This is an attempt at refactoring the filters code so I can
later implement GL support. This patch adds a few extra changes
to remove avoid calling functions of libevas from the software
engine: use the draw functions from static_libs/draw rather
than evas_common APIs.
Summary:
Before, rsc->current_ctx is always same with ctx.
So checking context change was meaningless.
From now, it has meaning.
Test Plan: App call evas_gl_make_current more than twice in pixels callback. Those surfaces are indirect rendering surface.
Reviewers: jpeg, dkdk, wonsik
Reviewed By: jpeg
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D4773
Summary:
If the last item before ellipsis item has bigger width than its advance,
evas_common_font_query_last_up_to_pos() function can find wrong ellipsis position.
When Evas finds a position for non last item, Evas must care about additionally
available space for glyph's width of the given x position.
ex) the last item's glyph before ellipsis item has a tail to draw above the ellipsis item.
@fix
Test Plan:
Test case will added as comment.
(Becasue of font license problem.)
Reviewers: herdsman, raster, jpeg, woohyun
Subscribers: cedric, Blackmole
Differential Revision: https://phab.enlightenment.org/D4727
The things you learn to love...
The situation was:
- An object is mapped (naviframe in an animation)
- One of its children has a mask
- The window is rotated by 90 or 270 degrees (landscape)
The mask glsl code to invert the x,y coordinate depends on the
screen rotation and this somehow was wrong.
Tested on Tizen and in elm_test "Masking", made with @jiin.moon.
@fix
If we don't have EGL_EXT_buffer_age then we don't have buffer age - it's
a completely independent extension to KHR partial update.
This partially fixes partial update on recent mali drivers.
I believe there's a limitation in libglvnd where it doesn't
propagate the calls to eglGetProcAddress() properly to the vendor
library.
See also 265c851a8f
It seems OSMesa was recently updated to not expose symbols statically,
so dlsym() returns invariably NULL. GetProcAddress must be used. Note
though that the extension "EGL_KHR_get_all_proc_addresses" is not
present (OSMesa is OpenGL, not GLES), and there is anyway no list
of extensions in OSMesa (at the WSI level, glGetString() returns a
ton of GL extensions as expected).
My OSMesa version is 11.2.0 (mesa 17.0.1).
This fixes make check.
@fix
If GL context is free'd before processing font shutdown,
textures for emoji glyph's GL images will be free'd without clean
up its GL images. It causes eina mempool infinite loop issue when
emoji's GL images are free'd in shutdown process.
So, the patch will make a list for emoji's GL images in context and
clean up them when the context is free'd. Just like font textures in
context.
@fix
Differential Revision: https://phab.enlightenment.org/D4695
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
It was assumed that GLES 3 would only work with EGL but in fact
OpenGL 4.3 & 4.5 are supersets of GLES 3.0 & 3.1 respectively. So
GLX should also support GLES 3.0 or GLES 3.1 for evas gl, if the
driver supports it, of course.
Of course while doing this patch things didn't go like they were
supposed to go. I'm currently using NVIDIA's proprietary driver,
that conveniently provides EGL with GLES 3.2. But wait, there's
a catch: GL_VERSION is "OpenGL ES 3.2 NVIDIA" except that none
of the functions of GLES 3.1 or GLES 3.2 are actually supported.
Those functions are only present in the GLX/OpenGL variant of the
driver. Thanks so much for making my life easier...
So yeah, this patch contains a hack for those invalid versions
of GLES 3.x. What was supposed to be a small fix became a huge
mess.
Also add a comment about the possibly invalid auto-upgrade from
GLES 2 to GLES 3.
This adds a test case in elm_test, but only to verify that
elm_glview_version_add(3) actually works. We need a proper GLES 3
test case, eventually (and 3.1, 3.2 of course).
I believe that all the threads created in our test suite should
be spawned without any special CPU affinity. The default parameter
is not 0 (corresponds to the first CPU, known as CPU 0) but -1.
Similarily the default priority is NORMAL (1), not 0 (URGENT).
This also affects two unused code paths: evas render2 and gl preload.
@fix
When wayland session recovery happens, we can end up down this path
with no gl context when elm reprocesses its config file.
That callback fires long before we've re-set up our wayland connection
so we can't possibly have a valid gl context yet.
Prevent that from crashing.
This should fix an ERR message under gl_drm and probably an
actual bug.
This reverts 8f2cfdf490.
I don't think the texture target should be part of the context
information. It should instead be a property of the texture.
Fixes T5171
See b16c961680 which by "fixing" indentation changed the
logic of the code. Yes the indentation was misleading (because of
the #if / #else) but the logic was correct. Anyway this is was not
a harmful issue as those memory trackers aren't really used.
gcc reports that the 'else' here does not guard the latter
statement...seems like a cause of some missing parens so fix.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
MSAA (multisampled_render_to_texture) support was implemented with
GLES 2 in mind, but for GLES 3 it comes as a core feature, not as
an extension. Also it relies on renderbuffers, not textures. GL
is awesome.
Note: MSAA still doesn't work!
Summary:
glFramebufferTexture2DMultisampleEXT() supports color attachment only.
so depth&stencil attachment should be bound via renderbuffer not texture.
According to http://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_multisampled_render_to_texture.txt
In order to allow the use of multisampled depth and stencil buffers
when performing multisampled rendering to a texture, the extension
also adds the command RenderbufferStorageMultisampleEXT.
target, textarget, texture, and level correspond to the same
parameters for FramebufferTexture2D and have the same restrictions.
attachment must be COLOR_ATTACHMENT0.
Test Plan: Evas GL on GLES 3
Reviewers: jpeg, raster, dkdk, wonsik
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D4648
gif's logical screen size (which is considered the image size)
might be different from the size of each frame.
when decoding a frame, the width and height of the decoded data should be
based on the size of the frame, not on the size of the logical screen size.
if a frame is decoded into a buffer of screen size, this might happen
(frame = 6 X 3, logical screen = 5 X 3)
OOOXXX OOOXX
OOOXXX => XOOOX
OOOXXX XXOOO
@fix
this struct is not actually used other than in this func ptr decl and
it's warning-land for gcc, so .. make it void * and do things like
pretty much all other gl extn func ptrs... be very generic
this struct is not actually used other than in this func ptr decl and
it's warning-land for gcc, so .. make it void * and do things like
pretty much all other gl extn func ptrs... be very generic
since these are only local path resolves, the do and wait are
technically not needed. also remove any other tmp strings
and use the vpath string resolving feature to avoid
printfs/strjoins/cats etc. etc. as well.
also remember to remove old name string from evas shm code - it worked
for me. i guess i was lucky and it happened to be NULL thus free was
fine.
This reverts commit 2037474dc0.
This causes the wayland_shm engine to seg fault immediately at
startup when attempting to create shm buffers.
Please make sure when committing changes to the wayland_shm engine to
test on intel, exynos, and at least one platform without dmabuf
capabilities - or using the EVAS_WAYLAND_SHM_DISABLE_DMABUF env var
to disable dmabuf on intel or exynos.
Anyone without the time or hardware to fully test changes to wayland_shm
can submit a patch to phabricator and assign it to me so I can fully
test it before landing.
since these are only local path resolves, the do and wait are
technically not needed. also remove any other tmp strings and use the
vpath string resolving feature to avoid printfs/strjoins/cats etc.
etc. as well.
this allows only /dev/fb[0-0] or /dev/fb/something where somthing does
not begin with a . - thus no way to break out of the fb subdir... so
it should be ok... this keeps setuid safety and allows this env var to
work now as intended in this situation.
this should make the wayland shm engine safe to use from setuid
processes. it shouldnt depend on getenv of specific file paths if
setuid. vpatrh takes care of this in one central place
newframe() resets some of the gl context properties, so match them
to our shadow copy in the gc state.
target_surface_set() also resets some of those properties but only
in our shadow copy, not in the actual GL context. As a consequence
we can't rely on setting a bool to 0 or 1 unless we also call the
equivalent GL function. Expand bitfields to 2 bits allows us to
set a bool to the invalid value of -1 (yes, that's not a real bool).
Also there is no need to reset the target surface to NULL during
newframe. It will be reset during target_surface_set.
This fixes some issues I encounter while working on GL filters.
we use invalid values (-1 or 0xff or 0x3 etc. invalid vals to know to reset
some state). expand fields out in size a little bit to allow that to
work again.
this reduced pipes to 32 as default max pipes is 32 and we never
actually go up beyond 32 unless oyu use env vars to expand... and no
one will... and actual testing shows us top out at about 30 pipes
usage in anything i can find/test. this packs more bool flags together
as bits instead of itns or chars to save memory.
@optimize
this improves performance a bit by avoding libc's malloc and the heap
by using a custom buffer pool thathas basically immediate O(1) lookup
time (in real life) that baloons out and contracts back as time goes on.
@optimize
Small patch to compare if the hidden flag being passed in is the same
as the one stored in Outbuf. With the addition of xdg_shell v6
support, we cannot commit a surface with an existing buffer until the
surface has been configured. In order to facilitate this, we will use
the 'hidden' flag so that any surface_post does not actually attach a
buffer unless configure has already been handled on the surface.
ref T5090
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Coverity reports this as in incorrect expression because it was
checking cache_entry width <= 0 twice. Fairly safe to assume that the
proper check should be width || height.
Fix CID1368336
Signed-off-by: Chris Michael <cp.michael@samsung.com>
so i had a crash where my bt said the image size is 1x1 but the img
struct said its 0x0, so put in protection to not upload a texture from
a 0x0 image... just for now... because this is odd - the image data is
a real ptr i can access and there should be at least 1 pixel... but i
can't be sure this fixes it as this is one of those "one offs" i cant
reproduce...
@fix
On session recovery the engine needs to be given new copies of the
surface, dmabuf, and shm objects to run in the new connection.
This fixes session recovery breakage introduced when we stopped recreating
the outbuf on reconfigure.
so removing eglSwapInterval() is a very poor idea as then... who knwos
what it is? this broke at least nouveau (under weston AND under
enlightenment). a very skillful b0rk here than i luckily caught
quickly! :)
We have some "vsync" variable cargo culted from somewhere that is never
properly set, so is always 0 because it's in a calloced structure.
It's then used to set eglSwapInterval() to 0 always, which results
in mesa using wl_display_sync() instead of wl_surface_frame() for
its frame ready callback mechanism.
Remove it entirely and use the sensible default swapinterval.
This keeps us from accidentally going through the fallback path twice and
crashing. It also clears up some refcounting problems that would have led
to leaked memory in the crash case.
fix T5037
so we had just 128 bytes for path to generic loader utility. in most
cases this is plenty but if you have bizarre symlinks and long paths
we may run out of space, so move up to 4k buffers as this is
realistically the max path len anyway on a system.
@fix
to date if you use async preload we still load the header
synchronously and this can be horrible especially with generic
loaders. there is no way to farm this off to the preload thread. now
there is. youhave to set it as a skip head load option before doing a
file_set AND you need to issue a preload ... but now it's possible.
@feature
i found evas_common_draw_context_apply_cutouts() was procsessing 300+
cutouts and as it's O(n^2)/2 to try and merge adjacent rects for
cutouts this really performs like complete junk. we apply cutout rects
a LOT. this is not the best solution, but it's quick and much faster
than doing the clipouts which drop framerate to like 1-2fps or so in the
nasty case i say (tyls -m of photos in a dir with a 2160 high
terminal).
this figures out the target area to limit the count of rects
significantly so O(n^2) is far far better when n is now < 10 most of
the time. and for the few operations where it's a high value this now
uses qsort to speed up merges etc. etc.
@optimize
Summary:
If user bind textureA and want to use it continuously, do not call glBindTexture(textureA) again.
But expect that textureA will be binding.
So EvasGL sould not change binded texture silently.
Restore texture to previous bound one after allocating new texture.
And when destroy texture, reset texture to 0 if it is current bound texture.
Test Plan: Tizen 3.0
Reviewers: wonsik, dkdk, cedric, jpeg
Reviewed By: jpeg
Differential Revision: https://phab.enlightenment.org/D4524
This enables the PNG saver to save images with gray and
alpha + gray colorspaces. GRY8 is usually used for alpha only.
Note: This commit also introduces whitespace changes. Sorry
about the mess, but at least now we have spaces only. Read the
commit with show -w :)
@feature
This fixes evas_object_image_save after changing the orientation
of an image in the GL engine. In SW engine the pixel data is rotated
in memory, so things worked fine from the beginning. In GL we may
have to go through loops and hoops in order to rotate and fetch the
data from the GL texture.
This should fix ce45d44.
If someone's trying to build efl git with 2.5 year old EGL headers they get
a break on missing EGLImage...
We should probably consider keeping an up to date copy of the EGL headers
in efl. There may be someone out there with even older headers.
As suggested by @k-s
I'm pretty sure that this parser will easily fail. Eg. find uchar
properties but it's not r,g,b in this exact order? No color for you.
Find no uchar at all? Fail immediately even if we can handle a
no color situation just fine.
There's actually an array of 2 in gl_x11, but it appears we only use the
first 1, except in an #if 0 block.
I gather this is legacy for some reason - it sure doesn't seem to make
any sense now, so I'm chopping off all the extra array indexes.
Note: I've not changed gl_sdl - it looks like it doesn't use the context
or surface at all and they could just be removed, but I don't build that
one here and don't want to touch it.
This patch just removes the 'evas' field from the Outbuf structure.
This should have actually gone in on the previous patch but I missed
removing it :(
Signed-off-by: Chris Michael <cp.michael@samsung.com>
These variables are unused (as reported by gcc), and 'ob' is not
really needed in eng_update so remove that also.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
A previous patch to refactor setup stage and reduce complexity
actually introduced several build breaks. This patch fixes the build
break for wayland-egl.
ref 73b308fb66
BAD CEDRIC !!!!!
Signed-off-by: Chris Michael <cp.michael@samsung.com>
A previous patch from some french guy broke building of the gl_drm
engine. This patch fixes the build break and cleans up unused
variables, etc.
ref 73b308fb66
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Seems Cedric's patch for refactoring setup stage broke building for
the evas drm engine. This patches fixes the issue.
ref 73b308fb66
Signed-off-by: Chris Michael <cp.michael@samsung.com>
eglGetProcAddress should be queried with dlsym unconditionally. What we
had could query it with other extended forms of eglGetProcAddress, which
is probably not what anyone wants.
Also, throwing away the weird extended forms because there's a good chance
our other gl bits don't run on any stacks that don't support normal
eglGetProcAddress.
Commit fcef8d8392
breaks any evas engine that frees/NULLs its own outbuf before
calling evas_render_engine_software_generic_update()
We should unconditionally set the outbuf, we only need to
do the free conditionally.
evas_render_engine_software_generic_update(0 definitely is wrong where
it wants to always free the outbuf even if the buffer passed in is the
same one and thus it ends up being freed and now invalid. fix it
@fix
Because we async render into buffers before the compositor has told us
we can use them, we can end up kicking over to fallback while still
rendering into a buffer.
Refcount the manager to let us clean up properly without crashing when
this happens.
If we render fast enough we can use more than one buffer before the
compositor assigns us buffer ids. We need to be careful to clear the
busy bit on all but the most recent one.
Enlightenment needs to know if a specific dmabuf format is supported
before it lets clients use it. This lets E test commit a wayland
dmabuf object without assigning it a buffer.
Previous patch to not destroy Outbuf on resize should not have removed
this line else software generic tilebuffers will not be in sync with
the updated size.
ref 5ebba4463
Signed-off-by: Chris Michael <cp.michael@samsung.com>
This line should not have been removed from the previous patch. Thanks
to Cedric for catching this.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
On an engine resize, we previously would destroy the Outbuf structure.
This patch modifies the code so that on a resize we no longer have to
destroy the old Outbuf and reallocate a new one. Instead, we will just
reconfigure the existing one and update it's properties.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
On an engine resize, rather than destroy & recreate the Outbuf
structure (and the associated surface) we can just call the
eng_output_resize function (which in turn will call
outbuf_reconfigure) to update Outbuf with new properties. This saves
us from having to create a whole new Outbuf every time we resize.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
In C we need this to make clear that we really do not accept parameters.
Found by the smatch source code matcher. I had run and fixed this before
but it seems to creep in again over time.
Using *im and dereferencing it before doing the actual NULL check does not make
much sense. I kept the checks as they have been there before so the intent was
probably that they could be NULL and should be checked.
CID: 1270030, 1270029, 1270028
If the hidden flag is set, then we don't need to recreate the Outbuf
for a given canvas as the window is hidden and we are not going to
render there until it's shown again.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
When a canvas gets hidden, we don't need to destroy & recreate the
wl_surface. We can simply attach a NULL wl_buffer to the surface which
achieves the same result. This saves us from having to always destroy
& recreate surfaces when we hide/show.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Software rendered wayland clients will now attempt
to use dmabuf on some platforms. This results in a window
that a compositor may be able to drop into a plane without a copy.
Disable it with the env var EVAS_WAYLAND_SHM_DISABLE_DMABUF
but if you need to disable it, please ping me or file a bug report.
Thank you NVIDIA for breaking your drivers regularly!
eglGetDisplay(x11_display) should work but was consistently
returning 0 instead.
Apparently EGL 1.5 introduced "eglGetPlatformDisplay" that
is more advanced to open a display. So, prefer that over
eglGetDisplay if it's available.
@fix
when the DIB header is BITMAPINFOHEADER (size 40),
a bitmap file has alpha channel only if the compression method is BI_ALPHABITFIELDS (= 6).
the original code enabled alpha channel when the compression method was BI_RGB (= 0),
which made an opaque bmp image loaded as a transparent one.
@fix
Not providing a call to the first method segfaults in elm_glview
right away. Instead of crashing, we now just issue a runtime error
about the method not being implemented.
If there's a "next" buffer set, we're better off freeing it before we
start to render. This lets us keep gbm from allocating an extra buffer
which it currently never frees.
Previously we'd call this only when we absolutely needed to, so it made
sense to always attempt to free a buffer, including ones on scanout or
pending flip.
However, it's useful to have a way to release the "next" only, so we can
do that before starting a render to free up the buffer that's never going
to be scanned out.
for gl noscale buffers are texture atlases that are fbo's. the point
is never to scale or transofmr them but to render them pixel for pixel
and just store pre-rendered data where its cheaper to do this than
rebuild every time. this is the enigne infra for sw and gl with the gl
code... it SHOULD work... in theory...
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.
this will define EGL_WAYLAND_PLANE_WL and EGL_WAYLAND_BUFFER_WL if
missing as SOME older egl public headers dont expose them and yet we
still wans to compile and support the feature should the egl BINARY
etc. actually support this (or be upgraded to support it after efl
compilation).
@fix
this technically isn't needed. it does help in some cases hide driver
or other buffer swap bugs, but in and of itself is not needed, so
remove. at least the drm egl bugs still happen on my pi3 so its
something else...
so i was just about to add buffer age debugging evlogs to everywhere
doing buffer age and i found... drm gl and wayland gl engines DONT
HANDLE age change like gl_x11! they dont reset to a "full render" for
that frame. well well. this explains bugs i am seeing for sure. very
very bag! i thought this was handled properly. this does lend some
credence to my thoughts about somehow having a single universal buffer
swapping/update calculating and "applying" api inside efl somewhere...
anyway - this fixes this issue for these 2 engines which is a real
necessary fix to be correct.
@fix
The first patch did not work for maps. This explains why the
original code was so weird. But it actually made sense.
After struggling a bit I realized that we really just need
to shuffle around the pixel position on the window to map that
of the position in the canvas (unrotate it).
Note that compatibility with GLSL-ES (for OpenGL ES) implies
we can not use an array initializer like:
vec2 pos[4] = vec2[4](a,b,c,d);
So the code could probably be optimized. But at least this works.
This patch also avoids calling glGetUniformLocation again and
again.
as per mailing list discussion about dropping xcb support now. it
hasn't been complete for a long time, thus not recommented for being
turned on. as we are moving to a wayland world xcbmakes even less
sense. as agreed, time to clean up a bit and remove a distraction as
well as not well tested code. this also updates po's too.
@feature
The original solution was really complex and relied on
transforming the current gl_Position into the screen
coordinate in pixels, and map that to the pixel position
in the mask.
This new solution simply pushes the required vertices for
the mask, based on its geometry. This fixes masks when used
in a rotated window.
Why was it so hard to get right? :(
@fix
These engines are incredibly similar - by sharing the same engine info
structure we'll be able to simplify the wayland ecore_evas bits and
make them much more maintainable.
In the event that an ecore_evas (using wayland_shm) gets hidden then
the corresponding wl_surface gets destroyed. If evas_norender is
called after that, the outbuf_redraws_clear function follows.
Outbuf_redraw_clear function ends up trying to post updates to the
wl_surface however if that wl_surface is gone, then we end up crashing.
This patch addresses that issue by checking for a valid wl_surface
inside the engine before trying to post updates to that wl_surface.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Now that we have redraws_clear exposed through software generic, we can
use that to do the final buffer swap from the main thread instead of doing
it in outbuf_flush which runs from the render thread.
This becomes more important later when other call sites in the main thread
will perform buffer flips.
Based on 95a00b8e49 by Derek Foreman
Signed-off-by: Chris Michael <cp.michael@samsung.com>
When triple buffering it's possible that we'll only need two buffers at
a time for long durations. When we finally call upon a third buffer it
hasn't been used recently enough to do a partial redraw.
By picking the oldest available buffer when multiple buffers are free we
can increase the likelihood of doing partial redraws.
Based on 79409757c6 by Derek Foreman.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
One deadlock and one segfault.
Patch 1:
Software X11 Evas Engine: Fix deadlock
Summary:
The patch bc6e8d2692 introduced a callback responsible to notify the pixels
that were sent to the X server. Since all EFL rendering is done by another
thread, the callback should be called from the main thread context.
To achieve this behaviour evas_software_x11_region_push_hook_call()
was using ecore_thread_main_loop_begin(), which may cause deadlocks, since
evas mainloop waits for the render thread and the render thread waits
the mainloop.
In order to fix this problem, the function
ecore_main_loop_thread_safe_call_async() will be used to
schedule the callback to run in the main loop context.
Since a callback is schedule to run in async manner, the pixels that
were sent to the X server must not be deleted until the user is informed.
In order to avoid more mallocs(), this patch adds the support for refcounts to the
X_Output_Buffer and Xcb_Output_Buffer.
Patch 2:
Ecore_Evas VNC: Use the image size to create the buffer.
In same cases they may differ and may lead to a segfault, since
memcpy() causes a buffer overrun.
Reviewers: bdilly, raster
Reviewed By: raster
Subscribers: cedric, jpeg
Differential Revision: https://phab.enlightenment.org/D4323
KHR partial damage must be set once at the beginning of rendering with
buffer damage for the entire scene to be rendered. Doing otherwise can
result in graphical anomalies on some GL implementations.
There's no reason why we'd need a full redraw if the buffer age for
this buffer isn't the same as the buffer age for the last buffer, so
let's cut out this thing.
Some engines should using sending surface damage, until now we'd only ever
provided them with buffer damage.
The difference is that surface damage is the damage to the surface the
compositor is displaying, and the buffer damage is the damage to the
buffer the client has rendered. These are different when the client
is using multiple buffers of different ages to render into.
Anything that calls eglSwapBuffersWithDamage, wl_surface_damage() or
wl_surface_damage_buffer() should be using surface damage, and not
buffer damage.
This patch is intended to make no functional change - any flush cb that
used buffer damage before still should. Actual fixes to follow.
Apologies if I broke any engines - it's a bit of a copy and wasteland
out here.
This reverts commit 62ca4486ea.
Honestly, I think the gl_x11 code doesn't make sense either. :)
There's no logical reason that we have to do that, though it may be
hiding some other bug? If that's the case, the bug should be fixed
properly.
This copies the behaviour in opengl_x11 engine, where the buffer
age needs to be continuously the same to be taken into account.
If the age varies, then we fallback to a full redraw.
Apparently this fixes issues on actual devices. I tested this
patch in weston (I didn't have issues before and buffer age is 1).
eglCreateImage and eglCreateImageKHR have different parameters - the
attribute list is EGLint for one and EGLAttrib for the other. Since
EGLAttrib is long, on a 64-bit system it's a different size than EGLint.
This was causing a crash in Enlightenment's wl_x11 on 64-bit machines when
trying to use a gl client.
Add a thin wrapper to use whichever is available and pass the appropriate
sized data.
EO is now extremely restrictive wrt. threads so that efl_data_scope_get()
can't work outside the main loop. This patch fixes the usage to create
sw buffers as shared objects (accessible from both the main loop and evas
async thread) and use plain old pointers where possible.
The buffers now have no parent because efl_add(CLASS, obj_from_mainloop)
does not work with shared objects. This is bad, as the buffers conceptually
belong to the main loop, and only need to be accessible from the draw thread
for a few calls. The main loop determines their lifecycle.
Fixes T4628
As ector objects are acessed by draw thread we need to create it as
shared object in order to access it from other thread.
Note: there is some performance lag...
Summary: make ector object as shared eo object to acess from other thread.
Reviewers: cedric, jpeg, raster
Reviewed By: jpeg, raster
Subscribers: cedric, jpeg
Differential Revision: https://phab.enlightenment.org/D4319
this is quick to get evas working again. this disables part of
7e2d700d06 that creates deadlocks. this
thread waits on mainloop. mainloop waits on this render thread. BOOM.
deadlock.
If buf->priv.fb.fb was NULL the function would have crashed. So
buf->priv.fb.fb can't be NULL. I'm keeping the if(buf->priv.fb.fb)
anyway, but not sure the else case is valid.
Thanks @jiin.moon for the report.
Summary:
If ef is null, have to return before _set_material_to_eet_file_from_mesh api.
New momory will be allocated in the api.
Subscribers: cedric, jpeg
Differential Revision: https://phab.enlightenment.org/D4305
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
As this function releases FBOs on a given output, lets just shorten
the API function name so it can stay grouped into the ecore_drm2_fb.c
file ... leaving it as ecore_drm2_output_fb_release reads like it
should have gone into the ecore_drm2_output.c file...
NB: No real function changes here, just an API rename.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
So yeah, fb_dirty is for marking dirty regions when rendering
directly into the front buffer attached for scanout on a manually
updated display. Absolutely none of those things apply here, so
let's stop doing it.
Now that we have redraws_clear exposed through software generic, we can
use that to do the final buffer swap from the main thread instead of doing
it in outbuf_flush which runs from the render thread.
This becomes more important later when other call sites in the main thread
will perform buffer flips.
When triple buffering it's possible that we'll only need two buffers at
a time for long durations. When we finally call upon a third buffer it
hasn't been used recently enough to do a partial redraw.
By picking the oldest available buffer when multiple buffers are free we
can increase the likelihood of doing partial redraws.
Instead of passing the user data for the page flip callback every time,
set it just once.
This will make it easier to push tick logic into ecore_evas_drm, as there
will be a transitional period where page flips are driven in two places
that don't have access to the same pointers.
This brings support for the eo api for external buffers (like
the old data_set / data_get). The new API now works with slices
and planes.
The internal code still relies on the old cs.data array for
YUV color conversion. This makes the code a little bit too
complex to my taste.
Tested with expedite for RGBA and YUV 422 601 planar, both
SW and GL engines (x11).
It has been discussed on the ML (thread: "[RFC] rename efl_self") and
IRC, and has been decided we should rename it to this in order to avoid
confusion with the already established meaning of self which is very
similar to what we were using it for, but didn't have complete overlap.
Kudos to Marcel Hollerbach for initiating the discussion and
fighting for it until he convinced a significant mass. :)
This commit breaks API, and depending on compiler potentially ABI.
@feature
Double parenthesis in ifs, such as "if ((x = 5))" should only be used
iff using assignment inside of conditions (like the example above). This
explicitly conveys the intention to both the compiler and other
programmers and essentially eliminates the class of bugs that result
from accidental assignment when a comparison was intended and vise-versa
in conditions.
It has been a long journey, but here we are at last...
The infamous gl_cocoa engine has been migrated to the
gl_generic infrastructure. This should provide great
improvements and hopefully reduce side-channels b0rkage.
Fonts seems better, scrolling is smoother, expedite
does not segfault anymore... I haven't found a
regression with elementary_test, elementary_config,
terminology, expedite.
We set the wayland surface to NULL in engine info, then destroy the wayland
surface later. The GL stack tries to render to the destroyed surface and
dies.
If we destroy the GL surface when we set the engine info (before we destroy
the wayland surface)it stops the GL stack from doing bad wayland calls.
This fixes a crash on exit, or when any window closes when using mali GL
drivers. Surprisingly, Mesa was tolerant of this.
Recently, the gl_cocoa engine started to crash at
startup. glGetIntegerv() in gl_common was called
without any gl context, and therefore segfaulted.
We now make sure it is called after a gl context
has been created and used.
Thanks jpeg for troubleshooting.
Fixes T4402
To properly implement EGL_KHR_partial_update we need to know the buffer
damage before any drawing operations take place. Add a new callback to
software_generic that takes place after combining of surface damage and
swap mode when we actually have this available.
Note: This means the three copy pasta implementations of
EGL_KHR_partial_update scattered around the tree are all wrong. bummer.
If buffer age isn't present we really want to return MODE_FULL, but we were
previously returning MODE_AUTO.
On recent mali drivers this resulted in accidental partial updates leading
to incorrect rendering.
Summary:
If native surface is multiple buffer pixmap such as named pixmap, Evas should recreate eglImage everyframe.
Because DDK get the buffer ID once at eglImageCreate time.
So if internal buffer ID is changed, should recreate eglImage.
Test Plan: Wearable Tizen.
Reviewers: wonsik, raster, cedric, jpeg
Reviewed By: jpeg
Subscribers: spacegrapher, dkdk, cedric
Differential Revision: https://phab.enlightenment.org/D4211
The previous commit exposed an issue with the region test
does not take into account the scale down factor.
Not a @fix in itself, as it depends on the previous patch.
Summary:
1) BMP loader support region decoding.
@feature
2) Fix an issue what BMP loader can't decode an 16bit image with bit field
@fix
Test Plan: attached sample codes
Reviewers: cedric, jpeg, jypark
Differential Revision: https://phab.enlightenment.org/D4228
This is reverts:
e4c641ed1e
build fix
19eb7b727fbf35620a13fb65b50d3056a484360e:
glx: Fix black windows in E on nvidia
For all extension functions, we need to match with the extension itself
since GetProcAddress() can return a non-NULL value even when the function
does not exist. Drivers can do a runtime mapping depending on the
context. So, we only trust the return value of GetProcAddress() when
we know for sure that the extension exists.
Thus, if a symbol exists we will always prefer it rather than relying
on GetProcAddress().
Also, glGetString(GL_EXTENSIONS) is now deprecated so we're lucky
it still works most of the time. glGetStringi() should be used
instead. This patch changes some of the use cases, but not all.
Fixes T3030 (again)
Fixes T4288
@fix
it serems some changes broke our buffer age querying - we were using
the wrong symbol... the EXT or ARGB onenot the core one which does
work. use that first. then we get buffer age.
@fix