It is not possible to logically handle padding and offset at the same
time for a proper mirror effect, unless this is handled directly at the
transformation level.
Also, add support for blend() operation padding computation.
This is the simplest solution I can come up with for "mirror" effects.
Displacement maps are HARD to generate and use properly, since the buffer
size is unknown until runtime.
Even if we align the map to the text itself (using the padding information),
it's still hard to describe properly how to apply the displacement map, and
to generate it... So let's just add a simple flip operation.
The displacement effect is way too complicated. Let's keep it
simple and have only one displacement map format (RG + Alpha).
Here's what's missing now:
- Alpha support, to blend in the input with a variable intensity
- Extra padding (see below)
Also, the intensity VS. map values are not perfectly defined yet.
Problems: How to create a complete mirror effect (map needs to go
over boundaries... add extra padding to the buffers).
Evas is an RGBA only engine, BUT we also use some alpha masks,
especially in the font rendering pipeline.
This commit adds basic support for alpha buffer operations
(blend and copy).
RGBA_Image can then point to either alpha-only data, if
its colorspace is grey.
This doesn't work nicely, as for some reason fontconfig doesn't work
nicely with ':spacing=mono' without a font name.
Doesn't work with fc-match either. It does work with fc-list, but that's
not what we'd like to use. It could be just an issue with my local
fontconfig configuration.
This fixes T865 although the problem is now with freetype.
this changes the internal encoding of font glyphs in evas to use 4bit
uncompressed if small, or 4bit rle (run length encoded) if larger.
this caves at least 50% of memory on fonts - and more if bigger. with
large fonts (40-80pixel size) we can save in the region of 80% of
memory used for glyphs. this also happesn to allow speedups in
rendering too.
since the map_changed is reset right after the map is updated,
it could not decide to redraw the map surface properly.
now map_update() returns the value to redraw the map surface properly.
Being annoyed by different types of eina critical macros - CRI, CRIT,
CRITICAL -, I concluded to unify them to one. Discussed on IRC and
finally, CRI was chosen to meet the consistency with other macros -
ERR, WRN, INF, DBG - in terms of the number of characters.
If there is any missing bits, please let me know.
Perhaps they are insane, but as the comments imply it defines
USE_HARFBUZZ which is needed afterwards. You just broke everything. I
know it's a mess there, but it's a mess that works. Your change doesn't.
This reverts commit d4b9e3b287.
We need a function in DnD for the overlapping feature to retrieve all
the objects at a specific position.
A private function exists in Evas (evas_event_objects_event_list) for
that purpose.
We need an access to this function for Elementary but we don't
want the is_frozen flag to be checked.
If we are running on async render, some operations must be delayed, so
they will happen at the same time that the canvas rendering result gets
updated on the window/surface.
Tracking only the async rendering canvases and just waiting for the last one
to finish rendering. This should be enough to sync all canvases since the
render thread orderly executes the commands.
evas_render_sync() will loop through all canvases and wait for their
rendering to finish. Since this function will execute from the main
thread that will sync all of them.
This is not the perfect solution at this moment. This doesn't consider the cached clipper's visibility at all.
But at least this would be better than exist works. Should be improved.
NOTE: when using Evas_Object image preload infrastructure the GL texture
upload was uploaded from the main loop during the rendering stage. This
could lead to some frame drop during fast animation due to the time needed
to upload that texture.
This patch fix this problem by uploading a small texture quickly (16x16)
and waiting for going back to the main loop to be able to use the same GL
context from another thread to do the texture upload asynchronously without
blocking the main loop.
Evas_Common.h should be used for the public header, and rather rename
evas_common.h internal header to another name.
Sa:
Evas_Common_Header.h -> Evas_Common.h
evas_common.h -> evas_common_private.h
Shouldn't have both Evas_Common.h and evas_common.h because of case
insensitive filesystems.
Evas_GL Direct rendering is an optimization path that renders
directly to the window if conditions are met. Because evas gl
backend used to re-render the entire screen, evas_gl direct
rendering didin't have to concern with partial region rendering.
Now that partial rendering/swapping has been applied to evas gl-
backend, evas_gl direct rendering also had to take into account
clip regions. in order to properly apply it, some adjustments
were made to the engine functions and etc.
This is an astonishing bug, I wonder since how long it has been there. It
is basically due to the use of void * and a wrong cast. Type checking is
clearly useful, let's use it more !