Summary:
This commit fixes check of passed value of aspect preference in edje_edit_state_aspect_pref_set() because it ignores None and Sorce values.
@fix
Reviewers: reutskiy.v.v, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1542
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
All points in map are double, when try to get point coordinates, there
are issues with rounding.
@fix
Reviewers: Hermet, raster, seoz, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1554
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Added watch to check if drm output device is hotplug and update the
outputs accordingly.
NB: This is only partially complete. The actual update of outputs
still needs to be implemented.
Signed-off-by: vivek <vivek.ellur@samsung.com>
Reviewers: devilhorns
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1552
clients
Summary: When flush_clients is called, those clients may add events to
the queue. We should be waiting to dispatch pending events until After
clients have been flushed.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
NOTE: I do believe their is still the possibility that a wrong program
or part may reference a dead part. Would require to check that scenario
better later.
This adds support for the following features:
- OpenGL-ES 1.1 (works only with EGL right now),
- PBuffer (basic support),
- Multithreading safety in gl_x11,
- EGL fence_sync extension,
- Improve direct rendering,
- And a few other evas_gl_ APIs.
Merge branch 'devs/jpeg/evasgl'
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).
This commit adds lots of required definitions (GL_ stuff),
new API entries in the Evas_GL_API struct, and basic new APIs
to create OpenGL-ES 1.1 contexts.
@feature
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.
When using EGL, this function should return the properties of
a surface. Limited to a subset of known attributes.
Right now, this function will only work fine with EGL.
GLX support or any other engine is not implemented.
@feature
This should add support for the following EGL extensions:
- EGL_KHR_fence_sync
- EGL_KHR_reusable_sync (eglSignalSyncKHR)
- EGL_KHR_wait_sync (eglWaitSyncKHR)
@feature
evas gl CreateImage function was assuming the current context
should be used to create an image, while the equivalent EGL function
specifically requires the context to be specified.
This also imports some definitions for CreateImage.
And fixes typo in glEGLImageTargetRenderbufferStorageOES.
This adds new functions in Evas_GL_API struct. The version
number will be bumped to 2 in a later commit.
@feature
This is a new feature allowing direct rendering even when
the view is rotated. In that case, the application is responsible
for rotating its view and rendering it properly given the object
geometry.
This implements support for the flag
EVAS_GL_OPTIONS_CLIENT_SIDE_ROTATION
@feature
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
When using direct rendering, glClear() should not do anything
if the ClearColor was (0,0,0,0). The application would indeed
expect a transparent output (so, see the widgets below the view),
but glClear would erase the pixels instead. So add a quick check
to skip glClear entirely in that specific case.