Commit Graph

207 Commits

Author SHA1 Message Date
Carsten Haitzler f323664bc7 evas - gl engine - look for extension in the right extension string set
this fixes slow operation on what seems to be a minority of instances
that dont advertise the extension in both egl and gl strings

@fix
2021-02-06 14:38:55 +00:00
Elyes HAOUAS 47b71d898e Get rid of trailing whitespaces (13 / 14)
Remove trailing whitespaces
Differential Revision: https://phab.enlightenment.org/D12012
2020-06-23 10:31:36 +02:00
Carsten Haitzler bdd439875b evas gl common - remove comment - not valid anymore 2020-06-17 12:30:23 +01:00
Carsten Haitzler f3e6a8c9b3 gl common - actually allow vertex limits
fix non-commented out return that should have been commented out
2020-06-17 12:18:24 +01:00
Hermet Park b2f9b0e24f canvas gl: remove out-dated compiler keywords 2020-06-08 19:46:31 +09:00
Carsten Haitzler 7dbe886f58 evas gl - tune gl engine to use a bit less cpu overhead
we have used a fair bit of cpu to avoid gpu overhead and this tunes
the balance back a bit to throwing more at the gpu and less at the cpu
by reducing the number of pipes and max vertex counts per pipe by
default and only resetting pipe state vars if adding the first pipe
member.

@opt
2020-06-04 12:09:06 +01:00
Mike Blumenkrantz e893d1ab7e evas/gl: resolve float compare warnings
Summary: Depends on D11794

Subscribers: cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D11795
2020-05-12 16:10:02 +02:00
Ali Alzyod 3ca52b7a1a evas_gl_context: reduce conditions for image orientation check
Reviewers: woohyun, eunue, kimcinoo, Hermet

Reviewed By: Hermet

Subscribers: kimcinoo, cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D11755
2020-04-24 20:55:12 +09:00
Hermet Park 745eea61b0 evas gl: enable GL_LINE_SMOOTH only at gles 1.x
As the GLES specification,
GL_LINE_SMOOTH is not supported since GLES2.
2019-12-31 16:31:09 +09:00
Shinwoo Kim 51169ac325 evas filter: Implement inverse color filter
Summary: This is the first version of inverse color filter both GL and SW.

Test Plan:
1. Create filter_example with following .
efl_gfx_filter_program_set(image, "inverse_color ()", "inverse color");

2. Run.
./filter_example (Use ELM_ACCEL=gl for GL engine)

Reviewers: Hermet, jsuya

Reviewed By: Hermet

Subscribers: cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D10335
2019-11-05 10:45:14 +09:00
Shinwoo Kim 081e318d90 evas filter: Implement grayscale filter in pure GL
Summary:
Initial version implementing grayscale filter in pure GL.
This patch needs a logt of love as 5bce712 did.

Grasyscale formula:
https://www.tutorialspoint.com/dip/grayscale_to_rgb_conversion.htm

Test Plan:
1. Create filter_example with following .
efl_gfx_filter_program_set(image, "grayscale ()", "grayscale");

2. Run.
ELM_ACCEL=gl ./filter_example

Reviewers: Hermet, jsuya

Subscribers: ali.alzyod, cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D9858
2019-09-27 15:35:03 +09:00
Hermet Park cdfe946358 evas gl: remove unnecessary null check.
If we check reference validation, the rest of other usage
should keep the reference check as well.

Remove it since gl prorgram must be valid always here
to shutdown the static analyzer reporting this suspicous logic.
2019-09-19 13:42:22 +09:00
Hermet Park 3856e1a002 evas gl: move to floating point coordinate system.
Summary:
GL engine has used integer coordinates system since it's born though
OpenGL basically uses floating point vertex coordinates system.

There were many dissatisfaction, complaints about this
since object's transition is jiggled, not perfectly smooth.

It's obvious because Positioning must be stepping with integer units
without any subpixel rendering.

Our gl engine currently supports msaa options and evas map allows to
have double precivion coordinates system, our engine must do handle this over as well,
to work together.

If you don't like change,

We could switch behaviors optionally (turn on, only when msaa is enabled)
But I think it's pointless using integer coordinates system in GL thesedays.
It just make code complex to maintain.

There will be an additional patch coming for SW backend map behavior soon.

Left: before patch
Right: after patch

{F3694624}

Reviewers: #committers, raster

Reviewed By: #committers, raster

Subscribers: raster, cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D8552
2019-04-18 20:08:16 +09:00
Hermet Park 8453b06bf8 evas gl: Remove single-line pipe code of gl commands.
Summary:
GLPIPES is proved to use since it's been used for many years as the default.
On the other hand, single-line routine hans't, acutally it's not maintained properly.
Even this single-line routine doesn't compileable right moment.

This patch is one refactoring to clean up code that's not valuable to maintain.

Reviewers: #committers, raster, cedric, ManMower

Reviewed By: #committers, ManMower

Subscribers: ManMower, cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D7328
2018-11-30 13:30:15 +09:00
Hermet Park c8ddf93707 evas gl: fix missing map texture target.
Summary:
Map context missed setting texture target.
I guess this is one of regression bugs in gl backend.

When shader is flushed, it sets invalid texture target with map texture.
That caused blank map rendering, this could be observed temporary
because gl pipe contexts are reusable and missing texture target means,
it could use previous texture target values that mostly have GL_TEXTURE_2D.

@fix

Reviewers: #committers, ManMower

Reviewed By: #committers, ManMower

Subscribers: ManMower, cedric, #reviewers, #committers, zmike

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D6818
2018-08-14 17:13:24 -04:00
Hermet Park 6e88cc5942 evas gl_common: code refactoring.
Summary: use boolean instead int, no logic changes.

Reviewers: #committers, zmike

Reviewed By: #committers, zmike

Subscribers: cedric, #reviewers, #committers, zmike

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D6807
2018-08-10 12:06:42 -04:00
Derek Foreman 05d7c1c9a2 gl_common: Make extension string checks more robust
strstr() can give false positives if the extension name is a subset of
a string in the extension list, for example EGL_EXT_image_dma_buf_import
would match EGL_EXT_image_dma_buf_import_modifiers.

I've opted for a mildly badgered copy of epoxy's test, which should be
robust in the face of subsets.
2018-03-08 14:27:07 -06:00
Derek Foreman 464d0ca9bb gl_common: Replace strstr() for extension checks with a helper function
The helper incorporates NULL checks, and we love those, so it's better.
2018-03-08 14:27:04 -06:00
Jean-Philippe Andre 88bfba1fdd evas filters: Add "alphaonly" flag for blend and blur
This is very useful to specify precisely which kind of RGBA -> Alpha
conversion you want. If all you wanted was the alpha layer to use as a
mask, set this flag to true.

@feature
2017-12-14 18:03:49 +09:00
Jean-Philippe Andre d6c95d1e4b evas gl: Rename secsym_ to eglsym_
eglDestroyImage has nothing to do with SEC...
This is a cosmetic change.
2017-07-20 13:31:34 +09:00
Jean-Philippe Andre 0c78783045 evas gl: Check EGL version before using dlsym
A recent commit broke texture_from_pixmap for NVIDIA EGL
(again), because eglCreateImage is a symbol in libEGL.so
but isn't in fact implemented by the driver.

That's because eglCreateImage() is exposed by libglvnd but
the underlying EGL implementation is NVIDIA and its version
is only 1.4, not 1.5 (where the API was introduced as core).

Instead of reverting the patch, it's better to cover our
bases properly and use dlsym() only if the version is right.

Note that GetProcAddress() may return garbage function
pointers for ALL functions as dynamic virtual functions may
be created on the fly by libglvnd. So it is absolutely
necessary to check the extension string as well.

See 0255f14dc2
2017-07-20 13:31:15 +09:00
Derek Foreman ef9bd41831 gl_common: extsn is no longer unused
Also, we should throw an error when it's NULL, since it's important
for finding symbols for extended egl/gl.
2017-07-19 13:05:53 -05:00
Derek Foreman 0255f14dc2 gl_common: Prefer unextended eglCreateImage
eglCreateImage is objectively better than eglCreateImageKHR - it allows
attributes large enough to hold pointer values.  We should use it when
available and only use the older extension version as fallback.

Also, eglCreateImage is core EGL functionality so don't depend on extensions
to be present to use it.  Theoretically we should be testing for
EGL version >= 1.5 but it's probably safe not to.
2017-07-19 12:24:19 -05:00
Derek Foreman d31f5038e2 gl_common: Remove fallback hack for wayland
This was only necessary due to bugs in the wayland_egl and gl_drm engine
that have been corrected.

Wayland has no bizarre requirements making this necessary.
2017-07-19 12:09:33 -05:00
Derek Foreman 855f59da8d gl_common: Stop looking for eglCreate/DestroyImageOES
These aren't a thing.  the GL_OES_EGL_image_base extension doesn't exist
and the GL_OES_EGL_image extension doesn't extend egl, because it's a gl
extension.

So let's stop being the only google match for these nonsense strings.
2017-07-19 10:33:06 -05:00
Carsten Haitzler 2e6587a14b evas gl - fix compositing/native surface with egl/gles after glvnd
this fixes an issue that has cropped up in the past few months - only
nvidia drivers with egl/gles in x11... and compositing won't work
(native surface) and the introduction of libglvnd

it's a combination of libglvnd lying that it has symbols it can't
later find, new features to get core functions via procaddress that we
hadn't migrated to use AND use preferring core functions that libglvnd
will expose, so switching to KHR extensions by preference. we also
need to symmetrically use destroy image khr too...

oddly enough using procaddress purely for create/destroy image makes
wayland fail ... sofor now i'm taking advantage of the fact that
wayland has no extensions string passed in at the moment and still
doing dlsym... this is odd though.

@fix
2017-07-16 15:56:02 +09:00
Carsten Haitzler b9991b045c evas gl filter blur - fix uninitialized vare warning for sum 2017-04-21 16:40:36 +09:00
Jean-Philippe Andre 45548e8358 evas filters: Implement obscure support for gl blur
This can help with performance when a large region of the
filtered image (eg. snapshot) is fully hidden by an opaque
object. For instance the window border is hidden by the
opaque window content.
2017-04-14 11:26:44 +09:00
Jean-Philippe Andre 06a7beec52 evas filters: Switch to uniforms in GL blur
This was a poor attempt at improving the performance but
obviously the root cause isn't fixed (too many texel fetches).

Uniform should (theoretically) work better than an attribute
the for loop. Just a guess here.

This also makes GL blur use a float value as radius, allowing
future extension to non-integer blur radii, as well as using
linear scaling as a fast blur approximation.
2017-04-14 11:26:44 +09:00
Jean-Philippe Andre ebeead4681 evas filters: Optimize GL blur with interpolation
This optimizes the GL blur algorithm by reducing the number of
texel fetches (roughly half the number of before this patch). This
works by exploiting GL's interpolation capabilities.
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre 6af3c20aeb evas filters: Pass gaussian values to GL blur shader 2017-04-14 11:26:43 +09:00
Jean-Philippe Andre a9ddeeb4fb evas filters: Use GL downscaling for blur
This will improve the performance a lot. Now remains to figure
out the best values for downscaling and improve the actual blur
shader as well.
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre b90246a619 evas: Improve blur filter perf by using 2 passes
By simply splitting X and Y blurs in two passes we can improve
the performance of the blur filter a lot.

There is still much to be done to make it really fast and nice
looking:
- implement true gaussian blur (not sine-based approximation,
  right now the actual blurs look different in SW and GL)
- exploit linear interpolation for R tap instead of R*2+1 taps
  (a tap being a texel fetch)
- downscale & upscale large images with large blur radii
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre 5bce7120f1 evas filter: Implement blur filter in pure GL
Wait a second though, this implementation is not only incomplete
(no support for box vs. gaussian blur), it's also insanely bad in
terms of performance. Small radii may work fine, but at least blurs
render properly in GL with this patch (no more glReadPixels!).

The shader needs a lot of love, including in particular:
- support for 1D box blur single pass
- support for 1D gaussian (or sine) blur
- use linear interpolation and N-tap filters
- separation of 2D blur in two passes (high-level logic)
- potentially separation of large 1D blurs in 2 or more passes
  knowing that 2sigma == sigma + sigma when it comes to the gaussian
  bell curve.
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre 125c7d956e evas filters: Implement displace filter in pure GL
This one was a bit more... "fun". I had to add a new vertex
attribute and obviously using a VertexAttribPointer led to
incomprehensible crashes. But a simple glVertexAttrib2fv makes
it work like a charm!

A rare option is not handled yet.
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre 3d2f1a3d9b evas filters: Implement mask filter in pure GL
This reuses the existing mask infrastructure, but adds a color
flag to use the whole RGBA range, rather than just the Alpha
channel.

Filters are still very slow (glReadPixels and non-optimized use of
GL buffers...), but this is progress :)
2017-04-14 11:26:43 +09:00
Jean-Philippe Andre 2787f0fe5d evas: Fix a rare issue with GL and map and mask
The things you learn to love...

The situation was:
- An object is mapped (naviframe in an animation)
- One of its children has a mask
- The window is rotated by 90 or 270 degrees (landscape)

The mask glsl code to invert the x,y coordinate depends on the
screen rotation and this somehow was wrong.

Tested on Tizen and in elm_test "Masking", made with @jiin.moon.

@fix
2017-03-22 14:29:02 +09:00
Youngbok Shin f83ce20e1c evas: clean up GL images for emojis when GL context is free'd
If GL context is free'd before processing font shutdown,
textures for emoji glyph's GL images will be free'd without clean
up its GL images. It causes eina mempool infinite loop issue when
emoji's GL images are free'd in shutdown process.

So, the patch will make a list for emoji's GL images in context and
clean up them when the context is free'd. Just like font textures in
context.

@fix

Differential Revision: https://phab.enlightenment.org/D4695

Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
2017-03-08 19:35:03 +09:00
Jean-Philippe Andre 265c851a8f evas gl: Fix version detection for GLES 3.1
It was assumed that GLES 3 would only work with EGL but in fact
OpenGL 4.3 & 4.5 are supersets of GLES 3.0 & 3.1 respectively. So
GLX should also support GLES 3.0 or GLES 3.1 for evas gl, if the
driver supports it, of course.

Of course while doing this patch things didn't go like they were
supposed to go. I'm currently using NVIDIA's proprietary driver,
that conveniently provides EGL with GLES 3.2. But wait, there's
a catch: GL_VERSION is "OpenGL ES 3.2 NVIDIA" except that none
of the functions of GLES 3.1 or GLES 3.2 are actually supported.
Those functions are only present in the GLX/OpenGL variant of the
driver. Thanks so much for making my life easier...

So yeah, this patch contains a hack for those invalid versions
of GLES 3.x. What was supposed to be a small fix became a huge
mess.

Also add a comment about the possibly invalid auto-upgrade from
GLES 2 to GLES 3.

This adds a test case in elm_test, but only to verify that
elm_glview_version_add(3) actually works. We need a proper GLES 3
test case, eventually (and 3.1, 3.2 of course).
2017-03-08 15:44:39 +09:00
Jean-Philippe Andre 02bff22d8f evas: Reset state to GL_TEXTURE_2D
This should fix an ERR message under gl_drm and probably an
actual bug.

This reverts 8f2cfdf490.

I don't think the texture target should be part of the context
information. It should instead be a property of the texture.

Fixes T5171
2017-02-28 13:07:13 +09:00
Jean-Philippe Andre 0a2d8d834a evas gl: Partially fix MSAA for GLES 3 drivers
MSAA (multisampled_render_to_texture) support was implemented with
GLES 2 in mind, but for GLES 3 it comes as a core feature, not as
an extension. Also it relies on renderbuffers, not textures. GL
is awesome.

Note: MSAA still doesn't work!
2017-02-13 20:11:22 +09:00
Jean-Philippe Andre 2a239c211c evas: Fix invalid current state (invalid bool value)
newframe() resets some of the gl context properties, so match them
to our shadow copy in the gc state.

target_surface_set() also resets some of those properties but only
in our shadow copy, not in the actual GL context. As a consequence
we can't rely on setting a bool to 0 or 1 unless we also call the
equivalent GL function. Expand bitfields to 2 bits allows us to
set a bool to the invalid value of -1 (yes, that's not a real bool).

Also there is no need to reset the target surface to NULL during
newframe. It will be reset during target_surface_set.

This fixes some issues I encounter while working on GL filters.
2017-02-09 11:39:20 +09:00
Carsten Haitzler 8f2cfdf490 when resetting tex_target, set it to -1 so we force a reset 2017-02-08 22:59:37 +09:00
Carsten Haitzler 8467d65b23 evas gl common - have a gl array buffer pool to avoid hitting malloc
this improves performance a bit by avoding libc's malloc and the heap
by using a custom buffer pool thathas basically immediate O(1) lookup
time (in real life) that baloons out and contracts back as time goes on.

@optimize
2017-01-31 23:01:50 +09:00
Jean-Philippe Andre 1d4affadd1 evas: Try to fix compilation with EGLAttrib 2016-12-21 13:56:14 +09:00
Derek Foreman 74a456253a gl_common: Make secsym_eglCreateImage a wrapper
eglCreateImage and eglCreateImageKHR are subtly different.  Now we try to
handle them both properly by exposing an abstraction.
2016-12-19 15:52:58 -06:00
Derek Foreman 93899429ef gl_common: fix eglCreateImageKHR query
There are surprisingly few GL extensions that start with GL_EGL...

This is apparently more widely deployed than OES, so let's bump its
priority too.
2016-12-19 15:52:53 -06:00
Carsten Haitzler 254919d6d4 evas gl common engine - handle render to texture atlases properly 2016-11-22 20:01:25 +09:00
Subhransu Mohanty 16cb5f7af9 evas/gl: Added support for stencil buffer creation while creating gl Surface.
Reviewers: jpeg, cedric

Reviewed By: jpeg, cedric

Subscribers: cedric, jpeg

Differential Revision: https://phab.enlightenment.org/D4404

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
2016-11-16 13:46:40 -08:00
Jean-Philippe Andre b8a76e20af evas: Fix masking with window rotation, take 2
The first patch did not work for maps. This explains why the
original code was so weird. But it actually made sense.

After struggling a bit I realized that we really just need
to shuffle around the pixel position on the window to map that
of the position in the canvas (unrotate it).

Note that compatibility with GLSL-ES (for OpenGL ES) implies
we can not use an array initializer like:
  vec2 pos[4] = vec2[4](a,b,c,d);
So the code could probably be optimized. But at least this works.

This patch also avoids calling glGetUniformLocation again and
again.
2016-11-04 15:28:56 +09:00