Set this env var to "300 es" to test GLSL 300 ES as shader
version. This is for brokenshakles.
Example:
export EVAS_GL_GET_PROGRAM_BINARY=0
export EVAS_GL_SHADER_GLSL_VERSION="300 es"
export ELM_ACCEL=gl
elementary_test
Removes the previous "busy" flag, as now we might have an fb attached to
multiple outputs at once, and need to be careful to destroy them only
after they've been removed from all outputs.
Removed the old "busy_set" API which nothing used, and renames fb_destroy
to fb_discard to make it more clear that it's not immediately destroyed.
It's all beta api, so I can do this.
Omg... Thanks Daekwang Ryu for pointing me to my error. I remember
struggling a lot with this OpenGL API and libGLdispatch (glvnd) when
in fact this was all just a typo in the code.
GLES 3.1 and the upcoming 3.2 support need a proper test case...
See c68a409874
@fix
Somehow this long standing bug wasn't obvious until wayland 1.13.0 made
some additions to an opaque structure.
This changed the frequency that new buffers came to us with the exact
same pointer value of a buffer that had just been freed.
This shortcut in eng_image_native_set has always been wrong - we need to
proceed to the end to make sure we pick up new dmabuf attributes.
Summary:
Evas can't open tiff file because of no implement in client read api.
I wrote codes simply for open.
Test Plan: self
Reviewers: jpeg, cedric, jypark
Subscribers: stefan_schmidt
Differential Revision: https://phab.enlightenment.org/D4857
This is the first step toward handling multi output. This patch
remove engine.data.output from Evas structure and use an Eina_List
for it instead. It also start moving code around to fetch an output
or an engine context (which are the same at the moment, but will be
split in a later patch).
This might not be used as over two consecutive runs all the
same buffers should be used. But it could happen if some
parameters in the filter change (eg. blur radius).
Fixes major (GPU) memory leaks. Reuse mode is still leaking.
An odd-sized image scaled down by 2 was losing 1 pixel during the
downscale, and it was not restored after scaling up. The same
happened with downscaling by 4 except the effect was even more
visible.
This meant that a moving snapshot with a large blur would trigger
some really ugly sampling issues if the content below was precise
(such a text).
This dramatically improves the performance and now seems
to give acceptable results. Eventually we need a quality flag
in order to enable this or not. Alternatively, "gaussian" blur
mode would skip this optimization, while "default" would trigger
it.
This can help with performance when a large region of the
filtered image (eg. snapshot) is fully hidden by an opaque
object. For instance the window border is hidden by the
opaque window content.
This make save() work on snapshot objects, provided the call
is done from inside render_post.
Also, this saves the filtered output of an image, rather than
its source pixels. Any call to save() on a filtered image must
be done from post-render as well.
Fixes T2102
@feature
If we delete the image that was the target surface for gl
rendering, a crash would occur on the next render cycle.
Unlikely but not impossible to trigger from app side.
@fix
This was a poor attempt at improving the performance but
obviously the root cause isn't fixed (too many texel fetches).
Uniform should (theoretically) work better than an attribute
the for loop. Just a guess here.
This also makes GL blur use a float value as radius, allowing
future extension to non-integer blur radii, as well as using
linear scaling as a fast blur approximation.
This optimizes the GL blur algorithm by reducing the number of
texel fetches (roughly half the number of before this patch). This
works by exploiting GL's interpolation capabilities.
By simply splitting X and Y blurs in two passes we can improve
the performance of the blur filter a lot.
There is still much to be done to make it really fast and nice
looking:
- implement true gaussian blur (not sine-based approximation,
right now the actual blurs look different in SW and GL)
- exploit linear interpolation for R tap instead of R*2+1 taps
(a tap being a texel fetch)
- downscale & upscale large images with large blur radii
Wait a second though, this implementation is not only incomplete
(no support for box vs. gaussian blur), it's also insanely bad in
terms of performance. Small radii may work fine, but at least blurs
render properly in GL with this patch (no more glReadPixels!).
The shader needs a lot of love, including in particular:
- support for 1D box blur single pass
- support for 1D gaussian (or sine) blur
- use linear interpolation and N-tap filters
- separation of 2D blur in two passes (high-level logic)
- potentially separation of large 1D blurs in 2 or more passes
knowing that 2sigma == sigma + sigma when it comes to the gaussian
bell curve.
This one was a bit more... "fun". I had to add a new vertex
attribute and obviously using a VertexAttribPointer led to
incomprehensible crashes. But a simple glVertexAttrib2fv makes
it work like a charm!
A rare option is not handled yet.
This reuses the existing mask infrastructure, but adds a color
flag to use the whole RGBA range, rather than just the Alpha
channel.
Filters are still very slow (glReadPixels and non-optimized use of
GL buffers...), but this is progress :)
This corrects two things:
- the blur filter high-level logic, that lead to reusing some
temporary buffers which contained garbage;
- the versatile gl buffer implementation so that it now properly
switches between the RGBA_Image and the FBO content (yes, this
is insanely slow and inefficient... but it works and that was
the only point).
Alright, so this is a massive patch that is the result of
trying to get rid of unused or poorly implemented classes in
ector. Originally ector was meant to support VG but extend to
things like filters as well. At the moment, ector's design
makes it quite hard to plug in the filters.
For now I think it's easier to implement the GL support for
the filters directly in the engine, where I hope to interfere
as little as possible.
This massive patch keeps only the required minimum to support
a versatile gl buffer that can be mapped, drawn or rendered to (FBO).
It's extremely inefficient as it relies on glReadPixels and lots
of texture uploads, as well as conversions between ARGB and Alpha.
Another type of GL buffer is a wrap around an existing GL image,
but that one is read-only (map or draw: no write map, no FBO).
No, all the filters run fine, and the high-level implementation
(evas_filters.c) does not need to know whether the underlying engine
is SW or GL. One problem though appears with the blending or blurring
of some Alpha buffers, the colors are wrong.
This patch removes more lines than it adds so it must be good ;)