this optimizes draw ctxt cutouts by skipping small ones and
remembering the last cutout added so it isn't double-added as well as
extending the minimum cutout array to 512 and going up in blocks of
512 instead of 128. also optimize the clipping code a bit more.
this move evas tiler that does update handling to use fully correct
regions using region.[xh]. this also removed old unused regionbuf code
and a bunch of commented out code no longer needed. much simpler now
and easier to maintain.
Summary:
Firstly it was the main point of in CID1323089 from Coverity, but this variable is unused. So I've deleted it.
CID1323089
Reviewers: raster, Hermet, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3067
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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.
Use context_dup to inherit from previous contexts in a clean
manner. This removes the need for restoring the previous
clip information.
Plus, this commit removes lines of code so it must be good, right?
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.
Summary: This is a logic of tangent data calculation, we need it in order to avoid bugs with normal mapping after building with opengl=yes.
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: Oleksander, cedric, artem.popov
Differential Revision: https://phab.enlightenment.org/D2802
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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.
This is a complex situation:
- Smart object A contains image I
- A is proxied into an image B
- B is marked as source_invisible, which means A is invisible
- Mask M is applied to image I
- Mask M is ALSO a smart child of A
Because of all that, mask M could not be rendered into its private
mask surface, as it was falling under the case of "parent_src_invisible".
This patch checks that the object is not a mask during the
parent_src_invisible check.
@fix
i think this has been disabled for a while. image unloading is broken
- esp with gl enigne as due to async move it was effectively disabled.
this re-enables it. unloading is deferred with a managed list of things
needing unloading and then when any async sw renders are not busy any
more - do the unload then in the mainloop of all pending/flagged
images to unload
@fix
Summary: This is an algorithm which calcuates a convex hull of some mesh, in fact it returns vertex, index, normal and color datas, though the new mesh could be build just as for AABB
Reviewers: raster, Hermet, cedric
Subscribers: cedric, artem.popov
Differential Revision: https://phab.enlightenment.org/D2585
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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 :)
Now we're ready to implement runtime changes to the filters'
state (color classes, edje state, etc...), as the Lua function
will be run whenver required.
This will allow changing the state of the filter and re-run it
without re-creating the Lua_State object. This is to handle size,
color, animation state and scale changes (amongst other things).
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: op_blend functions give off-by-1 using NEON intrinsics in C
MUL3_SYM, this commit fixes that issue with no ill effects on other
platforms.
@fix
Reviewers: raster, cedric
Subscribers: cedric
Projects: #efl
Differential Revision: https://phab.enlightenment.org/D2394
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