Subject: [E-devel] [Patch] Evas gl shader use binary shader
I make patch related with evas gl binary shader.
The concept of binary shader is compile shader only once.
Some people want to use binary shader because of performance issue.
In current evas gl engine, every application have to compile shader each
time.
But I modify code , so only first running application need compile shader.
Other application use already compiled shader(binary shader)
The binary shader is made under HOME/.evas/gl_common_shaders directory.
Binary shader is created according to GL vendor,GL renderer, GL version and
Module_arch.
The basic flow is
1. First running application which use gl engine check binary shader
directory, but it can't find binary shader.
2. After compiling shader, It saves compiled shaders..
3. Other application checks shader directory, it can use binary
shaders.
In mobile target, using binary shader, I can save 150ms. (that time, there
is 11 shaders).
If there is more shaders and more applications, this flow maybe save more
total time.
(the above is now in, changelog coming, with change to using ~/.cache,
some formatting fixes, make ity do the desktop gl one right with the
retrievable hint parameter ont he program etc. - doesn't break desktop
gl at least. yay. a,so fixes to mke it compile at all).
SVN revision: 59167
Subject: evas_gl_api_get patch.
Here's a patch that simply overrides the GL functions for Evas_GL
except for two functions that I provide on my own. It may have some symbol
resolving warnings but that'll all go away eventually when we do everything
via dlsym or getProcAddress.
You can apply the patch to the latest revision of evas. (I've just
updated them) I'm also attaching a sample GLES program that uses
evas_gl_api_get. You don't need to link it to -lGL.
SVN revision: 59092
more. making a loader is a matter of a binary of a specific name and
evas passes certain input on the cmd-line and your binary produces
output on stdout (and also optionally additionally in a shm or tmp
file).
SVN revision: 58914
Subject: [E-devel] [Review] [Patch] Evas - OpenGL on Evas: surface
texture creation patch
I'm attaching a patch that addresses the awkward usage case. It's something
that didn't bother me initially but the more I look at it, i think
it's a little off. :-)
The initial version of the evas_gl that I've submitted had the
following use case.
evasgl = evas_gl_new(e);
sfc = evas_gl_surface_create(...);
ctx = evas_gl_context_create(...);
// Make current triggers surface texture and FBO to be created
evas_gl_make_current(evasgl, sfc, ctx);
// Then you can do a surface_get to retrieve the proper texture and set it
evas_gl_native_surface_get(evasgl, sfc, &ns);
evas_object_image_native_surface_set(img_obj, &ns);
The unnatural thing about this use case is that you have to call the make_current
one time in order for evas_gl to generate a surface texture. This is because
you need a context to create a texture. Unfortunately, this makes the usage
case really awkward.
So, instead, I've decided to get rid of the need for calling the make_current
by generating a surface texture when evas_gl_surface_create() is called
by using the evas' gl context. This works because the newly created context
shares resources with evas. in fact, this is what i'm currently doing with surface
deletion anyway so I thought this solution was reasonable.
Here's how it looks after you get rid of the make_current:
evasgl = evas_gl_new(e);
sfc = evas_gl_surface_create(...);
ctx = evas_gl_context_create(...);
evas_gl_native_surface_get(evasgl, sfc, &ns);
evas_object_image_native_surface_set(img_obj, &ns);
The patch is pretty small and straightforward.
SVN revision: 58892
Patch from Thierry el Borgi with some rework of myself.
NOTE: I don't have much file to test, so if some don't
contact us with those file and we will fix the loader
if needed.
SVN revision: 58873
(part of the evas-gl work)
the patch basically checks to see if the current context is evas' gl context
and if it is, it'll call evas_gl_common_context_flush(). I think this
is the proper
SVN revision: 58786
More work, proudly supported by Samsung. Filters!
So now you can apply a whole host of cheesy visual effects to objects at
runtime. This is the first commit, there are a couple of more to come as I
tweak the filters, and fix blur with GL[1].
Please direct bugs to me nash@nash.id.au.
[1] You'd think shaders would be good at this.. but no, generic blur and GL
are like trying to get an apple product to work with Linux.
SVN revision: 58726
Now when setting :style=Oblique/Italic/Cursiva/Bold and etc and there's
no matching font found in the system, adjustments will be done on
runtime to support that feature.
Patch by Myoungwoon Roy Kim (roy_kim).
SVN revision: 58584
We have string objects, we don't really need them. Draw still uses strings
for metric cache, but that will be removed soon as well.
SVN revision: 58460
This seems to have got lost in my big messup before. This pushes enough of
mask/arbitrary clip to be somewhat useful. I need to push a little more soon
for it to be 100% happy, but this is useful level.
SVN revision: 58373
This lets us get the difference between the width and the advance
of a string pretty fast, which means we only need to calculate either
advance or width, because we can now calculate one from the other.
SVN revision: 58181
screens with the same gl context is more pain than imagined. revert
attempt to handle it. just use xinerama/twinview if u want the
compositor to not suck.
SVN revision: 58050
I don't know if this is useful to backport to stable branch, if you
think so please do it as I don't even have that checkout... svn is
annoying :-P
SVN revision: 58012
Subject: Re: [E-devel] [Patch] evas_image_load_bmp small patch
When I tested some bmp files on evas, I found one bmp file is not displayed.
But this bmp file is displayed on windows and linux gimp and etc.
So I checked this bmp file, this file have 208 data per line despite 207
pixel per line!!
I fixed code to skip the data when data is more than width instead of
break. I think this is not bug but evas policy problem.
SVN revision: 57076
Add missing evas_object_image_source functions.
(was giving nasty 'implicit declarations' prior to this change)
Add UNUSED to evas_common_map_rgba for npoints variable
(wasn't used in that function)
Fixed a little formatting in evas_object_main.c
Add UNUSED to the eng_image_map_draw function of the gl_x11 engine.
(npoints variable not used there)
Fixed a little formatting in gl_x11 engine.
SVN revision: 56869
Proxy objects allow you to use another image as the source of an image.
Essentially allowing the same object to be rendered multiple times. One
object (the source) is the original, each additional 'copy' is an image with
evas_object_image_source_set.
This is complete.
Also add partially working arbitrary maps, and arbitrary clipping.
Unfortunately both have some issues yet to be resolved (waiting on the next
feature to get merged together).
SVN revision: 56777
strings in most of the font engine (everywhere except draw).
Haven't removed the paramteres yet, but did mark them as UNUSED.
Removing them will be part of a future change.
Removed run-time OT toggling support, OT is now fast, no need for that.
Renamed all of the intl_props->text_props (because it really changed purpose now)
Fixed spliting/merging of text_props to be fast and good, not hacky and
complex like before.
Note to reviewers: Most of the changes are indentation related, sorry
for the mess, but I had to do it all in one commit, splitting was not
trivial (at least not in retrospect). The important parts are
evas_font_default_walk.x and text_utils.c. query and draw were just
adjusted a bit and the rest were only adjusted to conform to renaming or
were renaming on their own.
SVN revision: 56629
1. Started feeding Evas_Text_Props to the font engine instead of Evas_BiDi_Props because no we have more general text properties as well - i.e, OpenType stuff.
2. Full Harfbuzz integration which gets compiled in by default (if harfbuzz is present) but only works if the environment variable EVAS_USE_OT is set to 1 (because OT is way slower than regular text rendering).
3. Cleaned the font querying/drawing functions.
4. Added font_shaped function to all of the engines, which by default calls teh harfbuzz stuff (default on linux that is).
5. Moved some source files around a bit to make more sense.
SVN revision: 56455