There was a terribly complex mechanism to call this function
from the gl_x11 engine to gl_common (evas gl core)... and it
simply didn't work because the function pointer would be NULL.
It is safe to release the compiler at any time since the next
call to glCompileShader will restore it. This may even be a no-op
for all we know (this is driver-dependent).
Summary:
Checking for NULL is redundant here, because if cfgs was NULL, then at
line 760 it would fail.
Signed-off-by: Srivardhan Hebbar <sri.hebbar@samsung.com>
Reviewers: cedric
Differential Revision: https://phab.enlightenment.org/D3238
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
If the current context & surface are already null, avoid
calling eglMakeCurrent again, since it can return an error
(EGL_FALSE but with no error code, thanks Nvidia).
For me on a intel driver val is -1 and it needs to be inverted.
So we need to checkout that val is not 0 and not equals to 1.
Thx to raster for helping debugging this thing :).
@feature
this makes the gl engine by default not do bounding box, but instead
try and smartly merge nearby update regions. this means multiple
render passes IF your drivers support buffer age, but it seems to
actually help. in my test case on nvidia drivers which support buffer
age, i saw compositor cpu overhead drop by about 30%
Summary:
When Evas GL apis are called outside of on pixels callback,
evas gl backend context may have been made current, and Evas GL will
render into a wrong context.
So here we provide context restore mechanism of keeping track of
currently bound context and calling make current when needed.
@feature
Test Plan: Run Evas GL test cases
Reviewers: jpeg, cedric
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2956
Summary:
If EGL_KHR_partial_update extension is implemented by the driver,
set the damage region. This is done before the draw calls.
@feature
Reviewers: wonsik, spacegrapher, jpeg
Reviewed By: spacegrapher
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2828
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
When direct rendering is enabled, FBO configuration should match
window surface configuration as FBO will be used in fallback cases.
So create FBO with configuration from window surface.
@fix
Summary:
When either FBO or EGL image from texture extension is not supported,
we can use pixmap surface as indirect surface fallback.
Since native pixmaps have (0,0) in the upper left while
FBOs have (0,0) in the lower left, we should invert the y coordinates
when native pixmaps are used as the render target.
To accomodate run-time y-invert check we add a new callback for
EVAS_NATIVE_SURFACE_EVASGL type.
Reviewers: cedric, jpeg
Subscribers: wonsik, mer.kim, cedric
Summary:
Now we can support EVAS_GL_GLES_1_X version for GLX backend
with both direct and indirect rendering.
Refactored api get functions to have similar code path for each version.
@feature
Test Plan: Evas GL test case
Reviewers: cedric, jpeg
Subscribers: cedric, mer.kim, mythri, wonsik
Differential Revision: https://phab.enlightenment.org/D2342
Summary: This fixes Coverity CID1293519 where einfo was being used
Before it was being null checked (which Could have caused a crash if
in fact einfo Was NULL).
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Test case:
- Elementary Test
-- GLView
--- Direct rendering
Direct rendering would never happen in reality, because Evas GL
had to fallback. The reason being that DR requires the window
to have a depth buffer, but this depth buffer was no present
in the default config.
From elm, the solution is to set a special accel_preference,
for instance "gl:depth". But setting this value right before
calling elm_win_add() for the GLView test was already too late.
Indeed, evas_x would keep the default configurations and reuse
them no matter what was requested (ie. only RGB and RGBA would
work).
Solution:
Implement a slightly more complex cache based on a hash map instead
of just two static variables. Always request a new config if it's
not found in the current hash. Store that config, and reuse it for
the same config requests.
Tons of line changes because of the name changes and the whitespace
adjustments. Also some variables disappeared into the magic hash table.
Summary:
There is a restriction for some gpu drivers that
eglGetProcAddress must be called after eglMakeCurrent.
So separate egl/glx extensions check from gl_symbols
to be called inside eng_window_new.
Test Plan: egl and glx backend tests
Reviewers: cedric, jpeg
Subscribers: cedric, mer.kim, wonsik
Differential Revision: https://phab.enlightenment.org/D2193
This reverts commit 0585540bb3.
This broke Evas 3d examples. I also suspected some weird things and
wasn't 100% confident with this patch.
Closes T2215.
Thanks for the report.
Summary:
Without EGL_PLATFORM environment variable, eglInitialize() can be
failed because egl tried to load DRM platform instead of X11 platform and it
tried to handle XDisplay pointer as a gbm_device pointer as well.
The failure seems to be occured especially if the egl was built
with DRM platform as native platform.
This revision can prevent the failure by indicating proper egl platform using
EGL_PLATFORM environment variable, and additionally it will unset
EGL_PLATFORM environment value when the engine free its info.
@fix
Reviewers: gwanglim, seoz, jaehwan, cedric, raster
Subscribers: raster, cedric
Differential Revision: https://phab.enlightenment.org/D1844
Depth32, Stencil16 and MSAA are known to be unsupported on many platforms.
While applications should try not to request them, we can try to fallback
nicely and still render using depth24+stencil8 (which is often supported),
or reducing the number of MSAA samples (until 0 if not supported at all).
Summary:
EVAS_NATIVE_SURFACE_EVASGL uses egl image, but egl image is
not supported in glx backend, so use texture instead.
Test Plan: Local tests on pc
Reviewers: jpeg
Subscribers: cedric, mer.kim, mythri, wonsik
Differential Revision: https://phab.enlightenment.org/D2174
jpeg: fixed casts
Summary:
When the context version between Evas GL and GL backend differs,
we cannot share texture between them.
So, when the driver has support for KHR_gl_texture_2D_image extension,
use EGL image to share between Evas GL and GL backend
Test Plan: Local Evas GL tests for 1.1, 2.0 and 3.0
Reviewers: jpeg
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2115
Summary:
Remove gles1 prefixes for functions that are also used by gles3.
Refactor evgl_make_current a little bit.
Destroy indirect context properly.
Some log message changes and typo fixes.
Test Plan: Local tests on desktop PC
Reviewers: jpeg
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2104
Summary:
This should enable applications to use GLES 3.0 through evas gl.
Todo: Fix indirect rendering issue occuring because texture objects
cannot be shared between different version of GLES contexts.
Todo: extension pointers need to be updated for GLES 3.0
Reviewers: wonsik, spacegrapher, jpeg
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2017
@feature
Summary:
When Evas GL runs with direct rendering, it can not set depth, stencil and msaa to Window surface.
This patch is possible to use "option" input paramater of ecore_evas_gl_x11_options_new.
So, new API is not needed.
The other patch is in elementary. The elementary patch will be used this patch.
Test Plan: Test elm gl veiw in elementary_test and JP's test app.
Reviewers: spacegrapher, cedric, raster, jpeg
Reviewed By: jpeg
Subscribers: cedric, mer.kim
Differential Revision: https://phab.enlightenment.org/D2144
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
Note: jpeg changed the original patch a bit (fix style and depth value)
Automatically fallback to OpenGL ES 2.0 if OpenGL ES 3 is not supported.
This is a first step in trying to support GLES 3 for Evas GL.
This commit is also a wild test to see whether using GLES 3 contexts
by default will break anything. The theory says that GLES 3 is
backwards compatible with GLESv2.
So, if anything GL breaks for you... scream loudly!
But before reporting any bugs, please set the env variable:
- export EVAS_GL_DISABLE_GLES3=1
This does not add any requirement for GLESv3 support.
This requires a special context that matches the configuration
required for GLES 1.1. Otherwise eglMakeCurrent() would fail
miserably with EGL_BAD_MATCH in case of indirect rendering
(at least on some drivers).
Summary: If eglGetError sequencially called, second eglGetError() doesn't give the information of real Error.
@fix
Reviewers: raster, jpeg, cedric, Hermet
Subscribers: cedric, spacegrapher, wonsik
Differential Revision: https://phab.enlightenment.org/D1982
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
The exact same ugly macro would appear hundreds of times in the GL
code:
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
Instead, override the common GL functions iif GL_ERRORS is defined.
This greatly simplifies code and removes tons of useless lines.
Also, this will give better debugging output as the exact code line
is printed, and the function name is also printed.
Also, fix linking to the glerr function.
This is a code cleanup. Hopefully I didn't break anything with this
big operation of find & replace.
Summary:
This native surface type is based on the tbm surface used for the tizen platform.
EGL_TIZEN_image_native_surface EGL extension is used to map
tbm surface to an egl image
@feature
Reviewers: raster, cedric, jpeg
Subscribers: cedric, wonsik
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
Summary:
Without EGL_PLATFORM environment variable, eglInitialize() can be
failed because egl tried to load DRM platform instead of X11 platform and it
tried to handle XDisplay pointer as a gbm_device pointer as well.
The failure seems to be occured especially if the egl was built
with DRM platform as native platform.
This revision can prevent the failure by indicating proper egl platform using
EGL_PLATFORM environment variable.
@fix
Reviewers: gwanglim, jaehwan, seoz
Reviewed By: seoz
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1828
If MSAA was requested, it is very likely that no config was
found (depending on the driver), so we'll try again without
MSAA. Yeah, this might not look very smooth but it should be
better that failing at eglMakeCurrent.
Carefully select the requested EGL config and match it with
the available visual from X, including the following options:
- Stencil
- Depth
- MSAA
TODO: The same thing for GLX. And fix direct rendering as well.
this cleans oyt a few bits o9f old glx context handling code that are
no longer used as well as avoids causing server-side to crash on
tryng to set a "none" glxwindow as current. this is what cases the
nvidia server-side crashes.
Summary: glsym_evas_gl_common_error_set used here leads to an implicit
declaration in compiler warnings. Remove the call to that function and
just print out an error message. This is a cleanup function anyway.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: In fixing a Coverity issue, I copy/pasted a call to
evas_gl_common_error_set without compiling :( Bad me !! This commit
fixes the issue (data was undefined). Since evas_gl_common_error_set can
take NULL as the data parameter, lets use that.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
evas gl window was freed before new one was created getting shared ctx
to 0 refcount thus freeing everything there - BAD. fix. new issue in
git, not from release
so this is a re-try at the evas gl destination alpha fix. this is what
cedric tried, but done RIGHT. it required adding an ecore_x call to
create a window with correct visual/colormap. it requires doing
visuals totally correctly all the way from ecore_evas to the evas
gl_x11 core. nvidia drivers are very picky about visuals. i also had
to vid the egl/gles code too to do the same thing. nvidia gles/egl
drivers are also picky, mesa is not. this all requires a lot of code
changes. it's far from trivial
this isn't backported for a few reasons:
1. verify this fix doesn't break for anyone.
i tested:
nvidia glx + egl/gles
intel glx + egl/gles
radeon glx
it needs wider testing. nouveau, fglrx for starters and maybe
some other gles/egl drivers.
2. have some review time
3. time to settle before blasting to stable branches
@fix
Not sure if this is very relevant, since GLX does not support
GL-ES as such, anyways... We should be using the extension
GLX_EXT_create_context_es_profile to create proper contexts.
Note: GLX + OpenGL-ES 1.1 crashes at any function call on my
machine (binary bloc driver), while EGL + GLES1.1 is fine.
Forgot to set the TLS value after creating a new context.
No problem would show up in most cases, even in my test app.
But elementary_test GLView would just not work at all, spitting
incomplete FBO errors at me. Damn this one line was hard to find.
But introduced in df66916cd22ec6c4.
This introduces XPixmap usage for indirect rendering.
Of course this works only for the gl_x11 engine... and for
now only when using EGL... and only on some drivers...
damn limitations.
Direct rendering should work on more platforms (eg. some desktop
nvidia cards with the EGL drivers).
Add version param to context_create.
Add support for 1.1 contexts in the GL_X11 engine, and checks
for version in all other engines (return NULL).
Add API wrappers for all OpenGL-ES 1.1 APIs (normal and debug
modes).
Welp, glGetString() crashes if called before eglInit... And this
piece of code is now useless because "safe native" mode is not
used anymore (safe_native is never read).
Remove all safe native-related code.
This will be used to increase the chances of having direct
rendering (no fallback to FBO) even if the window is rotated.
The client is then responsible for handling the view rotation.
@feature
This was affecting use of GL backend when having a transparent window. It
is actually a fix for a bug reported by Thanatermesis. It has been inspired
by D1229.
To reproduce the issue just do ELM_ACCEL=gl elementary_test -to "Icon transparent".
Note that we can't access gl_common directly as it is not possible to link it
2 times. I also didn't want to force evas to be linked with GL/EGL. So I rely
now on dlsym on about 20 symbols to get that backend going.