Summary:
Evas supports UltraLight, UltraBold as font weight.
These terms have same weight value as ExtraLight, ExtraBold.
Some applications, for example, fontforge, use ExtraLight, ExtraBold terms for these weight values.
So, it would be better to support these terms, too.
@feature
Test Plan: None
Reviewers: tasn, woohyun, herdsman
Reviewed By: herdsman
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3126
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...).
Summary:
Refactoring code of functions e3d_drawable_scene_render,
e3d_drawable_scene_render_to_texture,_shadowmap_render to have possibility
render in scene to additional texture
See T2761
Reviewers: Hermet, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3142
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
- image_file_colorspace_get
This will be used to determine the best loading format, especially
targeted at edje_cc / edje_decc so we can avoid ETC re-encoding.
- image_data_has
Checks whether the image is currently loaded in (CPU) memory,
and also returns the current colorspace.
Summary:
Use same way using color pick under GLES and not:
Use GL_RGBA texture insted of GL_RED
Generate and pass to engine 3 components color of mesh
See T2761
Reviewers: cedric, Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3135
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
While cached surfaces is a topic we're discussing recently,
this code is dead right now, and we will have to redesign the
buffer caching better to handle proxies, maps, smart objects, etc...
If the filtered object (text or image object) was deleted, its
output image (cached inside the filter data) would be freed
immediately. This could cause crashes in case of async rendering.
@fix
Inside a proxy, clipping information might be wrong since the
source object may be at a different position than within
the proxy. If source_clip is not set, then we need to discard
all clips that are outside the proxy context.
So we just propagate the clip information inside the current
draw context, and even recurse from clipper to clipper to
find the final state of clipping.
Map and proxies and others (who said masks?) should definitely
rely more on the same model.
This code is not a mess. At all. You gotta love evas_render.
After clip_image_get, the old mask may be replaced by a new one,
and unref'ed, but it is later on set back as the context mask image.
Maybe it's possible that there was 0 reference and the image
got freed in between.
No idea how to test this.
@fix
This should theorically work, need some test. Design is easy to understand. Render
every part of a snapshot object by rendering the content below it, before rendering
the stack above it using that object content.
Before this patch, those EGL/EvasGL functions can not work
without a current context. But EGL does not require any
current context for those to work, or at least, this should
be left to the driver to decide.
Evas GL was only able to get a pointer to the display
if a context was current.
The display pointer should be infered from Evas_GL unless
we can find a current display. EGL does not require a
context to be current in most of these function calls.
This should bring evasgl a little bit closer to EGL in terms
of behaviour (those are EGL-only extensions, btw).
Thanks @spacegrapher for the quick review
@fix
evas_gl_native_context_get is an internal function
passed around from an evas engine to evas_gl so that we can
implement evasglCreateImageForContext without exposing
any evas engine internal structure to evas_gl.
It's all a ittle bit ugly but the previous solution with
dlsym(DEFAULT) didn't work.
Those two functions were doing exactly the same thing[1], which
is free an image, so this commit only attempts to simplify the code
a little bit.
[1] Actually image_map_surface_free() might even not have worked
properly with cserve2 sw (calling unload instead of close).
Otherwise there would be conflicts in certain circumstances.
This also requires adding const on many existing functions,
and similar work is necessary in Elementary.
@fix
This flag should be set iif the string passed is to be executed
rather than assigned. This is used to pass complex arguments
as data, like tables (eg. color class).
Deep down internally there was already a name, but no API could
really set it properly.
Here Edje will set the name of the filter based on the part name
or the data item name if relevant.
This creates the new interface
Efl.Gfx.Filter
And the implementation is a mixin (evas_filter_mixin.c):
Evas.Filter
All the filter rendering code has now been moved to this
new file. TODO: Merge image filtering.
Reuse previous code for buffer. Keeps API stability.
The new class "color" is here for a more convenient color
representation. This way, colors can be represented in more
natural ways like: {r,g,b[,a]}, 0xaarrggbb, "red", "#rrggbb"
Class color is implemented in pure Lua, and adds a .lua file
to Evas' share folder.
This will improve the debug output of evas and specifically
allow setting "evas_filter" log level to a higher or lower
value depending on what you are debugging :)
Those objects should never be rendered on the canvas, even if they
are visible. On the other hand, they need to be rendered in mask or
proxy surfaces.
note: this patch includes some extra whitespaces changes :(
@feature
Summary:
Old algorithm searched specified frame of the base frame and when it could not find the specified frame it ignored. So the bounding box was not synchronized with the object.
New algorithm always returns specified base frame or frame interpolation between the nearest base frames. That does synchronizes mesh object and his bounding box.
Reviewers: Hermet, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2594
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Use fourth component texture. Update mechanism generation pixels, scene renderer
to texture and geting color pixels from texture. Update shader for color pick.
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: Oleksander, cedric
Differential Revision: https://phab.enlightenment.org/D2549
Summary: Now mechanism of creation of primitives is similar to model loading.
Reviewers: Oleksander, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2516
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Used engine function for load image/data and use texture unit through
Evas_GL_Image object
Used Evas_ColorSpace format instead Evas_3D_Color/Pixel format
Added transformation matrix for adjusting texture unit coordinates in shader
Added property in Evas_3D_Texture for mark possibility get texture without atlas
(see https://phab.enlightenment.org/conpherence/54/, I suppose it will done
after this patch)
Reviewers: Hermet, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2371
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Add pointer to target billboard node in Evas_3D_Node
Skip set flags change orientation for billboard node
Add method node_billboard_update to use it for change orientation during traverse
by nodes
Split API evas_3d_node_look_at_set to have possibility change orientation of node
without set flags
Reviewers: cedric, Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2245
In some rare cases, a mask would be rendered (from mask_subrender)
into a surface that is NOT an FBO. This would happen because the
previous surface was a "scaled GL image" and its size would
match the required geometry.
That took a while to figure out...
http://thecodinglove.com/post/111546429281/when-i-finally-solve-a-nasty-bug
The previous commit modifies the concept of direct rendering
vs. indirect rendering, so some runtime checks (in debug mode
only) will fail.
This commit introduces two new engine functions:
- gl_get_pixels_pre
- gl_get_pixels_post
The latter will be used in a later patch for optimization.
not changed.
Automatically fallback to indirect rendering on FBO or X11 Pixmap
if the Evas Object Image is not marked as dirty. This should
improve the performance and/or power consumption in those
rare cases where this area of the canvas needs to be redrawn
but the GL content has not changed.
@feature
Call object's function to get the private engine_data (here, the
image object). Thanks Dongyeon for your patch which inspired me to
do that instead of forcing pre_render.
This will currently optimize most of the masks when using the
GL engine[1].
This is a very special case that adds a highly optimized path
for masking in GL. It works by creating a virtual image, containing
a pointer to the original image and a new geometry[2].
Instead of creating a new FBO-based surface (image_map_surface),
we refer to the original image and adjust the mask geometry on
the fly.
KNOWN BUGS:
- masking a map with such a scaled image is now broken.
[1] Right now all masks are simple Evas Object Image, so that means
all cases of masking, except masks of masks, or masks of maps,
will be optimized with this new method.
[2] This virtual image mechanism is still quite hackish and may
be improved (for memory usage, refcounting, etc...)
Those 2 new values are here to avoid using environment variables
that have side effects on the whole application.
I'm actually wondering if we shouldn't just kill off the env
vars altogether. Also, direct override is a terrible option that
should never be used.
Memory optimization can make sense (needs more testing tho).
Summary:
Add class and type Evas_3D_Callback like wrapper under smart object
Incapsulate Evas_3D_Callback in Evas_3D_Object
Add virtual function register and unregister in Evas_3D_Object
Add function evas_3d_callback_call
Add callbacks clicked and collision for Evas_3D_Node
@feature
Reviewers: raster, Hermet, cedric
Reviewed By: cedric
Subscribers: artem.popov, cedric
Differential Revision: https://phab.enlightenment.org/D1914
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
this adds a lock for when walking all the objects to generate render
commands for an async render. this allows even the object tree walk
plus update area caluclation to be moved off into async if every oject
that can change canvas state actually does so correctly. this change
adds all those lock block calls to synchronise with an async object
tree walk.
Summary:
See first part https://phab.enlightenment.org/D1811 (backend, gl)
Add get/set for color pick mode at evas_3d_mesh and evas_3d_scene
Add evas_3d_node_color_node_mesh_collect function to collect data at force rendering
Add state flag for scene to avoid useless force rendering in case scene wasn't changed
Add functionality for color pick in evas_3d_scene_pick method
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1956
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Added additional texture and framebuffer for rendering meshes to it.
Added function that return OpenGL id additional texture
Added function that return color from target texture by mouse pick coordinates
Added function that render need meshes to target texture
Added engine wrappers for possibility force render to texture
@feature
Reviewers: Hermet, raster, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1811
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Yeah, mixing maps and masks of masks in a genlist leads
to tons of amazing bugs :)
This commit removes x,y from the "mask" field in an object,
as they are duplicates of cur->geometry.{x,y} but were not
properly kept in sync.
This patch fixes a situation of:
- A genlist in a map
- Each item has an icon masked
- Scrolling the genlist
--> The masked items would not render properly before this
patch.
Remaining known problem:
- Mask a genlist (big mask)
- Each item has an icon masked (small mask)
- Apply a map to the genlist
- Scrolling the genlist
--> The big mask still works but totally screws up the
small icons with masks.
Note: These changes look scary just before the release
but I would have to backport them to 1.13.x as they
definitely are bug fixes. Also, they only concern
code paths used exclusively by masking.
The main difference between 1.12 and 1.13 memory foot print is actually
related to this two pointer to mask. I am wondering if there is not an
issue here also has we do have a duplicated pointer. We have prev_mask
and mask in both cur and prev state of an Evas_Object, but only mask
and prev_mask from the cur state seems to be accessed.
If we can remove two pointers from those state, we should have a decent
win in expedite benchmark. Hopefully 300KB to win there (Close to half
the additional cost in memory).
There was a problem when checking whether the current surface
is compatible with direct rendering. In case of client-side
rotation (it's a flag set on the surface by the app), a surface
can be directly rendered even if the rotation is not 0.
But, before this patch, it was assumed that the surface was
current. Which doesn't make sense because make_current is
called by the pixel callback, from the application, and this
happens *after* we check for direct rendering.
As a consequence, it was not possible to mix directly rendered
surfaces with FBO-based ones, and use client-side rotation.
This patch should solve that issue.
Summary:
Move check visibility of node from evas_3d_node to evas_3d_camera
Move functionality (normalize, check distance, calculate frustum)
in evas_3d_utils.h (we are planing use evas_is_sphere_in_frustum in evas_gl_3d.c -
don't render mesh if it non visible)
Add possibility check frustum by box, aabb, central point
Refactor example frustum culling
@feature
Reviewers: Hermet, raster, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1420
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
This patch set adds the necessary code to expose device axis state to applications. This was primarily written with graphics tablets in mind, which -- in addition to acting like a mouse -- also provide information about pen pressure, tilt, etc. Other devices could potentially benefit from this API as well: touchscreens, joysticks, knob controllers, "spaceballs", etc.
Whenever an update to the device state is recieved, an "Axis update" event is synthesized. This event contains the updated information, typically scaled and normalized to a particular logical range (e.g. zero to one for pressure, -pi to pi radians for angles, etc.). Information about the tool which generated the event is also stored so that applications can disambiguate events from multiple devices (or in the case of multitouch screens, individual fingers).
This API is only wired up for use with X11 at the moment. Support for other backends (e.g. Wayland) should be easy to add for those familiar them.
**Note**: The following is a list of changes from the "v2" patches originally sent to the mailinglist
//Define and implement new Ecore_Event_Axis_Update events//
* Harcode axis labels instead of including xserver-properties.h
* Use C89-style comments
* Use doxygen comments
* Update comment text to note axes with unbounded/undefined ranges/units
* Create "Ecore_Axis" and "Ecore_Axis_Label" typedefs
* Reference typedef'd instead of raw types
* Adjust how we count through valuators to support tilt/az
* Add support for tilt and azimuth
* Tweak memory management in case number of valuators differ
* Expand TWIST axis normalization to declared range
* Only normalize TWIST axis if resolution == 1 (wacom bug)
* Cache label atoms on first use to minimize round-trips
//Implement EVAS_CALLBACK_AXIS_UPDATE event and friends//
* Update to doxygen comments
* Update comment text to note axes with unbounded/undefined ranges/units
* Typedef 'Evas_Axis_Label', 'Evas_Axis'
* Move typedef for 'Evas_Event_Axis_Update'
* Reference typedef'd instead of raw types
//Wire the Ecore and Evas implementations of axis update events together//
* Expose ecore_event_evas_axis_update in Ecore_Input_Evas.h
* Move ecore_event_evas_axis_update to more logical position
//DEBUG: Add axis update logging to evas-multi-touch.c//
* Removed from patch set
//Make evas-multi-touch demo use new axis functionality//
* Have pressure adjust rectangle brightness instead of size
* Use more available axis data when rendering rectangle (azimuth, tilt, twist)
Test Plan: The evas-multi-touch demo was updated to support axis update events. A graphics tablet was then used to verify that the pressure, azimuth, tilt, and twist data was coming through correctly.
Reviewers: cedric, raster
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1514
Conflicts:
src/lib/ecore_input/Ecore_Input.h
Carsten Haitzler -
** fixed forward enum typedefs (make things unhappy)
** fixed conflict above
** fixed wrong param type for _evas_canvas_event_feed_axis_update()
** fixed @sinces to be 1.13
** fixed formatting/indeting
** fixed order of operation reliance in if's with ()'s to be clear
** fixed functions to be static that should have been
Summary:
.ply format is important for relation blender and EFl, because in blender exist only two mesh export API: bpy.ops.import_mesh.ply and bpy.ops.import_mesh.stl. One of them is necessary for .edc 3D generator. Which I writing now.
Sorry, it isn't like image loader. Refactoring of import/export will be soon.
Reviewers: Oleksander, artem.popov, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1544
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Here's a macro that's used for debugging in some of the ugliest
ways possible: avoid passing an extra argument to a function when the
cost of always passing it is negligible (it's an int).
Fixes T1749.
Thanks cedric for the report.
We'll need a new function (after 1.12) to detect if the current
cow pointer is the default data or not. Maybe eina_cow_default_get()
or maybe something just returning a bool.
Add version param to context_create.
Add support for 1.1 contexts in the GL_X11 engine, and checks
for version in all other engines (return NULL).
Add API wrappers for all OpenGL-ES 1.1 APIs (normal and debug
modes).
When using EGL, this function should return the properties of
a surface. Limited to a subset of known attributes.
Right now, this function will only work fine with EGL.
GLX support or any other engine is not implemented.
@feature
This will be used to increase the chances of having direct
rendering (no fallback to FBO) even if the window is rotated.
The client is then responsible for handling the view rotation.
@feature
Summary:
This is a fix of those warnings. Sorry for existence of them.
CC lib/evas/common/lib_evas_libevas_la-evas_alpha_main.lo
../../src/lib/evas/canvas/evas_3d_mesh_loader_eet.c:113:13: warning:
assignment from incompatible pointer type
eet_file = _evas_3d_eet_file_new();
^
CC lib/evas/common/lib_evas_libevas_la-evas_blend_main.lo
CC lib/evas/common/lib_evas_libevas_la-evas_blit_main.lo
CC lib/evas/common/lib_evas_libevas_la-evas_convert_color.lo
../../src/lib/evas/canvas/evas_3d_mesh_saver_eet.c: In function
'evas_3d_mesh_save_eet':
../../src/lib/evas/canvas/evas_3d_mesh_saver_eet.c:159:13: warning:
assignment from incompatible pointer type
eet_file = _evas_3d_eet_file_new();
^
CC lib/evas/common/lib_evas_libevas_la-evas_convert_colorspace.lo
CC lib/evas/common/lib_evas_libevas_la-evas_convert_gry_1.lo
../../src/lib/evas/canvas/evas_3d_eet.c: In function
'_evas_3d_eet_file_new':
../../src/lib/evas/canvas/evas_3d_eet.c:28:4: warning: return discards
'const' qualifier from pointer target type
return creating_file;
Reviewers: cedric, artem.popov
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1527
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary: The first version of .eet format is added. All changes due to discussion in D1307 are done.
Reviewers: artem.popov, se.osadchy, reutskiy.v.v, Hermet, raster, cedric, Oleksander
@feature
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1477
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary: Fix not to clean and re-render if the position of an object enabled map is changed.
Reviewers: raster, cedric, Hermet
Reviewed By: Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1220
ecore_evas_convert: Add -e/--encoding option
This uses directly the encoding parameter.
For now, used only by the TGV saver, but there is no other way
to specify between ETC1 and ETC2. And we don't have a mixed ETC1+2
mode (yet).
@feature
Enable 3D features using --enable-evas-3d=yes when configuring.
APIs are exposed through Evas_3D.h.
Currently, evas-3d is being supported only on gl_x11 engine.
Conflicts:
src/lib/evas/Evas_Eo.h
Summary:
This problem occurred due to xkb_keysym_t value of libxkbcommon by e wl server.
e wl server should pass keycode from evdev input device on to wl client.
In order that e wl server receives valid keycode Ecore_Event_Key should have
an extended data member. This patch should be applied with server side patch.
@fix
Test Plan: run e wl server -> create wl client -> type keys
Reviewers: raster, devilhorns, zmike
CC: cedric
Differential Revision: https://phab.enlightenment.org/D712
This will be needed by the filters for proxy rendering,
for textures and maps (displacement).
Add new engine functions to unleash the (sluggish) power of glReadPixels.
The idea is to be able to bypass glReadPixels later, so 3 new APIs are
added:
- surface_lock
- surface_read_pixels
- surface_unlock
They must be called in that order.
Note (for history):
glReadPixels was always getting the wrong data during first draw,
but the right data during a redraw...
Why? Well simply because for OpenGL itself, the image had never
been drawn in teh first place! Only the Evas GL context knew
about the image drawing, as it was queued somewhere in the pipe.
One line solution: Call evas_gl_common_context_flush before
doing anything else.
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.
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.
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.
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.
For native surface rendering (glX, egl) in gl-backend, if pixel get callback
function is called for native rendering, there is a case where evas will
try to call evas_gl_common_context_flush() to flush its remaining commands
in its command queue while the context is set current to the native surface/
context that is called within the pixel get callback. So, I've added an
engine function that forces a flush before it enters the pixel get callback
function.
Goal is to be able to remove all internal Evas call from inside all
loader module. To do so we are going to open and hold a reference to the
file from outside of the module, read the header, create the image data,
load the data, close that reference.
Once that done, the next step is to let the file remain open as soon as
the filename/key is set and add an API to set an Eina_File directly. This
way edje can maintain the same file open as it use for an edje object,
keeping things in sync and avoid rendering glitch during update.
This function should be used internally by the input system
(Ecore_Evas_Input) to feed Evas with move events. The x,y event info is
relative to the base of the window/surface, instead of the 0,0 of the
canvas.
This case only happens for now under Wayland, where the 0,0 of the
canvas is translated due to the window decorations that are drawn by the
client.
This clipper caused several bugs already, and there are some bugs still
not fixed. Let's remove it and try to fix any remaining with some other
kind of solution that does not depend on adding or clipping objects
during the evas render phase, which causes unexpected behavior.
These objects should be clipped only during rendering, since keeping
them clipped after that allows for unexpected behavior on the
application side. For instance, an application could check if objects
have clippers before doing something to them, assuming that some objects
should have no clipper, but under wayland, after the first render
iteration, there will be no objects without a clipper.
This commit fixes this behavior by unclipping objects that had no
clipper prior to the render iteration.
Additionally, it fixes a bug where a maximized/fullscreen window could
have not all of its content rendered immediately. This was occuring
because some objects could be clipped to the framespace clipper, but
considered invisible in the beginning of the render phase, where they
are evaluated. They were considered invisible because the framespace
clipper object was not resized at that phase yet, and thus these objects
were being clipped out from the viewport.
Since the objects are moved by the framespace offset, it must be
considered when populating map points. This is done when the map is
applied to an object (the map points are updated with the framespace
offset of the canvas that is parent of that object.
Additionally, a flag is set on the map struct to indicate that it had
its points updated already to avoid re-adding the offset.
* Use an Eina_Hash for the garbage collector list.
* Turn off garbage collection on object that are unlikely to match.
This patch make 1.8 as fast as 1.7 again.
Introduce a new function called evas_object_content_change(). It should
be used when object contents get changed.
The rendering issue involving text objects was due to its map surfaces
not being freed. Thus, evas_object_content_change() is now called in
evas_object_text_text_set() during the relayout of the text for making
sure to get their map surfaces freed before rendering them.
Signed-off-by: Paulo Cavalcanti <paulo.cavalcanti@linux.intel.com>
The _pixel_alpha_get() function used in evas_object_image_is_inside won't
work with engines other than software - since it relies on engine data
being *always* RGBA_Image * - which is wrong for OpenGL backend that uses
Evas_GL_Image * for "engine_data" pointer.
There's an obvious typo in the function name, so appease my OCD and
rename it.
Patch by: Raphael Kubo da Costa <raphael.kubo.da.costa@intel.com>
SVN revision: 83604
NOTE: Overall speedup of 7%. No benchmark on memory consumption yet
as they are still running ask me directly to get the number later
today.
SVN revision: 83052
Expedite biggest test memory win 100KB, average 10KB.
No slow down in proxy test (+/-3%). Speed up in most other
case (average speed up is +5%), likely due to much more
cache hit.
Elementary test show a win between 100KB to 600KB depending
on the test you are considering.
Now, you can see how I intend to use Eina_Cow and the expected
win we can have from it. I don't intend to do more for the
rest of the week so you have time to comment.
SVN revision: 82924
This new engine function will only be used in software generic for
now - since it's the only engine used with the async render.
This function has been introduced in order to avoid growing thread
command queue too much to draw a text_props at a time on render calls
from textgrid objects.
Patch by: Paulo Alcantara <pcacjr@profusion.mobi>
SVN revision: 82832
I've tested make -j 3 install and it works nicely
I've tested expedite with software and opengl xlib,
and it works. Not tested other engines, so please
report any problems (engines or other) on the ML.
TODO: examples and tests, I'll add them later
ISSUE: Eina_Unicode size check. It indirectly depends on
eina_config.h, which is created at the end of the
configure script. So its size is always 0. I don't
know how that size is used, so I can't do a lot,
for now.
SVN revision: 78895