Summary:
Evas supports UltraLight, UltraBold as font weight.
These terms have same weight value as ExtraLight, ExtraBold.
Some applications, for example, fontforge, use ExtraLight, ExtraBold terms for these weight values.
So, it would be better to support these terms, too.
@feature
Test Plan: None
Reviewers: tasn, woohyun, herdsman
Reviewed By: herdsman
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3126
This rely on a faster code path to upload dynamic texture. Once we get support
for gbm, we should see significant performance improvement in speed, but this
first step is already a 5 times improvement (Ok, we get from really bad, to not
really useful...).
Summary:
Refactoring code of functions e3d_drawable_scene_render,
e3d_drawable_scene_render_to_texture,_shadowmap_render to have possibility
render in scene to additional texture
See T2761
Reviewers: Hermet, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3142
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
- image_file_colorspace_get
This will be used to determine the best loading format, especially
targeted at edje_cc / edje_decc so we can avoid ETC re-encoding.
- image_data_has
Checks whether the image is currently loaded in (CPU) memory,
and also returns the current colorspace.
Summary:
Use same way using color pick under GLES and not:
Use GL_RGBA texture insted of GL_RED
Generate and pass to engine 3 components color of mesh
See T2761
Reviewers: cedric, Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D3135
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
While cached surfaces is a topic we're discussing recently,
this code is dead right now, and we will have to redesign the
buffer caching better to handle proxies, maps, smart objects, etc...
If the filtered object (text or image object) was deleted, its
output image (cached inside the filter data) would be freed
immediately. This could cause crashes in case of async rendering.
@fix
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.
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.
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.
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 :)
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:
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