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:
It is need in case Evas_3D_Mesh created with not normileze texture coordinate
and flag repeat mode for Evas_3D_Texture
Additional info see here https://phab.enlightenment.org/conpherence/54/
Use Evas_GL_Image for generation texture unit for Evas_3D_Texture
see here https://phab.enlightenment.org/D2371
Reviewers: jpeg, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2375
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
T2338
Thanks to DaveMDS to take the time to report accurately the issue. That helped
a lot figuring out things. And another thanks to Vincent Torri for the help on
the math side.
Summary: If we are calling ecore_evas_object_cursor_set with a NULL
object, then we need to inform the ecore_wayland window that we no
longer have a cursor surface.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: No real function changes, just commented out some debug so we
have less noise for release.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary:
After a creation for ecore_evas_wayland_shm or ecore_evas_wayland_egl is
failed, _ecore_evas_wl_common_shutdown() gets called 'twice'.
First shutdown is from _ecore_evas_wl_common_free() which is set as fn_free()
of ecore_evas engine, and this fn_free() is called by ecore_evas_free().
Second is from direct call inside ecore_evas_wayland_shm_new_internal()
(or ecore_evas_wayland_egl_new_internal()).
This duplicated shutdown causes block of first next _ecore_evas_wl_common_init
because init count is not zero but -1.
So second shutdown should be removed so that it makes enable fall back to
another wayland engine correctly when one is failed to create ecore_evas_wayland.
@fix
Reviewers: gwanglim, devilhorns
Reviewed By: devilhorns
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2451
Summary: This fixes an issue where the wrong swapmode was being
returned to the evas render function. This was causing focused windows
to blink.
NB: Big thanks to Derek for assisting !! :)
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: As we override the software_generic function for
eng_output_resize, so we can handle resize edges, we should also be
updating the software_generic's render engine size here because the
function for software_generic->output_resize never gets called.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This fixes a possible race condition that could happen when
using more than 2 buffers. Instead of searching for a free buffer in
various places, find a free buffer when evas requests the buffer data
and save that free buffer as the 'current buffer'
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: evas_cache and evas_cache2 are expecting the width of the
buffer when caching so just use that directly rather than calculating
bpl.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
The GL scaled images is a fast path for masking where
the shader scales masks on the fly.
This optimization actually fixes some issues where the current
texture binding was incorrect.
Double praenthesis should be used around assignments, not comparisons.
Doing this correctly all aronud lets the compiler warn us about potential
mistakes.
Summary: This fixed T2349 where elm apps would not get initial focus
on show when running via drm. This also addresses the issue of always
sending the state_change event even when not an override.
NB: Thanks to bu5hm4n for reporting ... and even providing a potential fix ;)
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This fixes Coverity CID1039610 'calling mkstemp without
securely setting umask first'. Since we have eina_mkstemp which
already handles creating temporary files in the proper directory,
let's use it.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This fixes Coverity CID1267461 where the pointer to the
interface shape_input_reset function was being assigned multiple
times. It looks like this is just a copy/paste error.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
this fixes a pending XXX where we didnt keep the buffer mapped as long
as the evas image object pointed to the video pixel data. this fixes
this along with less over-zealous refinf to make things more obvious
(now last_buffer actualyl really matters and if it was mapped and
refed).
@fix
Summary: This fixes Ticket T2289 where the mouse pointer was leaving a
trail while moving. This was caused due to not waiting for the page
flip to complete
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: If we are using 4 buffers, we should be returning
MODE_QUADRUPLE for render_mode_get function
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
modules/evas/engines/software_generic/ector_surface.c: In function '_ector_cairo_software_surface_surface_set':
modules/evas/engines/software_generic/ector_surface.c:89:4: warning: implicit declaration of function 'evas_common_cpu_end_opt' [-Wimplicit-function-declaration]
evas_common_cpu_end_opt();
^
Masking in GL assumes only one texture to sample from. This means
RGB+Alpha and YUV types are not supported. While it would
make sense for RGB+Alpha, it doesn't make any sense for YUV (because
masks are alpha planes and YUV is opaque...)
This should fix Dave's crash with the GL engine.
Indeed the pointer to the color array is passed directly
to the driver, without memcpy. Then, during glDrawArrays, the
driver will try to address it... but it could as well be NULL or
invalid. So, crashes would occur.
Also mark use_vertex as always true. We keep this field only for the
alloc() function.
Since the new shader selection system is able to check the
value of nomul, we can avoid pushing color when they are not
required (color is opaque white).
Hopefully this will fix Dave's crash (mayyyyybe...)
Summary: This fixes Coverity CID1270028, CID1270029, CID1270030 where
variables RGBA_Image and Native where dereferencing function input
paramaters Before null checking them.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This fixes Coverity CID1293519 where einfo was being used
Before it was being null checked (which Could have caused a crash if
in fact einfo Was NULL).
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This fixes a resource leak of eina_array in
eng_ector_renderer_draw which would return without freeing an
allocated array.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: The Evas Drm engine makes use of Ecore_Drm functions now so
we no longer need private versions of the same code
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: As we already have Ecore_Drm which handles all things drm
related, let's make use of it in the Evas Drm Engine. This modifies
the 'meat' of the Evas Drm engine to use Ecore_Drm functions rather
than keeping private versions of the same code.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: With the evas drm engine refactor, some of the fields in the
Render_Engine structure are unused so remove them.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: With the evas drm engine refactor, a lot of these fields in
the Outbuf structure are unused so remove them. This also removes
unused private function declarations.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: A few of these engine fields are no longer needed or were
unused in the Evas Drm engine so remove them.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This makes use of the newly added Ecore_Drm API functions to
get information about the output so we can setup the Evas engine
properly
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: If we are using the software version of ecore_evas_drm, then
make API call to setup the Ecore_Drm_Device for software rendering.
This creates the dumb buffers on the Ecore_Drm_Device.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This removes an internal evas drm engine function and instead
uses the new ecore_drm_fb_dirty function call to mark the framebuffer
as dirty
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary:
For GLX backend, we should dlopen libGL.so*
@fix
Test Plan: Evas GL 1.x test cases
Reviewers: cedric, jpeg
Reviewed By: jpeg
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2322
Summary:
Evas GL surface buffers are allocated at make current time now
rather than surface creation time, and since we pass evas gl surface handle
to the backend, we do not need direct surfaces hash anymore.
Test Plan: elementary test and evas gl test cases
Reviewers: cedric, jpeg
Reviewed By: jpeg
Subscribers: cedric, mythri, mer.kim, wonsik
Differential Revision: https://phab.enlightenment.org/D2320
Summary:
Hopefully this will fix some of the multiple windows issues for elm glview but not all.
@fix
Test Plan: elementary glview tests
Reviewers: cedric, jpeg
Reviewed By: jpeg
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2317
Summary:
@fix
During execution example evas-3d-obj, part of 3D objects showed with red ripple.
The reason is not completely initialize component vector gl_FragColor
Reviewers: cedric, Hermet
Reviewed By: Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2292
Summary: This commit changes the evas drm engine to use Ecore_Drm_Fb
for framebuffers. We remove the old 'Buffer' structure from the evas
engine and replace it in Outbuf with Ecore_Drm_Fb. This also removes
unused functions from the evas_drm.c file as we can now use
ecore_drm_fb calls
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This file is not needed for the software drm engine. This was
added (initially) for combining the drm software & hardware engines
into one. As that is not the case, this file is unused.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Test case:
- Elementary Test
-- GLView
--- Direct rendering
Direct rendering would never happen in reality, because Evas GL
had to fallback. The reason being that DR requires the window
to have a depth buffer, but this depth buffer was no present
in the default config.
From elm, the solution is to set a special accel_preference,
for instance "gl:depth". But setting this value right before
calling elm_win_add() for the GLView test was already too late.
Indeed, evas_x would keep the default configurations and reuse
them no matter what was requested (ie. only RGB and RGBA would
work).
Solution:
Implement a slightly more complex cache based on a hash map instead
of just two static variables. Always request a new config if it's
not found in the current hash. Store that config, and reuse it for
the same config requests.
Tons of line changes because of the name changes and the whitespace
adjustments. Also some variables disappeared into the magic hash table.
Summary:
This reverts commit 4af7a947a6.
There is more convenient way remove noise in vector gl_Fragcolor at shadow_map
shader, because current decision lead to useless issue with shadow effect.
Need just add default initialize at the begining in shader file smth like that
gl_FragColor = vec4(1);
I suppose do that after this patch.
Reviewers: cedric, raster, Hermet
Reviewed By: Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2290
This is a new feature introduced by the shaders refactoring:
even masking shaders now support smooth sampling of the masked image
using the special 12,21,22 shaders.
Also, refactor the list of texture bindings so that it's
automatically generated by the script, as opposed to being a
manual list...
Now that the shader select function checks the values of "sam"
and "nomul", we can avoid sending the color to the shader when
it's a "nomul" shader. This will most likely give a performance
boost of roughly 0.00000001%.
Remove all individual shaders, factorize everything into
one vertex and one fragment shader. All previous functionality
has been kept as is[*]. Some new features have been added
(new shader types).
This is a first step in simplifying and improving the shaders system.
Next: simplify shader selection
[*] Yeah, that's quite a bold statement here. Maybe I broke everything.
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.
Summary: Do not try swapbuf init only if value of env 'EVAS_NO_DRI_SWAPBUF' is 1.
Reviewers: jpeg
Subscribers: spacegrapher, cedric, wonsik
Differential Revision: https://phab.enlightenment.org/D2259
Now evas_common_draw_context_font_ext_set takes 3 more parameters, fix the build
by adding NULL for the function pointers. We really need to switch to gl_generic
here, it would avoid this kind of problems.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Reviewers: cedric, jpeg
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2244
On many platforms the built-in mix(x, y, a) function faster
than its equivalent x * a + y * (1 - a)
Some fields (eg. data) may not be properly initialized.
Use calloc() instead of malloc() will ensure proper initialization
even if we add more fields.
These fields (data) would even be passed down to Evas as
Evas_Event_Key_Down for instance.
Summary:
There is a restriction for some gpu drivers that
eglGetProcAddress must be called after eglMakeCurrent.
So separate egl/glx extensions check from gl_symbols
to be called inside eng_window_new.
Test Plan: egl and glx backend tests
Reviewers: cedric, jpeg
Subscribers: cedric, mer.kim, wonsik
Differential Revision: https://phab.enlightenment.org/D2193
This reverts commit 0585540bb3.
This broke Evas 3d examples. I also suspected some weird things and
wasn't 100% confident with this patch.
Closes T2215.
Thanks for the report.
Summary: This adds a bit more output during crtc flip errors so we can
debug multi-monitor setups
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: As reported by derek & zmike, the previous engine refactor
left some issues where the app would 'flash' during redraws due to
buffer handling. This commit fixes that issue along with flashing
during resize.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: If we do not get a new_region_for_update from an engine, it
could mean that the engine has skipped a frame. In that case, we still
want to try and render any future frames. Before this commit, evas
would never try to re-render anything again once it hit a failed
frame. To fix this, we test for a valid returned region, and if we
don't get one, mark this frame as failed so we can try again.
NB: Thanks for the help Cedric !! :)
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: If we are building for only gles 2.0, then we cannot use
glAlphaFunc else we get compile errors. This adds an #ifndef around
that block to fix building
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary:
Without EGL_PLATFORM environment variable, eglInitialize() can be
failed because egl tried to load DRM platform instead of X11 platform and it
tried to handle XDisplay pointer as a gbm_device pointer as well.
The failure seems to be occured especially if the egl was built
with DRM platform as native platform.
This revision can prevent the failure by indicating proper egl platform using
EGL_PLATFORM environment variable, and additionally it will unset
EGL_PLATFORM environment value when the engine free its info.
@fix
Reviewers: gwanglim, seoz, jaehwan, cedric, raster
Subscribers: raster, cedric
Differential Revision: https://phab.enlightenment.org/D1844
engine
Summary: Frame callbacks are now handled inside the engine itself and
are thus not needed here anymore
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Summary: This patch set fixes the issue of Evas wayland shm engine
causing crashes when resizing efl apps in the E wayland compositor. It
refactors the evas engine to wait for release events on buffers, and
hooks into frame callbacks so that release events will get triggered
at the appropriate time.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
this patch bypass calls to (un)lockFocus, avoid segv
when closing windows
This is certainly not the cleanest way to do it but it seems
to be working correctly at the moment. this may leads to
unexepected behavior which haven't been identified now
@fix
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
@fix this patch:
catch the window close event from cocoa and send an ecore event
this event is catched by a handler in ecore_evas wich will
call the registered fn_delete_request (from elementary for instance)
/!\ this patch is currently incomplete and leads to a segv when
closing the last window
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Depth32, Stencil16 and MSAA are known to be unsupported on many platforms.
While applications should try not to request them, we can try to fallback
nicely and still render using depth24+stencil8 (which is often supported),
or reducing the number of MSAA samples (until 0 if not supported at all).
Get rid of warning inside of the jpeg loader that result of it. I do believe
this is not an ABI break on the loader API. If you disagree, please raise your
voice.
Summary:
EVAS_NATIVE_SURFACE_EVASGL uses egl image, but egl image is
not supported in glx backend, so use texture instead.
Test Plan: Local tests on pc
Reviewers: jpeg
Subscribers: cedric, mer.kim, mythri, wonsik
Differential Revision: https://phab.enlightenment.org/D2174
jpeg: fixed casts
When rebasing the commits, I have been lazy and did a git add src/ that
actually added the files that were not ignored. My bad, sorry about that.
The original patch was fine.
Thanks sung.
Summary:
Change function and variable names to more suitable ones.
Remove FBO_FUNC macros.
Little tidying up from previous commit.
Test Plan: Local Evas GL tests for 1.1, 2.0, and 3.0
Reviewers: jpeg
Subscribers: cedric, mer.kim, mythri, wonsik
Differential Revision: https://phab.enlightenment.org/D2126
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
Summary:
Fix build errors for glx backend made from previous commit
Revert parameter naming
Test Plan: Local Evas GL tests for 1.1, 2.0, and 3.0
Reviewers: jpeg
Subscribers: mythri, wonsik, cedric, mer.kim
Differential Revision: https://phab.enlightenment.org/D2117
Summary:
When the context version between Evas GL and GL backend differs,
we cannot share texture between them.
So, when the driver has support for KHR_gl_texture_2D_image extension,
use EGL image to share between Evas GL and GL backend
Test Plan: Local Evas GL tests for 1.1, 2.0 and 3.0
Reviewers: jpeg
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2115
Summary:
Remove gles1 prefixes for functions that are also used by gles3.
Refactor evgl_make_current a little bit.
Destroy indirect context properly.
Some log message changes and typo fixes.
Test Plan: Local tests on desktop PC
Reviewers: jpeg
Subscribers: mythri, mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2104
Summary:
This should enable applications to use GLES 3.0 through evas gl.
Todo: Fix indirect rendering issue occuring because texture objects
cannot be shared between different version of GLES contexts.
Todo: extension pointers need to be updated for GLES 3.0
Reviewers: wonsik, spacegrapher, jpeg
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2017
@feature
- Check debug flag before warning that a surface is not direct
- Remove notes about surface reconfigure, as this will not be implemented
(see previous commit).
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:
Current definition of transpose and transverse was wrong. Corrected it by
interchanging both definitions.
Signed-off-by: kabeer khan <kabeer.khan@samsung.com>
Reviewers: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2143
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Evas GL backend uses a global OpenGL context for all windows inside
an application. Each window has its own texture to render its
content. We use a singleton NSOpenGLContext shared between all
NSOpenGLView, it solves rendering issues for multiple windows.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Each new Ecore_Evas was already stored into the evases container, however only
the first one was returned and used from events handler, which is not correct if
the application uses multiple windows. This commit adds support to handle
Ecore_Event_Cocoa_Window event type from event handlers and modify
_ecore_evas_cocoa_match() to find the right Ecore_Evas associated with the window
indentifier passed throught Ecore_Event_Cocoa_Window.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
The pixel on the top-right of a texture was set using an invalid offset.
"luckily" this never crashed but probably could have with wide
single-row images.
Also, the output was not perfectly correct.
Summary:
Previously: Each allocation happened in the first chain after any free.
Now: All allocation will happen in one chain until all buckets are full, this can reduce
fragmentation to some extent.
Reviewers: seoz, govi, shilpasingh, raster, cedric
Reviewed By: cedric
Subscribers: cedric, rajeshps
Differential Revision: https://phab.enlightenment.org/D2071
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Automatically fallback to OpenGL ES 2.0 if OpenGL ES 3 is not supported.
This is a first step in trying to support GLES 3 for Evas GL.
This commit is also a wild test to see whether using GLES 3 contexts
by default will break anything. The theory says that GLES 3 is
backwards compatible with GLESv2.
So, if anything GL breaks for you... scream loudly!
But before reporting any bugs, please set the env variable:
- export EVAS_GL_DISABLE_GLES3=1
This does not add any requirement for GLESv3 support.
Just a simple log domain issue (EvasGL was not initialized, so
ERR() would trigger a fatal error). EvasGL is now initialized
on demand when a new GL surface is requested.
engine
Summary: This changes the ecore_evas_pointer_xy_get function call (on
drm engine) to use the new ecore_drm_device_pointer_xy_get so we can
center mouse pointer on an output at startup.
@fix
Signed-off-by: Chris Michael <cp.michael@samsung.com>
Unfortunately, this "feature" has many problems and does not really
fix those it was supposed to address:
- Elm Photocam becomes horrible to use (the transition from
low-res to high-res tiles triggers this miniature path).
- Evas async preload callback is called before the full image
is ready (ie. the texture is not uploaded yet), when really
the preload callback should be triggered only once the image
is 100% ready. (TODO)
- Sometimes the miniature image keeps being used even though the
main image has been uploaded (eg. with E background). Maybe the
object image is not redrawn when it should.
- This uses a separate thread for the upload, which is both a good
and bad idea because we need to do a make current. Also, this does
not upload the full-res image tile by tile, but only in one pass,
thus blocking the render loop until finished.
This patch changes the env var from "EVAS_GL_NOPRELOAD" to
"EVAS_GL_PRELOAD" (and only "1" will enable).
Sorry Cedric, we can talk later about how to improve this.
Sample in the middle of the "macro pixels" and fool around with the
borders (usually used to limit linear sampling artifacts) to improve
image quality on the edges.
Those miniatures are still 16x16 but MAAAYYYYYBE they will look a bit
less awful.
NOTE: The first row still doesn't scale properly (interpolates with
garbage above y=0).
When evas GL uploads textures, it will first upload a 16x16 miniature
image, and then wait for some idle time in the main loop to upload the
high-res image.
Some images may not have smooth scaling enabled which results in the
miniature scaled with GL_NEAREST, showing big ugly squares. Let's
force smooth scaling instead, for a blur image rather than a
checkerboard.
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
The usage of strcat/strncat was not safe, and even Coverity reported
about it.
Fixes CID 1256197:
CID 1256197 (#1 of 2): Buffer not null terminated (BUFFER_SIZE_WARNING)
1. buffer_size_warning: Calling strncpy with a maximum size argument
of 10240 bytes on destination array _gl_ext_string of size 10240 bytes
might leave the destination string unterminated.
Summary:
gl_get_pixels_set is called in evas_object_image_render
even when evas gl is not used.
As gl_get_pixels_set does not actually call evas gl functions,
we can safely remove evgl_init macro here.
Reviewers: raster, cedric, jpeg, Hermet
Subscribers: cedric, mer.kim, wonsik
Differential Revision: https://phab.enlightenment.org/D2063
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
Summary:
Currently dynamic hint set is implemented using eglMapImageSEC extension,
which is no longer supported by any drivers (should be deprecated)
This patch implements dynamic hint set using Khronos extension EGL_TIZEN_image_native_surface.
Since tbm surface library is required for this, libtbm.so is queried at context new.
Test Plan: Local tests
Reviewers: raster, Hermet, cedric, jpeg
Subscribers: mer.kim, wonsik, cedric
Differential Revision: https://phab.enlightenment.org/D2027
Signed-off-by: Jean-Philippe Andre <jp.andre@samsung.com>
jpeg: I also fixed a few minor style issues and two warnings (bad function
names, glsym instead of secsym).
Remove last traces of the uniforms stuff for shaders, that was
removed in the following commits: 6b48c106d3 and cfd337a758.
Don't use uniforms in the evas GL pipeline, at least not like that.