This keeps us from accidentally going through the fallback path twice and
crashing. It also clears up some refcounting problems that would have led
to leaked memory in the crash case.
fix T5037
so we had just 128 bytes for path to generic loader utility. in most
cases this is plenty but if you have bizarre symlinks and long paths
we may run out of space, so move up to 4k buffers as this is
realistically the max path len anyway on a system.
@fix
to date if you use async preload we still load the header
synchronously and this can be horrible especially with generic
loaders. there is no way to farm this off to the preload thread. now
there is. youhave to set it as a skip head load option before doing a
file_set AND you need to issue a preload ... but now it's possible.
@feature
i found evas_common_draw_context_apply_cutouts() was procsessing 300+
cutouts and as it's O(n^2)/2 to try and merge adjacent rects for
cutouts this really performs like complete junk. we apply cutout rects
a LOT. this is not the best solution, but it's quick and much faster
than doing the clipouts which drop framerate to like 1-2fps or so in the
nasty case i say (tyls -m of photos in a dir with a 2160 high
terminal).
this figures out the target area to limit the count of rects
significantly so O(n^2) is far far better when n is now < 10 most of
the time. and for the few operations where it's a high value this now
uses qsort to speed up merges etc. etc.
@optimize
Summary:
If user bind textureA and want to use it continuously, do not call glBindTexture(textureA) again.
But expect that textureA will be binding.
So EvasGL sould not change binded texture silently.
Restore texture to previous bound one after allocating new texture.
And when destroy texture, reset texture to 0 if it is current bound texture.
Test Plan: Tizen 3.0
Reviewers: wonsik, dkdk, cedric, jpeg
Reviewed By: jpeg
Differential Revision: https://phab.enlightenment.org/D4524
This enables the PNG saver to save images with gray and
alpha + gray colorspaces. GRY8 is usually used for alpha only.
Note: This commit also introduces whitespace changes. Sorry
about the mess, but at least now we have spaces only. Read the
commit with show -w :)
@feature
This fixes evas_object_image_save after changing the orientation
of an image in the GL engine. In SW engine the pixel data is rotated
in memory, so things worked fine from the beginning. In GL we may
have to go through loops and hoops in order to rotate and fetch the
data from the GL texture.
This should fix ce45d44.
If someone's trying to build efl git with 2.5 year old EGL headers they get
a break on missing EGLImage...
We should probably consider keeping an up to date copy of the EGL headers
in efl. There may be someone out there with even older headers.
As suggested by @k-s
I'm pretty sure that this parser will easily fail. Eg. find uchar
properties but it's not r,g,b in this exact order? No color for you.
Find no uchar at all? Fail immediately even if we can handle a
no color situation just fine.
There's actually an array of 2 in gl_x11, but it appears we only use the
first 1, except in an #if 0 block.
I gather this is legacy for some reason - it sure doesn't seem to make
any sense now, so I'm chopping off all the extra array indexes.
Note: I've not changed gl_sdl - it looks like it doesn't use the context
or surface at all and they could just be removed, but I don't build that
one here and don't want to touch it.
This patch just removes the 'evas' field from the Outbuf structure.
This should have actually gone in on the previous patch but I missed
removing it :(
Signed-off-by: Chris Michael <cp.michael@samsung.com>
These variables are unused (as reported by gcc), and 'ob' is not
really needed in eng_update so remove that also.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
A previous patch to refactor setup stage and reduce complexity
actually introduced several build breaks. This patch fixes the build
break for wayland-egl.
ref 73b308fb66
BAD CEDRIC !!!!!
Signed-off-by: Chris Michael <cp.michael@samsung.com>
A previous patch from some french guy broke building of the gl_drm
engine. This patch fixes the build break and cleans up unused
variables, etc.
ref 73b308fb66
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Seems Cedric's patch for refactoring setup stage broke building for
the evas drm engine. This patches fixes the issue.
ref 73b308fb66
Signed-off-by: Chris Michael <cp.michael@samsung.com>
eglGetProcAddress should be queried with dlsym unconditionally. What we
had could query it with other extended forms of eglGetProcAddress, which
is probably not what anyone wants.
Also, throwing away the weird extended forms because there's a good chance
our other gl bits don't run on any stacks that don't support normal
eglGetProcAddress.
Commit fcef8d8392
breaks any evas engine that frees/NULLs its own outbuf before
calling evas_render_engine_software_generic_update()
We should unconditionally set the outbuf, we only need to
do the free conditionally.
evas_render_engine_software_generic_update(0 definitely is wrong where
it wants to always free the outbuf even if the buffer passed in is the
same one and thus it ends up being freed and now invalid. fix it
@fix
Because we async render into buffers before the compositor has told us
we can use them, we can end up kicking over to fallback while still
rendering into a buffer.
Refcount the manager to let us clean up properly without crashing when
this happens.