All examples and docs point to using only the dirty flag in
order to trigger a redraw of an Evas GL surface. The commit
21c4352823 broke this behaviour (for a good reason, but not
related to Evas GL).
This is a compatibility fix.
marking images as dirty is only meant to have the pixle get callback
called IF rendered. you ADD update regions to get it to be called.
this is how it has always meant to work, but evas image objects where
adding updates just if dirty. this ends up with e as a compositor
redrawing ENTIRE eindows if even a single blinking cursor is blinking.
oh so bad.
@fix
Summary:
Eina_Rectangles are removed from pixel_updates list without eina_rectangle_free during render pre stage.
@fix
Test Plan: check memory leak.
Reviewers: cedric, jypark
Subscribers: jypark, cedric
Differential Revision: https://phab.enlightenment.org/D3006
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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.
This patch deprecates the following functions:
- evas_object_image_data_convert
- evas_object_image_pixels_import
- evas_object_image_reload
I could not find any place where they are used.
The old documentation is kept in the header, but not as a doxygen
anymore.
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).
This includes proxies, 3d scenes and normal images.
There is still a problem as the GL engine returns NULL on
data_get.
This kinda goes against the EO API declaration as
eo_obj is used as a mutable argument, but internal data was
already modified before this patch.
TODO: Draw maps, filters, etc... in a dedicated surface to save
them as they truly are (ie. filtered images).
Summary:
opaque value keeps previous image's value
when image data be changed by file_set/mmap_set api
@fix
Test Plan:
1) Make a evas rectangle object has color
2) Make a evas image object with jpg file.
3) Replace image data with png file by evas_object_image_file_set.
Reviewers: Hermet, cedric, jypark
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2774
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
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
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 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).
Summary:
As we always call evas_object_inject in every Evas Object's ctcor,
it seems sensible to move this repeated bit of code to the super
(Evas.Object).
Test Plan: Expedite, Elementary_Test and pretty much everything
Reviewers: cedric, raster
Subscribers: JackDanielZ, cedric
Differential Revision: https://phab.enlightenment.org/D2665
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
if yuou use 709 instead of 601 yuv (ycbcr) evas will just be wrong and
use 601. this fixes that and implements 709. it also fixes a scaling
bug for yuv in the gl engine. no one noticed but me, so i won't call
this a bug fix, and it can go into the next efl release - no need to
backport unless it actually bothers peolpe (which it seemingly doesn't)
This is another cleanup in perparation for the Eo stable release.
This is no longer needed thanks to the proper error reporting with
eo_constructor()'s new return value.
The finalizer change cleans it up a bit so it catches more cases/issues.
This also means that the finalizer cleans up the object in all cases,
and not only some.
@feature.
From now on, constructors should return a value, usually the object
being worked on, or NULL (if the constructor failed). This can also
be used for implementing singletons, by just always returning the same
object from the constructor.
This is one of the final steps towards stabilizing Eo.
@feature
The previous commit modifies the concept of direct rendering
vs. indirect rendering, so some runtime checks (in debug mode
only) will fail.
This commit introduces two new engine functions:
- gl_get_pixels_pre
- gl_get_pixels_post
The latter will be used in a later patch for optimization.
not changed.
Automatically fallback to indirect rendering on FBO or X11 Pixmap
if the Evas Object Image is not marked as dirty. This should
improve the performance and/or power consumption in those
rare cases where this area of the canvas needs to be redrawn
but the GL content has not changed.
@feature
Call object's function to get the private engine_data (here, the
image object). Thanks Dongyeon for your patch which inspired me to
do that instead of forcing pre_render.
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...)
Those 2 new values are here to avoid using environment variables
that have side effects on the whole application.
I'm actually wondering if we shouldn't just kill off the env
vars altogether. Also, direct override is a terrible option that
should never be used.
Memory optimization can make sense (needs more testing tho).
this fixes a lot of noise for filled image objects that set fill to
0x0 if objetc is 0x0. this clamps minimum fill at 1x1 and thus keeps
things silent and sensible. also just silently ignore 0x0 filled image
objects. noise is not that useful.
this adds a lock for when walking all the objects to generate render
commands for an async render. this allows even the object tree walk
plus update area caluclation to be moved off into async if every oject
that can change canvas state actually does so correctly. this change
adds all those lock block calls to synchronise with an async object
tree walk.