them
EINA_LIST_FREE(e->damages, r)
{
// if we didnt just do a full redraw if output changed
if ((!e->output.changed) && (!e->framespace.changed))
e->engine.func->output_redraws_rect_add(e->engine.data.output,
r->x, r->y, r->w, r->h);
eina_rectangle_free(r);
}
// remove obscures from rendering - we keep them around
EINA_LIST_FOREACH(e->obscures, l, r)
e->engine.func->output_redraws_rect_del(e->engine.data.output,
r->x, r->y, r->w, r->h);
// we are actually asked to draw not just go through the motions for gc
if (do_draw)
{
// XXX:
// XXX: process all objects figuring out update regions
// XXX:
// XXX:
// XXX: RENDER HERE!
if (do_async)
{
// XXX: send off render commands
}
else
{
// XXX: do render that is sent of above right here
}
// XXX:
// if we are async...
if (do_async)
{
// ref the canvas so it stays while threads wortk
eo_ref(eo_e);
// track hanvas in list of things going in the background
e->rendering = EINA_TRUE;
_rendering = eina_list_append(_rendering, eo_e);
// flush the thread queue
evas_thread_queue_flush
((Evas_Thread_Command_Cb)_evas_render2_wakeup_send, eo_e);
}
// if not async but we had actual update regions drawn
else if (e->render.updates)
{
// call output flush and callbacks around it
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_PRE,
NULL);
e->engine.func->output_flush(e->engine.data.output,
EVAS_RENDER_MODE_SYNC);
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_POST,
NULL);
}
}
// reset flags sinc rendering is processed now
e->changed = EINA_FALSE;
e->viewport.changed = EINA_FALSE;
e->output.changed = EINA_FALSE;
e->framespace.changed = EINA_FALSE;
e->invalidate = EINA_FALSE;
// XXX:
// XXX: delete objects no longer needed here
// XXX:
// if we are not going to be async then do post render here
if (!do_async)
{
// clear our previous rendering stuff from the engine
e->engine.func->output_redraws_clear(e->engine.data.output);
// call the post render callback with info if appropriate
if (e->render.updates)
{
Evas_Event_Render_Post post;
post.updated_area = e->render.updates;
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, &post);
}
else
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, NULL);
// clean out modules we don't need anymore
evas_module_clean();
// clean out updates and tmp surfaces we were holding/tracking
if (!make_updates)
{
Update *u;
EINA_LIST_FREE(e->render.updates, u)
{
//evas_cache_image_drop(u->surface);
free(u);
}
}
}
return EINA_TRUE;
}
///////////////////////////////////////////////////////////////////////
// END RENDERING (in mainloop)
///////////////////////////////////////////////////////////////////////
static void
_evas_render2_end(Eo *eo_e)
{
// this is actually called if rendering was async and is done. this is
// run in the mainloop where rendering began and may handle any cleanup
// or pixel upload if needed here
Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
Eina_Bool have_updates = EINA_FALSE;
Update *u;
// XXX:
// XXX: actually update screen from mainloop here if needed - eg software
// engine needs to xshmputimage here
// XXX:
// clean out updates and tmp surfaces we were holding/tracking
if (e->render.updates)
{
have_updates = EINA_TRUE;
EINA_LIST_FREE(e->render.updates, u)
{
//evas_cache_image_drop(u->surface);
free(u);
}
}
// if we did do rendering flush output to target and call callbacks
if (have_updates)
{
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_PRE, NULL);
e->engine.func->output_flush(e->engine.data.output,
EVAS_RENDER_MODE_ASYNC_END);
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_FLUSH_POST, NULL);
}
// clear our previous rendering stuff from the engine
e->engine.func->output_redraws_clear(e->engine.data.output);
// stop tracking canvas as being async rendered
_rendering = eina_list_remove(_rendering, eo_e);
e->rendering = EINA_FALSE;
// call the post render callback with info if appropriate
if (e->render.updates)
{
Evas_Event_Render_Post post;
post.updated_area = e->render.updates;
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, &post);
}
else
_evas_render2_always_call(eo_e, EVAS_CALLBACK_RENDER_POST, NULL);
// clean out modules we don't need anymore
evas_module_clean();
// release canvas object ref
eo_unref(eo_e);
}
///////////////////////////////////////////////////////////////////////
// IDLE FLUSH (in mainloop)
///////////////////////////////////////////////////////////////////////
void
_evas_render2_idle_flush(Eo *eo_e)
{
Evas_Public_Data *e = eo_data_scope_get(eo_e, EVAS_CLASS);
// wait for rendering to finish so we don't mess up shared resources
_evas_render2_wait(eo_e);
// clean fonts
evas_fonts_zero_pressure(eo_e);
// call engine idle flush call
if ((e->engine.func) && (e->engine.func->output_idle_flush) &&
(e->engine.data.output))
e->engine.func->output_idle_flush(e->engine.data.output);
// mark as invalidated
e->invalidate = EINA_TRUE;
// 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_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_CLASS);
while (e->rendering) evas_async_events_process_blocking();
}
// helpers
//////////////////////////////////////////////////////////////////////////////
static void
_evas_render2_cow_gc(Eina_Cow *cow, int max)
{
// gc a single cow type up to max iter or if max <= 0, all of them
int i = 0;
while (eina_cow_gc(cow))
{
if (max < 1) continue;
i++;
if (i > max) break;
}
}
static void
_evas_render2_cow_all_gc(int max)
{
// gc all known cow types
_evas_render2_cow_gc(evas_object_proxy_cow, max);
_evas_render2_cow_gc(evas_object_map_cow, max);
_evas_render2_cow_gc(evas_object_image_pixels_cow, max);
_evas_render2_cow_gc(evas_object_image_load_opts_cow, max);
_evas_render2_cow_gc(evas_object_image_state_cow, max);
}
static void
_evas_render2_all_sync(void)
{
// wait for ALL canvases to stop rendering
Eo *eo_e;
if (!_rendering) return;
eo_e = eina_list_data_get(eina_list_last(_rendering));
_evas_render2_wait(eo_e);
}
static void
_evas_render2_wakeup_cb(void *target, Evas_Callback_Type type EINA_UNUSED, void *event_info EINA_UNUSED)
{
// in mainloop run the rendering end handler
Eo *eo_e = target;
_evas_render2_end(eo_e);
}
static void
_evas_render2_wakeup_send(void *data)
{
// pass an event to the mainloop async event handler in evas so mainloop
// runs wakeup_cb and not in any thread
evas_async_events_put(data, 0, NULL, _evas_render2_wakeup_cb);
}
static void
_evas_render2_always_call(Eo *eo_e, Evas_Callback_Type type, void *event_info)
{
int freeze_num = 0, i;
eo_do(eo_e, eo_event_freeze_get(&freeze_num));
for (i = 0; i < freeze_num; i++) eo_do(eo_e, eo_event_thaw());
evas_event_callback_call(eo_e, type, event_info);
for (i = 0; i < freeze_num; i++) eo_do(eo_e, eo_event_freeze());
}