Commit Graph

59 Commits

Author SHA1 Message Date
Jean-Philippe Andre b19ee757e5 efl: Use Eina.Size2D in Gfx.View 2017-09-19 10:51:48 +09:00
Jean-Philippe Andre f3eff6eb3e efl: Introduce Eina.Rect and switch EO APIs to it
It's a complex struct but defined in EO as a simple struct. ABI-wise
it's equivalent to Eina_Rectangle. Some macros that use Eina_Rectangle
also work on Eina_Rect out of the box, most of the code dealing with
x,y,w,h will require no modifications either.

But Eina_Rect provides direct access to a size or position 2d component,
as well as the usual x,y,w,h. The field "rect" is provided as a
convenience for code dealing with both Eina_Rectangle and Eina_Rect. We
may or may not require it.

Note: Size2D could use unsigned values but I have spotted a few places
in the code that actually use -1 to indicate invalid size (as opposed to
0x0).

@feature
2017-09-18 13:22:52 +09:00
Jean-Philippe Andre 89733b22f6 efl_gfx_fill: Use Eina.Rectangle for fill (EO) 2017-09-13 18:09:19 +09:00
Cedric BAIL e682f64193 evas: make vector graphic support multi output. 2017-08-25 10:52:14 -07:00
Cedric BAIL a0c58276c3 evas: do not use default output or any other during render pre. 2017-08-25 10:52:10 -07:00
Jean-Philippe Andre 242127a96b evas,edje,elm: Mark all legacy objects as such 2017-07-07 13:21:18 +09:00
Cedric BAIL 35e54acc46 evas: stat introducing a concept of engine and output in the backend. 2017-05-12 15:24:45 -07:00
Cedric BAIL 55e1b3f205 evas: remove engine.data.output.
This is the first step toward handling multi output. This patch
remove engine.data.output from Evas structure and use an Eina_List
for it instead. It also start moving code around to fetch an output
or an engine context (which are the same at the moment, but will be
split in a later patch).
2017-04-24 15:10:48 -07:00
Carsten Haitzler 51638afbeb evas render - drop eo overhead by using ptrs we already have
several calls, specifically evas_object_change_reset,
evas_object_cur_prev, and evas_object_clip_changes_clean that are
called directly or indirectly as part of evas render on at least every
active object if not more, were doing full eo obj lookups when their
calling functions already all had the eo protected data looked up.
tha's silly and just adds overhead we don't need. my test dropped
_eo_obj_pointer_get overhead in perf profiles from 4.48% to 2.65%. see:

   4.48%  libeo.so.1.18.99            [.] _eo_obj_pointer_get
   4.23%  libevas.so.1.18.99          [.] evas_render_updates_internal
   2.61%  libevas.so.1.18.99          [.] evas_render_updates_internal_loop
   1.68%  libeo.so.1.18.99            [.] efl_data_scope_get
   1.57%  libc-2.24.so                [.] _int_malloc
   1.42%  libevas.so.1.18.99          [.] evas_object_smart_changed_get
   1.09%  libevas.so.1.18.99          [.] evas_object_clip_recalc.part.37
   1.08%  libpthread-2.24.so          [.] pthread_getspecific
   1.05%  libevas.so.1.18.99          [.] efl_canvas_object_class_get
   1.01%  libevas.so.1.18.99          [.] evas_object_cur_prev
   0.99%  libeo.so.1.18.99            [.] _efl_object_event_callback_legacy_call
   0.87%  libevas.so.1.18.99          [.] _evas_render_phase1_object_ctx_render_cache_append
   0.82%  libpthread-2.24.so          [.] pthread_mutex_lock
   0.81%  libevas.so.1.18.99          [.] _evas_render_phase1_object_process
   0.79%  libc-2.24.so                [.] _int_free

vs now the improved:

   4.82%  libevas.so.1.18.99          [.] evas_render_updates_internal
   3.44%  libevas.so.1.18.99          [.] evas_render_updates_internal_loop
   2.65%  libeo.so.1.18.99            [.] _eo_obj_pointer_get
   2.22%  libc-2.24.so                [.] _int_malloc
   1.46%  libevas.so.1.18.99          [.] evas_object_smart_changed_get
   1.04%  libeo.so.1.18.99            [.] _efl_object_event_callback_legacy_call
   1.03%  libevas.so.1.18.99          [.] _evas_render_phase1_object_ctx_render_cache_append
   0.97%  libeina.so.1.18.99          [.] eina_chained_mempool_malloc
   0.93%  libevas.so.1.18.99          [.] evas_object_clip_recalc.part.37
   0.92%  libpthread-2.24.so          [.] pthread_mutex_lock
   0.91%  libevas.so.1.18.99          [.] _evas_render_phase1_object_process
   0.84%  libc-2.24.so                [.] _int_free
   0.84%  libevas.so.1.18.99          [.] evas_object_cur_prev
   0.83%  libeina.so.1.18.99          [.] eina_chained_mempool_free
   0.80%  libeo.so.1.18.99            [.] efl_data_scope_get

of course other things "increase their percentage" as oe overhead now
dropped, and things seem to move around a bit, but it does make sense
to do this with no downsides i can see as we already are accessing the
protected data ptr in the parent func.
2017-02-04 11:49:56 +09:00
Carsten Haitzler 69cb85aaca evas render - cache object arrays rto avoid processing them in phase1
evas render in phase1 in order to generate update rects, active,
render etc. object arrays has to walk every object in our tree. this
is a waste of time if we already have walked objects in a previous
frame if they havent changed, so cache this data in render cache in
smart objects to avoid re-walking and now just dumbly "memcpy" these
cached arrays into the master array. i have seen cpu usage by e drop
like about 15% in the sencarios i'm looking at "enlightenment
compositor with some window updating animation all the time, but most
other stuff being static).

@optimize
2016-11-26 18:33:56 +09:00
Carsten Haitzler a479745e4f evas - add a prepare stage for objects before render
preparing an object is a good idea. especially with gl. you want to do
texture uploads BEFORE using textures all in one batch. otherwise this
may mean the gl implementation has to make a copy of your data in a
tmp location then copy it in later when texture becomes "unused" as it
may be in use at the moment, or it may have to stall and wait.

i have seen somewhere around 7-10% speedups on nvidia and intel
drivers with this on given a very special test case i brewed up (1000
32x32 images where i change 1 pixel every frame). this should have
impact really when we are modifying textures a lot. this is all i've
implemented for now, but this should/would/could do much more like
re-order map, proxy renders to render FIRST in a pre-render list
instead of inline and to pre-render fbo/buffer content for complex
objects like text or textblock etc.
2016-11-17 18:41:31 +09:00
Tom Hacohen d5e321466e Efl object: Rename Eo_Event -> Efl_Event.
This is the last step of the Eo renaming efforts.
2016-08-30 13:34:10 +01:00
Tom Hacohen e65aae994e Eo: Finish the renaming of Eo to the EFL.
This renames all the rest of the API to the EFL namespace except for
Eo_Event that will follow soon.

Obviously breaks both API and ABI.
2016-08-15 15:07:42 +01:00
Tom Hacohen c662934be8 Change the EFL to follow the new Eo rename. 2016-08-11 17:04:43 +01:00
Jean-Philippe Andre 7bf8da2baa evas: Rename Evas.Object to Efl.Canvas.Object
One step closer to make the EO inheritance tree look like
it's all Efl.
2016-06-21 14:35:19 +09:00
Tom Hacohen 6202cc7485 Adjust the code according to the eo event stop changes.
This was changed in the previous commit.
2016-06-20 18:02:00 +01:00
Jean-Philippe Andre 8a0e74afa8 evas: Move canvas events to a common interface
This merges window and evas events into a single name.
Some events are marked as @beta as they shouldn't really be
part of our EO API.
2016-06-14 16:27:42 +09:00
Tom Hacohen d64f2fdd43 Efl vg: Remove the no longer needed .Base hack. 2016-05-11 13:13:27 +01:00
Mike Blumenkrantz fd1c06153b evas: move Evas_VG_Data struct to separate header 2016-05-05 10:49:30 -04:00
Jean-Philippe Andre b5d87aef1c Efl.Gfx.View: Rename property size to view_size
size is an insanely generic name, so there would be clashes
in language bindings. Use eo_prefix.
2016-03-15 11:11:59 +09:00
Tom Hacohen f24210caac Revert "Automatic migration to the new eo_add syntax."
This reverts commit 4f949a2757.
2016-03-11 12:29:03 +00:00
Tom Hacohen 4f949a2757 Automatic migration to the new eo_add syntax. 2016-03-09 16:09:14 +00:00
Tom Hacohen f21ade6123 Automatic migration to Eo4.
I just ran my script (email to follow) to migrate all of the EFL
automatically. This commit is *only* the automatic conversion, so it can
be easily reverted and re-run.
2016-03-03 09:58:08 +00:00
Tom Hacohen e71e6561ee Eo callbacks: Migrate all of the EFL to the new event cb signatures. 2016-02-29 11:33:27 +00:00
Cedric BAIL 412191e5f8 ector: improve uploading of GL texture for vector graphism
This rely on a faster code path to upload dynamic texture. Once we get support
for gbm, we should see significant performance improvement in speed, but this
first step is already a 5 times improvement (Ok, we get from really bad, to not
really useful...).
2015-11-19 14:52:10 +01:00
Subhransu Mohanty 291c3e32af evas: create ector surface per engine instance.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
2015-09-21 22:50:34 +02:00
Cedric BAIL 67ef1b11ff evas: properly fix unref of ector renderer.
Async rendering doesn't have a main loop cleanup function. The only one
being called is in the rendering thread. I wrongly assumed in my previous
patch that render_post on an object was called after the async render was
done which is obviously not the case as pointed by Subhransu. This patch
now wait for the async rendering to be done.
2015-08-20 15:39:16 +02:00
Cedric BAIL f1e3c7f41f evas: no need to get the data if it is not the right type of object. 2015-08-19 16:12:58 +02:00
Cedric BAIL 7c83af2ae3 evas: fix ref/unref of ector renderer to always happen in the main loop. 2015-08-19 16:06:39 +02:00
Daniel Kolesa 564e6410d0 evas_object_vg: fix missing initializer warning 2015-07-21 14:44:38 +01:00
Cedric BAIL 9c36323c15 evas: properly handle cleanup case. 2015-06-16 17:23:04 +02:00
Subhransu Mohanty dc7611cd71 evas/vg : Fixed issue regarding geometry change of vg object. 2015-06-12 19:57:07 +09:00
Daniel Hirt ed01a32c13 evas: move evas_object_inject to super's ctor
Summary:
As we always call evas_object_inject in every Evas Object's ctcor,
it seems sensible to move this repeated bit of code to the super
(Evas.Object).

Test Plan: Expedite, Elementary_Test and pretty much everything

Reviewers: cedric, raster

Subscribers: JackDanielZ, cedric

Differential Revision: https://phab.enlightenment.org/D2665

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
2015-06-11 09:58:13 +02:00
Tom Hacohen 6efbfe227a Eo: Add a return value to eo_constructor().
From now on, constructors should return a value, usually the object
being worked on, or NULL (if the constructor failed). This can also
be used for implementing singletons, by just always returning the same
object from the constructor.

This is one of the final steps towards stabilizing Eo.

@feature
2015-05-20 13:03:24 +01:00
Subhransu Mohanty d82c0ae1bf evas/canvas : Call correct engine function for setting clip color 2015-05-09 19:59:00 +09:00
Subhransu Mohanty 8f55ac7550 evas/canvas: Null check for base class data pointer. 2015-05-08 20:40:28 +09:00
Cedric BAIL 013b18ea6a evas: removing the ability to load file in Evas_Object_VG for now.
Without events and animation it is not really useful and that can only be
done with a library on top of Ecore.
2015-04-03 16:34:26 +02:00
Cedric BAIL 29aefe04ad evas: correctly handle redraw of changed tree of Evas_VG_Node. 2015-04-03 16:33:42 +02:00
Cedric BAIL de08a3bc04 ector: add reference point to define (0, 0) and don't repeat the same value everywhere. 2015-04-03 16:33:19 +02:00
Cedric BAIL eb2bd9a8d8 evas: move Evas.VG_* to Efl.VG.*
This also introduce legacy API for all of them.
2015-04-03 16:30:59 +02:00
Cedric BAIL dd1cae7329 evas: initial implementation of a dumb SVG parser.
This commit is experimental and may be rebased until usable.
2015-04-03 16:30:56 +02:00
Cedric BAIL 0a27241f61 evas: eo_data_scope_get will return random value in memory, need to always use eo_isa. 2015-04-03 16:30:54 +02:00
ChunEon Park 4e0b919a62 evas: ref/unref root node while it's being used by vg object.
This also remove dead code.
2015-04-03 16:30:49 +02:00
Cedric BAIL f2380b0920 evas: introduce begin and end operation on an Ector surface.
This is necessary for GL has you want to map once and run with it, but it
will also help the software backend to not remap the surface all the time !
2015-04-03 16:30:44 +02:00
Cedric BAIL 1fb52dbe71 evas: move Evas.VG to use Efl.Gfx.View. 2015-04-03 16:23:27 +02:00
Cedric BAIL 5f2527f791 evas: move Evas.VG to use Efl.Gfx.Fill. 2015-04-03 16:23:25 +02:00
Cedric BAIL 2067e85d68 evas: use the new Efl_File mmap function correctly for Evas_VG API. 2015-04-03 16:23:14 +02:00
Cedric BAIL 502ac45916 evas: properly propagate Eina_Matrix from the VG scene graph to the Ector_Renderer. 2015-04-03 16:23:03 +02:00
Cedric BAIL 2cae706ab6 evas: start correctly implementing the render callback. 2015-04-03 16:23:00 +02:00
Cedric BAIL 6097178ec3 evas: start properly implementing render_pre for Evas_VG_Node. 2015-04-03 16:22:58 +02:00