Summary:
When Evas GL runs with direct rendering, it can not set depth, stencil and msaa to Window surface.
This patch is possible to use "option" input paramater of ecore_evas_gl_x11_options_new.
So, new API is not needed.
The other patch is in elementary. The elementary patch will be used this patch.
Test Plan: Test elm gl veiw in elementary_test and JP's test app.
Reviewers: spacegrapher, cedric, raster, jpeg
Reviewed By: jpeg
Subscribers: cedric, mer.kim
Differential Revision: https://phab.enlightenment.org/D2144
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
Note: jpeg changed the original patch a bit (fix style and depth value)
Summary:
This adds opengl_drm to the list of ecore-evas available engines.
Now, we can test opengl_drm engine using expedite.
Test Plan: run expedite with opengl_drm option
Reviewers: devilhorns, stefan_schmidt, cedric, raster
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1453
Summary:
When ee is trying to do rotation, ee should check whether given rotation value
is portrait or not. Then it sets output size of evas canvas according to rotation value.
But, ECORE_EVAS_PORTRAIT macro used in ee x engine only checks ee's rotation value, even
if ee's rotation value is not updated yet. Thus we should change the logic to compare with
given rotation value, not ee's rotation, before setting output size of evas.
This fixes T1371 problem.
@fix
Test Plan:
1. run elementary_test -to "window states"
2. check resize
3. rotation 0 ~ 270
Reviewers: jpeg, raster, cedric, zmike, devilhorns, Hermet
Reviewed By: Hermet
Subscribers: cedric
Maniphest Tasks: T1371
Differential Revision: https://phab.enlightenment.org/D1351
NB: There is something fishy going on with evas overdrawing the canvas
onto the ecore_evas 'border frames'. Disable ecore_evas border frames
until this can be looked into.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This is the first step to introduce a gl-drm backend.
Test Plan: "ecore evas" create with ecore_evas_gl_drm_new(). It creates "ecore evas" with gl_drm evas backend.
@feature
Reviewers: raster, Hermet, cedric, devilhorns
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1187
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
this fixes a nasty bug where ecore-evas forces mainloop spins all the
time due to trying to align rendraws to animator boundaries. this
requires an extra evas feature to work that i just put in.
@fix
Drm is an available ecore_evas engine if support was built for it,
however it was not being listed as an available engine. This adds drm
to the list of available engines.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
NB: Rewrite the doxy paragraph for ecore_evas_object_cursor_set.
Previous documentation there was a bit confusing in how it read.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary:
Add ecore_evas_cursor_unset function.
Use the new function in the ecore_evas_object_example.
@feature
Test Plan: ecore_evas_object_example
Reviewers: raster, cedric, seoz, Hermet
CC: cedric
Differential Revision: https://phab.enlightenment.org/D812
Engines are stored in a lib/ folder, while the main DLL files
are in the bin/ folder, so the engine would never be found.
A solution was to add the proper checkme file in the share
folder, but since this is necessary only for Windows, we
can simply use ../lib instead of using the full eina_prefix
detector.
Thanks vtorri for the review.
@fix: Fix building Enlightenment without X support
These changes are needed so that we can build Enlightenment without X
support. Many places in the E code reference
Ecore_X_Atom/Ecore_X_Icon. If we build E without X support, these end
up being undefined, causing build to fail, so we need to predefine them.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary:
The window auxiliary hint is the value which is used to decide
which actions should be made available to the user by the WM. If you
want to set specific hint to your window, then you should check whether
it exists in the supported auxiliary hints that are registered in the
root window by the window manager.
Once you've added an auxiliary hint, you can get a new ID which is used
to change value and delete hint. The window manager sends the response
message to the application on receiving auxiliary hint change event.
A list of auxiliary hint within the Ecore_Evas has this format:
ID:HINT:VALUE,ID:HINT:VALUE,...
Reviewers: raster, cedric, seoz, Hermet
Reviewed By: raster
CC: cedric
Differential Revision: https://phab.enlightenment.org/D543
Summary: The window manager rotation allows the WM to controls the rotation of application windows. It is designed to support synchronized rotation for the multiple application windows at same time.
Reviewers: raster, seoz, cedric, Hermet
Reviewed By: raster
CC: cedric
Differential Revision: https://phab.enlightenment.org/D529
structure.
- moved gl_sync_draw_done for a better structure packing.
- changed gl_sync_draw_done type from int to char which is enough.
- added more description to gl_sync_draw_done
this makes efl ignore certain env vars for thnigs and entirely removes
user modules (that no one ever used) etc. etc. to ensure that *IF* an
app is setuid, there isn't a priv escalation path that is easy.
Being annoyed by different types of eina critical macros - CRI, CRIT,
CRITICAL -, I concluded to unify them to one. Discussed on IRC and
finally, CRI was chosen to meet the consistency with other macros -
ERR, WRN, INF, DBG - in terms of the number of characters.
If there is any missing bits, please let me know.
Git log should be enough for the credit :)
This code was merged into efl upstream by devilhorn's aggressive synchronization between efl upstream and tizen.
But that commit didn't have the author's credit.
However We will never forget the contribution of Gwanglim Lee <gl77.lee@samsung.com>.
this adds a ifdefable feature to sync rendering only to animator
slots. this should reduce over-render of more frames than a user can
see when updates are triggered by things like mouse movements (which
may come in many times faster than the framerate). this is an
experiment to see if this helps smoothness and load. it also has
problems in e grabs x while rendering - this is now fixed in e18
alreadey, but it is just a config you can turn off.