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>
i found that we are not setting u and v to be smooth (linear
interpolate) for yuv reendering, even when asked. they remain at a
default "nearest". this enables linear for u and v always, meaning
even when smooth is off, we still interpolate u and v (not y), and
even when at 1:1 with no scaling u and v get interpolation for better
quality.
@fix!
these were static rect cutouts, so they stayed around on exit and thus
we "lost" them. this nukes them on context free and each new frame.
fixes the "leak"
This reverts commit 5e18223f67.
Conflicts:
src/modules/evas/engines/gl_common/evas_gl_context.c
we've got a side effect(another quality issue) of the patch. so revert it.
Masking is not used (there even was a recent commit by Hermet to
remove most of the occurences of mask shaders in GL), and I've
introduced a new ETC1+Alpha feature. Replace the old texm and
associated variables by texa for alpha texures.