Evas: Filters:

More work, proudly supported by Samsung.  Filters!

So now you can apply a whole host of cheesy visual effects to objects at
runtime.  This is the first commit, there are a couple of more to come as I
tweak the filters, and fix blur with GL[1].

Please direct bugs to me nash@nash.id.au.

[1] You'd think shaders would be good at this.. but no, generic blur and GL
are like trying to get an apple product to work with Linux.

SVN revision: 58726
This commit is contained in:
Brett Nash 2011-04-19 05:47:56 +00:00
parent 36370ae91e
commit 9eaea94252
25 changed files with 2240 additions and 9 deletions

View File

@ -255,3 +255,10 @@
useful for "to" field of email/sms applications where ',' is used to
separate different text entities.
2011-04-19 Brett Nash (nash)
* Filters: So filtering of various flavours. They work only on images
(use a proxy if you want it on other objects). Documentation inline.
Supports a filter object or filter under (the area where the object
is filtered). Various parameters to tweak, and potential for
additional filters (but you get to write the shader ;-)

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@ -7879,6 +7879,51 @@ EAPI Eina_Accessor *evas_object_table_accessor_new (cons
EAPI Eina_List *evas_object_table_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;
EAPI Evas_Object *evas_object_table_child_get (const Evas_Object *o, unsigned short col, unsigned short row) EINA_ARG_NONNULL(1);
typedef enum
{
/** Apply any filter effects to this object (Default) */
EVAS_FILTER_MODE_OBJECT,
/** Filter all objects beneath this object on the canvas */
EVAS_FILTER_MODE_BELOW,
} Evas_Filter_Mode;
typedef enum
{
/** No filter: Default */
EVAS_FILTER_NONE,
/** A blur filter. Params are quality (float), and radius (int). */
EVAS_FILTER_BLUR,
/** Negates the colors of an image. Also called solarize */
EVAS_FILTER_INVERT,
EVAS_FILTER_SOLARIZE = EVAS_FILTER_INVERT,
/** Makes a sepia version of the image. */
EVAS_FILTER_SEPIA,
/** Makes a greyscale version of the image. Params are 'red',
* 'green', 'blue' (all floats) which must add to 1. The defaults are
* 0.3, 0.59 and 0.11 which approximates human vision. Setting 'all'
* sets rgb to the same value. */
EVAS_FILTER_GREYSCALE,
EVAS_FILTER_GRAYSCALE = EVAS_FILTER_GREYSCALE,
/** Brighten (or darken) image. Param 'adjust' float (-1.0 to 1.0)
* amount to adjust. */
EVAS_FILTER_BRIGHTNESS,
/** Enhance contrast on image. Param 'adjust' float (-1.0 to 1.0)
* amount to adjust. */
EVAS_FILTER_CONTRAST,
EVAS_FILTER_LAST = EVAS_FILTER_CONTRAST
} Evas_Filter;
EAPI Eina_Bool evas_object_filter_mode_set (Evas_Object *o, Evas_Filter_Mode mode);
EAPI Evas_Filter_Mode evas_object_filter_mode_get (Evas_Object *o);
EAPI Eina_Bool evas_object_filter_set (Evas_Object *o, Evas_Filter filter);
EAPI Evas_Filter evas_object_filter_get (Evas_Object *o);
EAPI Eina_Bool evas_object_filter_param_set_int (Evas_Object *o, const char *param, int val);
EAPI int evas_object_filter_param_get_int (Evas_Object *o, const char *param);
EAPI Eina_Bool evas_object_filter_param_set_str (Evas_Object *o, const char *param, const char *val);
EAPI Eina_Bool evas_object_filter_param_set_obj (Evas_Object *o, const char *param, Evas_Object *);
EAPI Eina_Bool evas_object_filter_param_set_float(Evas_Object *o, const char *param, double val);
/**
* @defgroup Evas_Cserve Shared Image Cache Server

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@ -21,6 +21,7 @@ evas_callbacks.c \
evas_clip.c \
evas_data.c \
evas_events.c \
evas_filter.c \
evas_focus.c \
evas_key.c \
evas_key_grab.c \

File diff suppressed because it is too large Load Diff

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@ -151,6 +151,7 @@ static void
_evas_common_rgba_image_delete(Image_Entry *ie)
{
RGBA_Image *im = (RGBA_Image *) ie;
Filtered_Image *fi;
#ifdef BUILD_PIPE_RENDER
evas_common_pipe_free(im);
@ -172,6 +173,14 @@ _evas_common_rgba_image_delete(Image_Entry *ie)
#ifdef EVAS_CSERVE
if (ie->data1) evas_cserve_image_free(ie);
#endif
EINA_LIST_FREE(im->filtered, fi)
{
free(fi->key);
_evas_common_rgba_image_delete((Image_Entry *)(fi->image));
free(fi);
}
free(im);
}

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@ -519,6 +519,8 @@ typedef enum _Font_Rend_Flags
/*****************************************************************************/
typedef struct _Filtered_Image Filtered_Image;
struct _RGBA_Image_Loadopts
{
int scale_down_by; // if > 1 then use this
@ -803,6 +805,8 @@ struct _RGBA_Image
Eina_Bool dirty: 1;
} mask;
Eina_List *filtered;
struct {
LK(lock);
Eina_List *list;
@ -832,6 +836,14 @@ struct _RGBA_Map_Point
FPc px, py, z0, foc;
};
struct _Filtered_Image
{
void *key;
size_t keylen;
RGBA_Image *image;
int ref;
};
// for fonts...
/////
typedef struct _Fash_Item_Index_Map Fash_Item_Index_Map;

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@ -381,6 +381,30 @@ struct _Evas_Map
Evas_Map_Point points[]; // actual points
};
/* nash: Split into two bits */
typedef struct Evas_Filter_Info
{
Evas_Filter filter;
Evas_Filter_Mode mode;
Eina_Bool dirty : 1;
int datalen;
void *data;
void (*data_free)(void *);
uint8_t *key;
uint32_t len;
Filtered_Image *cached;
} Evas_Filter_Info;
typedef Eina_Bool (*Evas_Software_Filter_Fn)(Evas_Filter_Info *, RGBA_Image *, RGBA_Image *);
Evas_Software_Filter_Fn evas_filter_software_get(Evas_Filter_Info *info);
int evas_filter_get_size(Evas_Filter_Info *info, int inw, int inh,
int *outw, int *outh, Eina_Bool inv);
Eina_Bool evas_filter_always_alpha(Evas_Filter_Info *info);
struct _Evas_Object
{
EINA_INLIST;
@ -449,6 +473,8 @@ struct _Evas_Object
Eina_Bool redraw;
} proxy;
Evas_Filter_Info *filter;
Evas_Size_Hints *size_hints;
int last_mouse_down_counter;
@ -689,6 +715,11 @@ struct _Evas_Func
Eina_Bool (*font_text_props_info_create) (void *data __UNUSED__, void *font, const Eina_Unicode *text, Evas_Text_Props *intl_props, const Evas_BiDi_Paragraph_Props *par_props, size_t pos, size_t len);
int (*font_right_inset_get) (void *data, void *font, const Evas_Text_Props *text_props);
void (*image_draw_filtered) (void *data, void *context, void *surface, void *image, Evas_Filter_Info *filter);
Filtered_Image *(*image_filtered_get) (void *image, uint8_t *key, size_t len);
Filtered_Image *(*image_filtered_save) (void *image, void *filtered, uint8_t *key, size_t len);
void (*image_filtered_free) (void *image, Filtered_Image *);
/* EFL-GL Glue Layer */
void *(*gl_surface_create) (void *data, void *config, int w, int h);
int (*gl_surface_destroy) (void *data, void *surface);

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@ -22,6 +22,7 @@ evas_gl_image.c \
evas_gl_font.c \
evas_gl_polygon.c \
evas_gl_line.c \
evas_gl_filter.c \
shader/rect_frag.h \
shader/rect_frag_bin_s3c6410.h \
shader/rect_vert.h \
@ -61,7 +62,25 @@ shader/tex_vert_bin_s3c6410.h \
shader/tex_nomul_frag.h \
shader/tex_nomul_frag_bin_s3c6410.h \
shader/tex_nomul_vert.h \
shader/tex_nomul_vert_bin_s3c6410.h
shader/tex_nomul_vert_bin_s3c6410.h \
shader/filter_invert.h \
shader/filter_invert_nomul.h \
shader/filter_invert_bgra.h \
shader/filter_invert_bgra_nomul.h \
shader/filter_sepia.h \
shader/filter_sepia_nomul.h \
shader/filter_sepia_bgra.h \
shader/filter_sepia_bgra_nomul.h \
shader/filter_greyscale.h \
shader/filter_greyscale_nomul.h \
shader/filter_greyscale_bgra.h \
shader/filter_greyscale_bgra_nomul.h \
shader/filter_blur.h \
shader/filter_blur_nomul.h \
shader/filter_blur_bgra.h \
shader/filter_blur_bgra_nomul.h
libevas_engine_gl_common_la_LIBADD = @EINA_LIBS@ @evas_engine_gl_common_libs@ @dlopen_libs@
endif
@ -96,4 +115,21 @@ shader/tex_frag.shd \
shader/tex_frag_s3c6410.asm \
shader/tex_vert.shd \
shader/tex_nomul_frag.shd \
shader/tex_nomul_vert.shd
shader/tex_nomul_vert.shd \
shader/filter_invert.shd \
shader/filter_invert_nomul.shd \
shader/filter_invert_bgra.shd \
shader/filter_invert_bgra_nomul.shd \
shader/filter_greyscale.shd \
shader/filter_greyscale_nomul.shd \
shader/filter_greyscale_bgra.shd \
shader/filter_greyscale_bgra_nomul.shd \
shader/filter_sepia.shd \
shader/filter_sepia_nomul.shd \
shader/filter_sepia_bgra.shd \
shader/filter_sepia_bgra_nomul.shd \
shader/filter_blur.shd \
shader/filter_blur_nomul.shd \
shader/filter_blur_bgra.shd \
shader/filter_blur_bgra_nomul.shd

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@ -196,6 +196,18 @@ struct _Evas_GL_Shared
Evas_GL_Program img_mask;
Evas_GL_Program yuv, yuv_nomul;
Evas_GL_Program tex, tex_nomul;
Evas_GL_Program filter_invert, filter_invert_nomul;
Evas_GL_Program filter_invert_bgra, filter_invert_bgra_nomul;
Evas_GL_Program filter_greyscale, filter_greyscale_nomul;
Evas_GL_Program filter_greyscale_bgra, filter_greyscale_bgra_nomul;
Evas_GL_Program filter_sepia, filter_sepia_nomul;
Evas_GL_Program filter_sepia_bgra, filter_sepia_bgra_nomul;
#if 0
Evas_GL_Program filter_blur_vert;
Evas_GL_Program filter_blur, filter_blur_nomul;
Evas_GL_Program filter_blur_bgra, filter_blur_bgra_nomul;
#endif
} shader;
int references;
int w, h;
@ -285,6 +297,9 @@ struct _Evas_Engine_GL_Context
Eina_Bool havestuff : 1;
Evas_GL_Image *def_surface;
/* If this is set: Force drawing with a particular filter */
GLuint filter_prog;
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
// FIXME: hack. expose egl display to gl core for egl image sec extn.
@ -357,6 +372,8 @@ struct _Evas_GL_Image
int scale_hint, content_hint;
int csize;
Eina_List *filtered;
unsigned char dirty : 1;
unsigned char cached : 1;
unsigned char alpha : 1;
@ -405,6 +422,27 @@ extern Evas_GL_Program_Source shader_tex_vert_src;
extern Evas_GL_Program_Source shader_tex_nomul_frag_src;
extern Evas_GL_Program_Source shader_tex_nomul_vert_src;
extern Evas_GL_Program_Source shader_filter_invert_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_invert_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_sepia_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_greyscale_bgra_nomul_frag_src;
#if 0
/* blur (annoyingly) needs (aka is faster with) a vertex shader */
extern Evas_GL_Program_Source shader_filter_blur_vert_src;
extern Evas_GL_Program_Source shader_filter_blur_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_nomul_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_bgra_frag_src;
extern Evas_GL_Program_Source shader_filter_blur_bgra_nomul_frag_src;
#endif
void glerr(int err, const char *file, const char *func, int line, const char *op);
Evas_Engine_GL_Context *evas_gl_common_context_new(void);
@ -497,6 +535,7 @@ void evas_gl_common_image_cache_flush(Evas_Engine_GL_Context *gc);
void evas_gl_common_image_free(Evas_GL_Image *im);
Evas_GL_Image *evas_gl_common_image_surface_new(Evas_Engine_GL_Context *gc, unsigned int w, unsigned int h, int alpha);
void evas_gl_common_image_dirty(Evas_GL_Image *im, unsigned int x, unsigned int y, unsigned int w, unsigned int h);
void evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im);
void evas_gl_common_image_map_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int npoints, RGBA_Map_Point *p, int smooth, int level);
void evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh, int smooth);
@ -510,6 +549,12 @@ void evas_gl_common_poly_draw(Evas_Engine_GL_Context *gc, Evas_GL_P
void evas_gl_common_line_draw(Evas_Engine_GL_Context *gc, int x1, int y1, int x2, int y2);
void evas_gl_common_filter_draw(void *data, Evas_Engine_GL_Context *context, void *image, Evas_Filter_Info *filter);
Filtered_Image *evas_gl_common_image_filtered_get(Evas_GL_Image *im, uint8_t *key, size_t keylen);
Filtered_Image *evas_gl_common_image_filtered_save(Evas_GL_Image *im, Evas_GL_Image *fimage, uint8_t *key, size_t keylen);
void evas_gl_common_image_filtered_free(Evas_GL_Image *im, Filtered_Image *);
extern void (*glsym_glGenFramebuffers) (GLsizei a, GLuint *b);
extern void (*glsym_glBindFramebuffer) (GLenum a, GLuint b);
extern void (*glsym_glFramebufferTexture2D) (GLenum a, GLenum b, GLenum c, GLuint d, GLint e);

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@ -470,7 +470,91 @@ _evas_gl_common_viewport_set(Evas_Engine_GL_Context *gc)
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_mask.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_invert_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_invert_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_greyscale_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_greyscale_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_bgra.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_bgra.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_sepia_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_sepia_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#if 0
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shared->shader.filter_blur_bgra_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.filter_blur_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#endif
glUseProgram(gc->pipe[0].shader.cur_prog);
@ -725,6 +809,78 @@ evas_gl_common_context_new(void)
&(shader_yuv_nomul_vert_src),
&(shader_yuv_nomul_frag_src),
"yuv_nomul")) goto error;
/* Most of the filters use the image fragment shader */
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert),
&(shader_img_vert_src),
&(shader_filter_invert_frag_src),
"filter_invert")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_nomul),
&(shader_img_vert_src),
&(shader_filter_invert_nomul_frag_src),
"filter_invert_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_bgra),
&(shader_img_vert_src),
&(shader_filter_invert_bgra_frag_src),
"filter_invert_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_invert_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_invert_bgra_nomul_frag_src),
"filter_invert_bgra_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia),
&(shader_img_vert_src),
&(shader_filter_sepia_frag_src),
"filter_sepia")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_nomul),
&(shader_img_vert_src),
&(shader_filter_sepia_nomul_frag_src),
"filter_sepia_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_bgra),
&(shader_img_vert_src),
&(shader_filter_sepia_bgra_frag_src),
"filter_sepia_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_sepia_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_sepia_bgra_nomul_frag_src),
"filter_sepia_bgra_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale),
&(shader_img_vert_src),
&(shader_filter_greyscale_frag_src),
"filter_greyscale")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_nomul),
&(shader_img_vert_src),
&(shader_filter_greyscale_nomul_frag_src),
"filter_greyscale_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_bgra),
&(shader_img_vert_src),
&(shader_filter_greyscale_bgra_frag_src),
"filter_greyscale_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_greyscale_bgra_nomul),
&(shader_img_vert_src),
&(shader_filter_greyscale_bgra_nomul_frag_src),
"filter_greyscale_bgra_nomul")) goto error;
#if 0
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_frag_src),
"filter_blur")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_nomul),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_nomul_frag_src),
"filter_blur_nomul")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_bgra),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_bgra_frag_src),
"filter_blur_bgra")) goto error;
if (!evas_gl_common_shader_program_init(&(shared->shader.filter_blur_bgra_nomul),
&(shader_filter_blur_vert_src),
&(shader_filter_blur_bgra_nomul_frag_src),
"filter_blur_bgra_nomul")) goto error;
#endif
glUseProgram(shared->shader.yuv.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
@ -820,7 +976,9 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.yuv_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.tex));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.tex_nomul));
evas_gl_common_shader_program_shutdown(&(gc->shared->shader.filter_invert));
while (gc->shared->images)
{
evas_gl_common_image_free(gc->shared->images->data);
@ -1366,8 +1524,12 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
if (!tex->alpha) blend = 0;
if (a < 255) blend = 1;
if (tex_only)
if (gc->filter_prog)
{
prog = gc->filter_prog;
}
else if (tex_only)
{
if (tex->pt->dyn.img)
{

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@ -0,0 +1,183 @@
#include "evas_gl_private.h"
void
evas_gl_common_filter_draw(void *data, Evas_Engine_GL_Context *gc,
void *image, Evas_Filter_Info *filter)
{
Evas_GL_Image *im = image;
RGBA_Draw_Context *dc;
GLuint prog;
int r,g,b,a;
int nomul, bgra;
dc = gc->dc;
if (dc->mul.use)
{
a = (dc->mul.col >> 24) & 0xff;
r = (dc->mul.col >> 16) & 0xff;
g = (dc->mul.col >> 8 ) & 0xff;
b = (dc->mul.col ) & 0xff;
}
else
{
r = g = b = a = 255;
}
nomul = (a == 255 && r == 255 && g == 255 && b == 255) ? 1 : 0;
bgra = (gc->shared->info.bgra) ? 1 : 0;
/* FIXME: This should so be a table */
#if 0
if (filter->filter == EVAS_FILTER_BLUR)
{
if (bgra)
{
if (nomul)
prog = gc->shared->shader.filter_blur_bgra_nomul.prog;
else
prog = gc->shared->shader.filter_blur_bgra.prog;
}
else
{
if (a == 255 && r == 255 && g == 255 && b == 255)
prog = gc->shared->shader.filter_blur_nomul.prog;
else
prog = gc->shared->shader.filter_blur.prog;
}
}
else
#endif
if (filter->filter == EVAS_FILTER_INVERT)
{
if (bgra)
{
if (nomul)
prog = gc->shared->shader.filter_invert_bgra_nomul.prog;
else
prog = gc->shared->shader.filter_invert_bgra.prog;
}
else
{
if (a == 255 && r == 255 && g == 255 && b == 255)
prog = gc->shared->shader.filter_invert_nomul.prog;
else
prog = gc->shared->shader.filter_invert.prog;
}
}
else if (filter->filter == EVAS_FILTER_SEPIA)
{
if (bgra)
{
if (nomul)
prog = gc->shared->shader.filter_sepia_bgra_nomul.prog;
else
prog = gc->shared->shader.filter_sepia_bgra.prog;
}
else
{
if (nomul)
prog = gc->shared->shader.filter_sepia_nomul.prog;
else
prog = gc->shared->shader.filter_sepia.prog;
}
}
else /*if (filter->filter == EVAS_FILTER_GREYSCALE)*/
{
printf("BGRA: %s Nomul: %s\n",bgra?"true":"false",nomul?"nomul":"mul");
if (bgra)
{
if (nomul)
prog = gc->shared->shader.filter_greyscale_bgra_nomul.prog;
else
prog = gc->shared->shader.filter_greyscale_bgra.prog;
}
else
{
if (nomul)
prog = gc->shared->shader.filter_greyscale_nomul.prog;
else
prog = gc->shared->shader.filter_greyscale.prog;
}
}
printf("Prog: %d %d %d\n",prog,im->w,im->h);
gc->filter_prog = prog;
evas_gl_common_image_update(gc, im);
evas_gl_common_context_image_push(gc, im->tex, 0, 0, im->w, im->h,
0, 0, im->w, im->h,
r,g,b,a,
1, im->tex_only);
gc->filter_prog = 0;
}
Filtered_Image *
evas_gl_common_image_filtered_get(Evas_GL_Image *im, uint8_t *key, size_t len)
{
Filtered_Image *fi;
Eina_List *l;
for (l = im->filtered ; l ; l = l->next)
{
fi = l->data;
if (fi->keylen != len) continue;
if (memcmp(key, fi->key, len) != 0) continue;
fi->ref ++;
return fi;
}
return NULL;
}
Filtered_Image *
evas_gl_common_image_filtered_save(Evas_GL_Image *im, Evas_GL_Image *fimage,
uint8_t *key, size_t keylen)
{
Filtered_Image *fi;
Eina_List *l;
for (l = im->filtered ; l ; l = l->next)
{
fi = l->data;
if (fi->keylen != keylen) continue;
if (memcmp(key, fi->key, keylen) != 0) continue;
fi->image = (void *)fimage;
fi->ref ++;
return fi;
}
fi = calloc(1,sizeof(Filtered_Image));
if (!fi) return NULL;
fi->keylen = keylen;
fi->key = malloc(keylen);
memcpy(fi->key, key, keylen);
fi->image = (void *)fimage;
fi->ref = 1;
im->filtered = eina_list_prepend(im->filtered, fi);
return fi;
}
void
evas_gl_common_image_filtered_free(Evas_GL_Image *image, Filtered_Image *fi)
{
fi->ref --;
if (fi->ref) return;
free(fi->key);
evas_gl_common_image_free((void *)fi->image);
fi->image = NULL;
image->filtered = eina_list_remove(image->filtered, fi);
}
/* vim:set ts=8 sw=3 sts=3 expandtab cino=>5n-2f0^-2{2(0W1st0 :*/

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@ -433,6 +433,9 @@ evas_gl_common_image_cache_flush(Evas_Engine_GL_Context *gc)
void
evas_gl_common_image_free(Evas_GL_Image *im)
{
Filtered_Image *fi;
evas_gl_common_context_flush(im->gc);
im->references--;
if (im->references > 0) return;
@ -449,6 +452,15 @@ evas_gl_common_image_free(Evas_GL_Image *im)
}
if (im->im) evas_cache_image_drop(&im->im->cache_entry);
if (im->tex) evas_gl_common_texture_free(im->tex);
EINA_LIST_FREE(im->filtered, fi)
{
free(fi->key);
evas_gl_common_image_free((Evas_GL_Image *)fi->image);
free(fi);
}
free(im);
}
@ -485,8 +497,8 @@ evas_gl_common_image_dirty(Evas_GL_Image *im, unsigned int x, unsigned int y, un
im->dirty = 1;
}
static void
_evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im)
void
evas_gl_common_image_update(Evas_Engine_GL_Context *gc, Evas_GL_Image *im)
{
if (!im->im) return;
/*
@ -574,7 +586,7 @@ evas_gl_common_image_map_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im,
r = g = b = a = 255;
}
_evas_gl_common_image_update(gc, im);
evas_gl_common_image_update(gc, im);
c = gc->dc->clip.use;
cx = gc->dc->clip.x; cy = gc->dc->clip.y;
@ -616,7 +628,7 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
r = g = b = a = 255;
}
_evas_gl_common_image_update(gc, im);
evas_gl_common_image_update(gc, im);
if (!im->tex)
{
evas_gl_common_rect_draw(gc, dx, dy, dw, dh);

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@ -442,6 +442,167 @@ Evas_GL_Program_Source shader_img_bgra_nomul_vert_src =
#endif
};
/////////////////////////////////////////////
const char filter_invert_frag_glsl[] =
#include "shader/filter_invert.h"
;
Evas_GL_Program_Source shader_filter_invert_frag_src =
{
filter_invert_frag_glsl,
NULL, 0
};
const char filter_invert_nomul_frag_glsl[] =
#include "shader/filter_invert_nomul.h"
;
Evas_GL_Program_Source shader_filter_invert_nomul_frag_src =
{
filter_invert_nomul_frag_glsl,
NULL, 0
};
const char filter_invert_bgra_frag_glsl[] =
#include "shader/filter_invert_bgra.h"
;
Evas_GL_Program_Source shader_filter_invert_bgra_frag_src =
{
filter_invert_bgra_frag_glsl,
NULL, 0
};
const char filter_invert_bgra_nomul_frag_glsl[] =
#include "shader/filter_invert_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_invert_bgra_nomul_frag_src =
{
filter_invert_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char filter_greyscale_frag_glsl[] =
#include "shader/filter_greyscale.h"
;
Evas_GL_Program_Source shader_filter_greyscale_frag_src =
{
filter_greyscale_frag_glsl,
NULL, 0
};
const char filter_greyscale_nomul_frag_glsl[] =
#include "shader/filter_greyscale_nomul.h"
;
Evas_GL_Program_Source shader_filter_greyscale_nomul_frag_src =
{
filter_greyscale_nomul_frag_glsl,
NULL, 0
};
const char filter_greyscale_bgra_frag_glsl[] =
#include "shader/filter_greyscale_bgra.h"
;
Evas_GL_Program_Source shader_filter_greyscale_bgra_frag_src =
{
filter_greyscale_bgra_frag_glsl,
NULL, 0
};
const char filter_greyscale_bgra_nomul_frag_glsl[] =
#include "shader/filter_greyscale_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_greyscale_bgra_nomul_frag_src =
{
filter_greyscale_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char filter_sepia_frag_glsl[] =
#include "shader/filter_sepia.h"
;
Evas_GL_Program_Source shader_filter_sepia_frag_src =
{
filter_sepia_frag_glsl,
NULL, 0
};
const char filter_sepia_nomul_frag_glsl[] =
#include "shader/filter_sepia_nomul.h"
;
Evas_GL_Program_Source shader_filter_sepia_nomul_frag_src =
{
filter_sepia_nomul_frag_glsl,
NULL, 0
};
const char filter_sepia_bgra_frag_glsl[] =
#include "shader/filter_sepia_bgra.h"
;
Evas_GL_Program_Source shader_filter_sepia_bgra_frag_src =
{
filter_sepia_bgra_frag_glsl,
NULL, 0
};
const char filter_sepia_bgra_nomul_frag_glsl[] =
#include "shader/filter_sepia_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_sepia_bgra_nomul_frag_src =
{
filter_sepia_bgra_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
#if 0
Blur is a work in progress currently.
Mostly because GPUs are so hopeless.
const char filter_blur_vert_glsl[] =
#include "shader/filter_blur_vert.h"
;
Evas_GL_Program_Source shader_filter_blur_vert_src =
{
filter_blur_vert_glsl,
NULL, 0
};
const char filter_blur_frag_glsl[] =
#include "shader/filter_blur.h"
;
Evas_GL_Program_Source shader_filter_blur_frag_src =
{
filter_blur_frag_glsl,
NULL, 0
};
const char filter_blur_nomul_frag_glsl[] =
#include "shader/filter_blur_nomul.h"
;
Evas_GL_Program_Source shader_filter_blur_nomul_frag_src =
{
filter_blur_nomul_frag_glsl,
NULL, 0
};
const char filter_blur_bgra_frag_glsl[] =
#include "shader/filter_blur_bgra.h"
;
Evas_GL_Program_Source shader_filter_blur_bgra_frag_src =
{
filter_blur_bgra_frag_glsl,
NULL, 0
};
const char filter_blur_bgra_nomul_frag_glsl[] =
#include "shader/filter_blur_bgra_nomul.h"
;
Evas_GL_Program_Source shader_filter_blur_bgra_nomul_frag_src =
{
filter_blur_bgra_nomul_frag_glsl,
NULL, 0
};
#endif
/////////////////////////////////////////////
static void
gl_compile_link_error(GLuint target, const char *action)

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@ -0,0 +1,20 @@
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler1D gaussian;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying weight;\n"
"uniform radius;\n"
"void main()\n"
"{\n"
" int i;\n"
" vec4 fc = vec4(0,0,0,0);\n"
" \n"
" for (i = 0 ; i < radius ; i ++){\n"
" fc += texture2D(tex, tex_c.xy).rgba *\n"
" texture1D(gaussian,i/radius).aaaa;\n"
" }\n"
" gl_FragColor = fc / 4 * col;\n"
"}\n"

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@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler1D gaussian;
varying vec4 col;
varying vec2 tex_c;
varying weight;
uniform radius;
void main()
{
int i;
vec4 fc = vec4(0,0,0,0);
for (i = 0 ; i < radius ; i ++){
fc += texture2D(tex, tex_c.xy).rgba *
texture1D(gaussian,i/radius).aaaa;
}
gl_FragColor = fc / 4 * col;
}

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@ -0,0 +1,20 @@
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler1D gaussian;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying weight;\n"
"uniform radius;\n"
"void main()\n"
"{\n"
" int i;\n"
" vec4 fc = vec4(0,0,0,0);\n"
" \n"
" for (i = 0 ; i < radius ; i ++){\n"
" fc += texture2D(tex, tex_c.xy).rgba *\n"
" texture1D(gaussian,i/radius).aaaa;\n"
" }\n"
" gl_FragColor = fc / 4;\n"
"}\n"

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@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler1D gaussian;
varying vec4 col;
varying vec2 tex_c;
varying weight;
uniform radius;
void main()
{
int i;
vec4 fc = vec4(0,0,0,0);
for (i = 0 ; i < radius ; i ++){
fc += texture2D(tex, tex_c.xy).rgba *
texture1D(gaussian,i/radius).aaaa;
}
gl_FragColor = fc / 4;
}

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@ -0,0 +1,20 @@
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler1D gaussian;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying weight;\n"
"uniform radius;\n"
"void main()\n"
"{\n"
" int i;\n"
" vec4 fc = vec4(0,0,0,0);\n"
" \n"
" for (i = 0 ; i < radius ; i ++){\n"
" fc += texture2D(tex, tex_c.xy).rgba *\n"
" texture1D(gaussian,i/radius).aaaa;\n"
" }\n"
" gl_FragColor = fc / 4;\n"
"}\n"

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@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler1D gaussian;
varying vec4 col;
varying vec2 tex_c;
varying weight;
uniform radius;
void main()
{
int i;
vec4 fc = vec4(0,0,0,0);
for (i = 0 ; i < radius ; i ++){
fc += texture2D(tex, tex_c.xy).rgba *
texture1D(gaussian,i/radius).aaaa;
}
gl_FragColor = fc / 4;
}

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@ -0,0 +1,20 @@
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler1D gaussian;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying weight;\n"
"uniform radius;\n"
"void main()\n"
"{\n"
" int i;\n"
" vec4 fc = vec4(0,0,0,0);\n"
" \n"
" for (i = 0 ; i < radius ; i ++){\n"
" fc += texture2D(tex, tex_c.xy).rgba *\n"
" texture1D(gaussian,i/radius).aaaa;\n"
" }\n"
" gl_FragColor = fc / 4;\n"
"}\n"

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@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler1D gaussian;
varying vec4 col;
varying vec2 tex_c;
varying weight;
uniform radius;
void main()
{
int i;
vec4 fc = vec4(0,0,0,0);
for (i = 0 ; i < radius ; i ++){
fc += texture2D(tex, tex_c.xy).rgba *
texture1D(gaussian,i/radius).aaaa;
}
gl_FragColor = fc / 4;
}

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@ -0,0 +1,29 @@
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute float r;\n"
"uniform mat4 mvp;\n"
"uniform sampler1D tex_blur;\n"
"varying float weight;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"\n"
"void main(){\n"
" /* FIXME: This index shoudl be tweaked so for \n"
" radius 1, I want 3 points at 1/4, 2/4, 3/4 */\n"
" /*\n"
" for (float i = 0 ; i <= radius * 2 ; i ++){\n"
" float pos = i;\n"
" float r = float(radius);\n"
" weight += sampler1D(tex_blur, 1.0 / (r * 2.0 * pos));\n"
" }*/\n"
" for (float i = 0.0 ; i < r * 2.0 ; i += 1.0){\n"
" weight += sampler1D(tex_blur, 1.0 / (r * 2.0 * i));\n"
" }\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

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@ -0,0 +1,29 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
attribute float r;
uniform mat4 mvp;
uniform sampler1D tex_blur;
varying float weight;
varying vec4 col;
varying vec2 tex_c;
void main(){
/* FIXME: This index shoudl be tweaked so for
radius 1, I want 3 points at 1/4, 2/4, 3/4 */
/*
for (float i = 0 ; i <= radius * 2 ; i ++){
float pos = i;
float r = float(radius);
weight += sampler1D(tex_blur, 1.0 / (r * 2.0 * pos));
}*/
for (float i = 0.0 ; i < r * 2.0 ; i += 1.0){
weight += sampler1D(tex_blur, 1.0 / (r * 2.0 * i));
}
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
}

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@ -1557,6 +1557,40 @@ eng_image_native_get(void *data __UNUSED__, void *image)
return &(n->ns);
}
static void
eng_image_draw_filtered(void *data, void *context, void *surface,
void *image, Evas_Filter_Info *filter)
{
Render_Engine *re = data;
if (!image) return;
eng_window_use(re->win);
evas_gl_common_context_target_surface_set(re->win->gl_context, surface);
re->win->gl_context->dc = context;
evas_gl_common_filter_draw(data, re->win->gl_context, image, filter);
}
static Filtered_Image *
eng_image_filtered_get(void *im, uint8_t *key, size_t keylen)
{
return evas_gl_common_image_filtered_get(im, key, keylen);
}
static Filtered_Image *
eng_image_filtered_save(void *im, void *fim, uint8_t *key, size_t keylen)
{
return evas_gl_common_image_filtered_save(im, fim, key, keylen);
}
static void
eng_image_filtered_free(void *im, Filtered_Image *fim)
{
evas_gl_common_image_filtered_free(im, fim);
}
//
//
/////////////////////////////////////////////////////////////////////////
@ -2596,6 +2630,10 @@ module_open(Evas_Module *em)
ORD(image_mask_create);
ORD(image_native_set);
ORD(image_native_get);
ORD(image_draw_filtered);
ORD(image_filtered_get);
ORD(image_filtered_save);
ORD(image_filtered_free);
ORD(font_draw);

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@ -855,6 +855,88 @@ eng_canvas_alpha_get(void *data __UNUSED__, void *info __UNUSED__)
return EINA_TRUE;
}
/* Filter API */
static void
eng_image_draw_filtered(void *data, void *context, void *surface,
void *image, Evas_Filter_Info *filter)
{
Evas_Software_Filter_Fn fn;
RGBA_Image *im = image;
fn = evas_filter_software_get(filter);
if (!fn) return;
if (im->cache_entry.cache) evas_cache_image_load_data(&im->cache_entry);
fn(filter, image, surface);
return;
}
static Filtered_Image *
eng_image_filtered_get(void *image, uint8_t *key, size_t keylen)
{
RGBA_Image *im = image;
Filtered_Image *fi;
Eina_List *l;
for (l = im->filtered ; l ; l = l->next)
{
fi = l->data;
if (fi->keylen != keylen) continue;
if (memcmp(key, fi->key, keylen) != 0) continue;
fi->ref ++;
return fi;
}
return NULL;
}
static Filtered_Image *
eng_image_filtered_save(void *image, void *fimage, uint8_t *key, size_t keylen)
{
RGBA_Image *im = image;
Filtered_Image *fi;
Eina_List *l;
for (l = im->filtered ; l ; l = l->next)
{
fi = l->data;
if (fi->keylen != keylen) continue;
if (memcmp(key, fi->key, keylen) == 0) continue;
evas_cache_image_drop((void *)fi->image);
fi->image = fimage;
return fi;
}
fi = calloc(1,sizeof(Filtered_Image));
if (!fi) return NULL;
fi->keylen = keylen;
fi->key = malloc(keylen);
memcpy(fi->key, key, keylen);
fi->image = fimage;
fi->ref = 1;
im->filtered = eina_list_prepend(im->filtered, fi);
return fi;
}
static void
eng_image_filtered_free(void *image, Filtered_Image *fi)
{
RGBA_Image *im = image;
fi->ref --;
if (fi->ref) return;
free(fi->key);
evas_cache_image_drop(&fi->image->cache_entry);
fi->image = NULL;
im->filtered = eina_list_remove(im->filtered, fi);
}
/*
*****
**
@ -975,6 +1057,10 @@ static Evas_Func func =
eng_font_pen_coords_get,
eng_font_text_props_info_create,
eng_font_right_inset_get,
eng_image_draw_filtered,
eng_image_filtered_get,
eng_image_filtered_save,
eng_image_filtered_free,
NULL, // FIXME: need software mesa for gl rendering <- gl_surface_create
NULL, // FIXME: need software mesa for gl rendering <- gl_surface_destroy
NULL, // FIXME: need software mesa for gl rendering <- gl_context_create