Since the new shader selection system is able to check the
value of nomul, we can avoid pushing color when they are not
required (color is opaque white).
Hopefully this will fix Dave's crash (mayyyyybe...)
This is a new feature introduced by the shaders refactoring:
even masking shaders now support smooth sampling of the masked image
using the special 12,21,22 shaders.
Also, refactor the list of texture bindings so that it's
automatically generated by the script, as opposed to being a
manual list...
Now that the shader select function checks the values of "sam"
and "nomul", we can avoid sending the color to the shader when
it's a "nomul" shader. This will most likely give a performance
boost of roughly 0.00000001%.
Remove all individual shaders, factorize everything into
one vertex and one fragment shader. All previous functionality
has been kept as is[*]. Some new features have been added
(new shader types).
This is a first step in simplifying and improving the shaders system.
Next: simplify shader selection
[*] Yeah, that's quite a bold statement here. Maybe I broke everything.
Use the same method as for map masking:
- Pass absolute geometry of the mask to the push functions,
- Compute absolute position in the shader (like gl_Position)
and apply scaling factor + offset to sample the mask.
Masking now uses a single vec4 attribute instead of hi-jacking
other vertices.
This way, all masking shaders share the same code and are way
simpler. On the other hand, the vertex shaders have a little bit
more work to do.
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:
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
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.
When evas GL uploads textures, it will first upload a 16x16 miniature
image, and then wait for some idle time in the main loop to upload the
high-res image.
Some images may not have smooth scaling enabled which results in the
miniature scaled with GL_NEAREST, showing big ugly squares. Let's
force smooth scaling instead, for a blur image rather than a
checkerboard.
Summary:
Currently dynamic hint set is implemented using eglMapImageSEC extension,
which is no longer supported by any drivers (should be deprecated)
This patch implements dynamic hint set using Khronos extension EGL_TIZEN_image_native_surface.
Since tbm surface library is required for this, libtbm.so is queried at context new.
Test Plan: Local tests
Reviewers: raster, Hermet, cedric, jpeg
Subscribers: mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2027
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
jpeg: I also fixed a few minor style issues and two warnings (bad function
names, glsym instead of secsym).
Edje may not set the filled flag on an image even if its fill
properties make it fill the whole object. For masking, it can
then be considered as a filled image.
Call object's function to get the private engine_data (here, the
image object). Thanks Dongyeon for your patch which inspired me to
do that instead of forcing pre_render.
This will currently optimize most of the masks when using the
GL engine[1].
This is a very special case that adds a highly optimized path
for masking in GL. It works by creating a virtual image, containing
a pointer to the original image and a new geometry[2].
Instead of creating a new FBO-based surface (image_map_surface),
we refer to the original image and adjust the mask geometry on
the fly.
KNOWN BUGS:
- masking a map with such a scaled image is now broken.
[1] Right now all masks are simple Evas Object Image, so that means
all cases of masking, except masks of masks, or masks of maps,
will be optimized with this new method.
[2] This virtual image mechanism is still quite hackish and may
be improved (for memory usage, refcounting, etc...)
This reverts commit 986b60eaf0.
Added PUSH_SAMPLE for simplicity.
It was dumb of me to use uniforms, so I added a comment to prevent
other dumb people from making the same mistake later.
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.
This should speed up setting uniforms in the shaders, by storing
their locations in the Evas_GL_Program description.
I kept the previous solution with name as fallback, but it won't
actually be used with the current shaders.
Image and texture programs "12", "21" and "22" used tex_sample
as a texture attribute passed to the vertex shader. Instead of
this seemingly hackish solution, use a vec2 uniform.
This fixes some cases where the image has no alpha and COPY mode
is used, but a mask is also applied. In that case, masking
takes precedence and BLEND mode is used.
@fix
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>
This fixes an issue spotted after the previous fix.
Passing the Y-invert flag is necessary because in the usual
case a map is rendered with Y-invert (OpenGL coords vs. Evas coords)
but in case a map is rendered in an FBO (another map's surface)
then Y-invert must be unset.
Summary:
When compiling for EGL, GL_LINE_SMOOTH ends up not being defined so
compile breaks. This fix just checks if GL_LINE_SMOOTH is missing and
if so it defines it.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>