Some shader files (shd) were not included in EXTRA_DIST. This didn't break
the build because the .x file was correctly generated.
I guess the missing files in previous releases also had no impact because
the .h files would be generated and shipped.
Also generate the enum automagically. New shaders need to be added
to Makefile_Evas.am.
Masking is not used (there even was a recent commit by Hermet to
remove most of the occurences of mask shaders in GL), and I've
introduced a new ETC1+Alpha feature. Replace the old texm and
associated variables by texa for alpha texures.
Summary:
This patch introduce various new logic for packing/unpacking of Eina Rectangle in a pool.
It is then used by Evas GL backend texture allocation to improve how efficiently we pack
image in texture atlas. This lead to improved memory usage and reduced power consumption
with usually a more stable higher FPS (as it use less texture to do the same task, their
is less texture switch, so saving memory and speed at the same time).
This patch was developped on Cedric's suggestions to optimize the packing logic using Skyline
algorithm. This patch is based on master and is a new submission for earlier phab link
https://phab.enlightenment.org/D774.
Signed-off-by: Sanjay Nirankari <sanjay.n1@samsung.com>
Signed-off-by: Rajeev Ranjan <rajeev.r@samsung.com>
Signed-off-by: Sreedeep Moulik <sreedeep.m@samsung.com>
Reviewers: cedric, raster
CC: wonsik, jpeg, sreedeep.m, sanjay, govi
Differential Revision: https://phab.enlightenment.org/D1063
Signed-off-by: Cedric BAIL <c.bail@partner.samsung.com>
ETC2 textures were allocated using the same empty slots pool
as RGBA textures.
ETC1 texture atlasses should still be tested.
An extension string is required to avoid using the bad
fallback in place right now. But there is no such thing yet.
We prefer ETC2 textures when ETC2 support has been detected.
According to the spec, glCompressedTexSubImage2D should work
for ETC2.
Try even with ETC1. This may fail at runtime. The fallback path
is very dubious right now but without a proper test case I'm
not sure which approach to take.
We can also imagine cases where the GPU supports TexSubImage for
ETC1 but ETC2 is not supported at all. This will need testing, as
this case is not handled.
@feature
Summary:
For drivers that support IMG_multisampled_render_to_texture,
GL_MAX_SAMPLES_IMG should be used to query max supported samples
Likewise, for drivers that support EXT_multisampled_render_to_texture,
GL_MAX_SAMPLES_EXT should be used to query max supported samples
@fix
Reviewers: seoz, Hermet, raster, cedric
Reviewed By: cedric
CC: cedric
Differential Revision: https://phab.enlightenment.org/D948
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
It is not necessary to dynamically link to glReadPixels since
this is not an extension. This code wouldn't even work on some
devices.
Also, the pixels returned are not premultiplied (yeah >_<)
And some devices (EGL) don't support GL_BGRA... so glReadPixels
would just fail and not fill in the pixels. Conversion is required.
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.
When running in direct rendering mode, properly support partial
rendering if the extension is properly supported.
Also, fixed the SwapBufferwWithDamage rectangle coordinate bug.
It wasn't properly y-inverted before.
Added a feature to dump out a png image before calling SwapBuffers.
To turn on the feature, use the following env vars.
EVAS_GL_SWAP_BUFFER_DEBUG_DIR="dir_name" sets the name of the directory
that the files will be output to and enables the debug mode.
EVAS_GL_SWAP_BUFFER_DEBUG_ALWAYS=1 will enable the writing of the
files every frame. This in effect turns on the swap_buffer_debug
variable, which can be set on or off in gdb for debugging. This will
allow dumping of certain frames without having to dump out a ton of
files to track down one frame.
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.
downscaling. This makes quality much better and "at best"
equates to a 16 point sample (2x2 linear interpolation samples,
where a linear interpolation sample equates to a 2x2 sample).
This will have perfomance impact, but the quality is worth it and
makes it closer to software downscaling in quality. It supports
2x2, 2x1 and 1x2 oversampling. YUV not done, nor image mask
(font shaders not needed).
evas_gl_shader.c file and made an internal generic caching api in
evas_gl_common.h for use in other places ie. evas_gl.
Then implemented evas_gl surface cap. caching code in gl backend to
accelerate the engine creation.
SVN revision: 82321
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