add support for reconnecting wayland applications if the compositor dies
disconnect -> destroy gl ctx + image textures -> block rendering ->
reconnect -> create gl ctx -> create image textures -> unblock rendering ->
sprinkle special seasoning on top -> just like ma used to make
#SamsungFeatures
@feature
On shutdown we need to set wl_surface to NULL to let the engine know
there's nothing to write to - however we've been setting up an entirely
new outbuf instead of just changing the old one.
The outbuf code should free the surface structure, not the dmabuf
abstraction or a use after free occurs on fallback.
Re-organize some code to make sure we don't rely on anything that may
have already been freed.
Add a wl_surface_commit() to keep the animation timer alive through
the fallback process.
This include is leftover from the porting to Ecore_Wl2. Remove
unused include for old Ecore_Wayland library
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
This adds a separate backend to the "shm" engine that allows allocation
of buffers via libdrm that can be turned into dmabuf handles and used
with the wayland dmabuf extension.
Currently only the intel buffer manager is supported.
The benefit of dmabuf buffers is that they don't require a texture upload
like shm buffers do, and when we have plane support they can be dropped
directly into a plane without a memcpy.
Split this into two parts, one that makes the base surface, one that
calls the potential back ends.
Once the dmabuf backend is added this will allow a fallback path to
re-initialize the surface as wl_shm if dmabuf fails.
This doesn't really care what the buffers were allocated with, so
let's make this chunk of code useful to both the shm method and the
upcoming dmabuf one
Refactor evas_outbuf_setup a bit so there's only one call to
_evas_shm_surface_create.
Also makes the NULL return on unhandled rotation a lot more obvious.
Summary:
Or else it will create dozens of ctxpopup's if user applied wrong or broken
theme that do not remove ctxpopups at all (lack of programs/signals or whatever
brokes ctxpopup behaviour)
@fix
Reviewers: cedric, reutskiy.v.v, NikaWhite, raster, an.kroitor, wc, Hermet
Reviewed By: Hermet
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3885
Summary:
enum Evas.Canvas3D.Shade_Mode are using for choose relevant shader source code.
So renaming have a sence.
Rename evas_canvas3d_shade_mode_set/get property to evas_canvas3d_shader_mode_set/get
Rename internal fields and functions
Reviewers: cedric, Hermet, raster
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3882
so ecore uses ecore system modules ... that use eldbus. eldbus inits
ecore. this is a vicious cycle. eldbus shouldnt init ecore. it's a
dependency but should be provided outside of initting eldbus. this all
led to hack-arounds on initting eldbus in these ecore modules that
just break things like shutting down eldbus when still in use.
this ensures any pending messages are canceled on ecore module shutdown.
this ensures every ecore module fully inits and shuts down eldbus as
they should so refcounting the inits works.
this stops eldbus from inittign ecore to avoid the circuluar dependency.
this stops lots of CRI/ERR complaints eg if you run elua with no
cmdline options.
this is just better.
@fix
some font glyphs are still allocated after tyhe last gl window is
freed which means we can't make current anymore to free textures after
that. this fixes that by flushing gl texture info from the font cache
when the last gl windows are gone.
@fix
Summary:
Add post processing render function as rendering full screen quard after
rendering to texture.
Add possibility use size of current frame in shader.
Add FXAA shader source files
Reviewers: raster, cedric, Hermet
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3847
the only way to accurately calculate the "evas" size in the engine from
window geometry is to have the size of the frame available to subtract from
window geometry
window geometry is NOT framespace--framespace is the entire csd region, possibly
containing a shadow, and window geometry is explicitly the region occupied by the
window, ie. not the shadowed part.
not my ideal solution to the synchronization issue here, but I guess this is a
benefit of the unified tree
fix T3396
this is an event representing the "new" state of the surface after a
configure event. it must contain the exact states which could potentially
have changed in the configure in order to ensure synchronization between
csd states and window size.
ecore events for xdg-shell configures must be sent only upon receiving a
configure event since states are set by the compositor and not by the client
@fix
#hoorayforbeta
As portions of this code have been derived from existing code in
Weston, we should also be including their copyright/license text to
give credit.
Fixes T3421
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
AFILL should be used only for certain images, which are
actually native external or dynamic content images.
All normal image don't need the AFILL flag, since they should
have proper argb and alpha flag.
We're supposed to allocate a large pool at startup and use it for
resizing to save pool allocations. However, this was broken and
we ended up allocating both a large pool and a proper sized pool
every resize.
This restores correct behaviour.
eng_window_use() uses outbuf->redirect, so the clever code in
eng_outbuf_reconfigure that avoided setting it to NULL to check
if we needed to recreate the redirect was not very clever at all.
Previous redirect to texture approach broke multiple window applications
by having only a single redirect per context. This approach allows
multiple redirections.
This follows commit f10672dd74
which apparently forgot some changes in xlib and eglfs.
I hope there are no remains of the old native bind/unbind
functions. Also... I can't build everything, so I'm just hoping
this works. Note: GL and SW native images are not using the
same internal api prototypes.
Programs crashed on a segmentation fault when the last window was
closed. The eng_output_idle_flush() function was removed... but
since gl_cocoa does not properly use *_generic modules, the
output_idle_flush() function called by the render engine was
garbage (hence the segfault).
Now nothing is done... but at least we don't crash anymore.
if gif has example 4 colors in colormap, pixels provided still can
hold values higher than 3 (4, 8, 255 etc.) ass a pixel is still a
byte. it should not, but it could. technically it'd be nice for gitlib
to pad its palette out to 256 entires to ensure this cant be a
problem, but it doesn't have to , so make a local copy of the cmap
when decoding pixels and pad out to 256 entires (using color 0 as any
value > pallette ize is invalid anyway so any color will do).
this fixes a possible security attack vector in reading memory out of
bounds of an allocated array. not very far out of bounds - but enough
to cause a crash - ie a dos attack, (not to inject code though).
@fix
Evas Image should be independent of render engine.
So remove native.func.data member of RGBA_Image, Evas_GL_Image
struct. And remove data argument,too.
ref f10672dd74
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
Use the new post-processing API and www extension to implement
CSS effects for wayland-egl applications.
Signed-off-by: Derek Foreman <derekf@osg.samsung.com>
Signed-off-by: Mike Blumenkrantz <zmike@osg.samsung.com>
New API allows a context to be redirected to texture. When rendering is
complete the texture can be unbound from the frame buffer and used for
post-processing effects.
Signed-off-by: Derek Foreman <derekf@osg.samsung.com>
Signed-off-by: Mike Blumenkrantz <zmike@osg.samsung.com>
this accumulates all data relevant to client-side www into
the Evas_Engine_Info_Wayland_Egl struct so the client can react to it.
Signed-off-by: Derek Foreman <derekf@osg.samsung.com>
Summary:
Evas Image should be independent of render engine.
So remove native.func.data member of RGBA_Image, Evas_GL_Image struct.
And remove data argument,too.
Test Plan: Local test, Tizen3.0 mobile, Desktop englitenment
Reviewers: jpeg, spacegrapher, wonsik
Subscribers: cedric, dkdk
Differential Revision: https://phab.enlightenment.org/D3850
Summary:
native_xx_cbs must be independent to evas render engine.
This was applied to only gl_x11 backend.
Propagate to others.
Test Plan: Tizen3.0 Mobile
Reviewers: wonsik, spacegrapher, jpeg
Reviewed By: jpeg
Subscribers: cedric, dkdk
Differential Revision: https://phab.enlightenment.org/D3840
Summary: ob is already declared. need not to call again.
Test Plan: Tizen3.0 Mobile
Reviewers: jpeg, wonsik
Subscribers: dkdk, cedric
Differential Revision: https://phab.enlightenment.org/D3837
The vlc vout display module adds key and mouse event support. It improves
performances since a video filter is not needed anymore to scale the image, and
direct rendering with vlc avcodec module is now possible (less memcpy).
1. unsigned char* as a return type was not even compatible
with the default colorspace (ARGB: 32 bits).
2. Change all unsigned to int for... uh... simplicity
unsigned is more correct than int for things like width,
size or stride, but in fact having both ints (x,y) and unsigned
ints makes the code more complex.
This is a matter of personal taste.
Prior to this fix, window rotation was not operating correctly and the
surface contents would get rendered at the wrong size and position.
This patch fixes the engine so that rotation operates properly now.
NB: Tested with the Window States(2) test in elementary
Thanks to shiin for reporting :)
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
EGL Fullscreen is a module intended to support many proprietary GL driver that come
with custom API to create framebuffer/window. This one is starting by covering Android
with libhybris/hwcomposer. Later on, it should be able to support easily the Raspberry Pi
driver.
At this moment this does not work properly. Activate it at your own risk ! Do not report
bug if you don't know what you are doing :-) A backend for Ecore_Evas will come later on
along with a patch for Ecore_FB to use libinput. Finally a few patch should hopefully
enable this backend to work and compile more easily (relying on proper header detection
and dlopen/dlsym for access to proprietary function).
You can read more about the goal of this patch by reading our wiki at :
https://phab.enlightenment.org/w/boot2efl/
Signed-off-by: Cedric Bail <cedric@osg.samsung.com>
A previous commit added these functions so we can test if native image
is supported, however that commit did not actually override this
functions (evas api override). This small patch simply does that.
ref 20b4d9dd6a
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
If we are going to define native_init & native_shutdown functions,
then we should probably be using them ;) Also, as this is a wayland
egl engine, we can return from native_init based on
eglQueryWaylandBufferWL
ref 20b4d9dd6a
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
Summary:
If 2 evases refer to same pixmap, use same EvasGL_Image.
But EvasGL_Image can have only one engine data.
When evas related to native is destroyed and another evas use that native, crash occur.
So native callbacks need to be independent to engine data.
Test Plan: mobile, local test
Reviewers: cedric, spacegrapher, wonsik, jpeg
Reviewed By: jpeg
Differential Revision: https://phab.enlightenment.org/D3800
This replaces standard Evas_Object_Image when it is used "normally",
ie. it's an image from a file or from a pixel buffer. All other APIs
(proxy, snapshot, 3d, gl, ...) are disabled on this object.
Also, reduce number of failing calls when the object is not a legacy
object, but a legacy function is called. This is because a lot of
image APIs are called internally using the legacy APIs, often in
order to reset the state of the image object (eg. set file to NULL,
etc...)
Summary:
Main flow: add several meshes(with different number of polygons) in one node,
enable LOD for node, set boundary distances to choose need mesh depend on distance
to the camera node, render only need mesh. Add API's enable lod in
evas_canvas3d_node module and set boundary distance to module
evas_canvas3d_mesh module Refactored function evas_canvas3d_node_mesh_collect
to calculate distance. Refactored _scene_render to have possibility pass to the
render only need LOD mesh.
Reviewers: cedric, Hermet, raster
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3731
Signed-off-by: Cedric Bail <cedric@osg.samsung.com>
- image_native_init
- image_native_shutdown
init() will be used to test whether the engine supports a
certain type of native image.
Note: Native image support is very much dependent on the engine,
and some stuff like opengl should work everywhere (even in sw
with osmesa) but that's not the case.