Invert the meaning of scaled (w,h), so that im->(w,h) corresponds
to the final scaled size, and the original size is stored directly
in the texture itself.
This simplifies code a little bit.
Also, lift the limitation on the maximum texture size, as those
virtual textures are not limited by GPU texture size.
Use the same method as for map masking:
- Pass absolute geometry of the mask to the push functions,
- Compute absolute position in the shader (like gl_Position)
and apply scaling factor + offset to sample the mask.
Masking now uses a single vec4 attribute instead of hi-jacking
other vertices.
This way, all masking shaders share the same code and are way
simpler. On the other hand, the vertex shaders have a little bit
more work to do.
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...)
these were static rect cutouts, so they stayed around on exit and thus
we "lost" them. this nukes them on context free and each new frame.
fixes the "leak"
this changes the internal encoding of font glyphs in evas to use 4bit
uncompressed if small, or 4bit rle (run length encoded) if larger.
this caves at least 50% of memory on fonts - and more if bigger. with
large fonts (40-80pixel size) we can save in the region of 80% of
memory used for glyphs. this also happesn to allow speedups in
rendering too.
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