efl/src/lib/ector/gl
Hermet Park 7c38c0c915 efl gfx_path: remove EFL_GFX_PATH_EVENT_CHANGED
Summary:
Here is an additional optmization patch for removing
unnecessary updation of path,

For instance, let's assume this scenario:

If one vg object has 20 path nodes(shapes),
and every single nodes would have 50 path changes.
(like, append_cubic, append_rect, append_xxx ...);
There would 1000 events triggering.

Furthermore, if there are 20 vector objects in one view,
hese events would be triggered 20000 in one frame.

It's insane, actually I could figured out that happens.
and it took a lot of cpu consumption in some vector usages.

efl_gfx_path_commit() is my idea to avoid this.
When path is ready, the path need to get this api call in the last
 to make object changed properly.

@feature

Reviewers: #committers, cedric

Subscribers: segfaultxavi, cedric, #reviewers, #committers

Tags: #efl

Differential Revision: https://phab.enlightenment.org/D7494
2018-12-26 19:29:10 +09:00
..
shader
Ector_GL.h
ector_gl_buffer.c
ector_gl_buffer.eo
ector_gl_private.h
ector_gl_shader.c
ector_gl_surface.c
ector_gl_surface.eo
ector_renderer_gl.c
ector_renderer_gl.eo
ector_renderer_gl_gradient_linear.c
ector_renderer_gl_gradient_linear.eo
ector_renderer_gl_gradient_radial.c
ector_renderer_gl_gradient_radial.eo
ector_renderer_gl_shape.c efl gfx_path: remove EFL_GFX_PATH_EVENT_CHANGED 2018-12-26 19:29:10 +09:00
ector_renderer_gl_shape.eo efl gfx_path: remove EFL_GFX_PATH_EVENT_CHANGED 2018-12-26 19:29:10 +09:00
meson.build meson: use eolian_gen with -S 2018-12-03 19:00:26 +01:00