diff --git a/legacy/evas/README.in b/legacy/evas/README.in index e619697134..16b9cb8e0a 100644 --- a/legacy/evas/README.in +++ b/legacy/evas/README.in @@ -4,9 +4,9 @@ Evas @VERSION@ ALPHA FOR ANY ISSUES PLEASE EMAIL: enlightenment-devel@lists.sourceforge.net - + ****************************************************************************** - + Requirements: ------------- @@ -34,12 +34,12 @@ that can draw anti-aliased text, smooth super and sub-sampled scaled images, alpha-blend objects much and more. Evas is designed to be portable to different display systems. Evas uses very -little RAM too (try profiling it in memprof if you want to +little RAM too (try profiling it in memprof if you want to know) most of the ram allocated, if you look, is for freetype itself, image pixel data, and font glyph data. You can't really avoid this, though evas tries to share this data as much as possible and not duplicate where it -can. Feel free to point me at sensible memory optimizations etc. though :) I -want this baby to be lean, mean tiny, fast and do everything from your +can. Feel free to point me at sensible memory optimizations etc. though :) I +want this baby to be lean, mean tiny, fast and do everything from your massive multi-cpu desktop with gobs of ram and disk to a tiny watch. Evas also supports full UTF-8 for text object strings, thus allowing for @@ -63,7 +63,7 @@ if you want to know what options to enable Evas's rendering code assumes a decently optimizing compiler. For example gcc with -O2 -march=nocona for example (compile for core2 duo -x86 or better). Yoiu may choose not to compile for a very modern +x86 or better). You may choose not to compile for a very modern architecture, and Evas still has MMX/SSE, NEON and other hand-crafted assembly, but not for everything, so make use of your compiler optimizing as much as possible. At least use -O2 or equivalents. @@ -80,6 +80,8 @@ notes on features (--enable-FEATURE enables it and --disable-FEATURE disables it, some being enabled or disabled by default or if dependencies are found): + +------------------------------------------------------------------------------ SCALING: --enable-scale-sample @@ -88,11 +90,14 @@ code, but also the lowest quality. when scaling up pixels will become blocky and when scaling down you will see shimmering/aliasing artifacts. this is a speed vs. quality tradeoff + --enable-scale-smooth this is the nicest looking scaler that is not that much slower than tri-linear, but it looks really good. + +------------------------------------------------------------------------------ DITHERING: --enable-small-dither-mask @@ -104,6 +109,7 @@ this unless you are struggling for speed. the compaq ipaq for example shows a slowdown with this large a dither mask so enabling a small dither mask is recommended unless you really want to forgo the speed. + --enable-line-dither-mask this is a faster alternative to the small or large dither masks above. @@ -113,6 +119,7 @@ between the 2 closest colors available, but it is very fast. almost as fast as no dithering. quality though will not be as good as small or default "large" dither masks. + --enable-no-dither-mask this disables dithering entirely. this is the fastest option, but the @@ -124,22 +131,35 @@ not anything unusual. just in the evas world the quality is considered poor enough to be discouraged as evas's internal rendering is so much higher quality. + +------------------------------------------------------------------------------ ENGINES: ---enable-software-xlib + +All engines can be compiled statically inside libevas.so in order to +reduce runtime time at dynamically loaded modules. All you have to do +is to enable your chosen modules with "=static" suffix. If they depend +on software_generic (most do), you need that as well. Examples: + + ./configure --enable-static-software-generic --enable-software-xlib=static + + +--enable-software-xlib[=static] this enables the software x11 rendering engine that renders to X drawable -targets using highly optimised software routines. there is no hardware +targets using highly optimized software routines. there is no hardware assist here. this engine requires X11 to be installed to build (and run). -This is a godo generic engine that is fast and can run in X for good +This is a good generic engine that is fast and can run in X for good development and debugging purposes. ---enable-software-xcb + +--enable-software-xcb[=static] this enable the software xcb rendering engine. It allows the same features than the software xlib engine. It require the XCB and XCBImage libraries. For the test programs, XCBICCCM is also needed. ---enable-fb + +--enable-fb[=static] this is the software framebuffer driving engine. this uses the linux framebuffer device (/dev/fb{X}) and will currently just inherit the current @@ -150,7 +170,8 @@ embedded devices such as the ipaq, zaurus, etc. it also scales up to high-res desktop systems as well. ---enable-direcfb + +--enable-directfb[=static] this is the direct fb engine that uses direcftb (http://www.directfb.org) on linux to access the framebuffer with (or maybe without) acceleration. for @@ -160,14 +181,16 @@ directfb that offer acceleration (otherwise the fb driver will likely be faster). as such this engine is in relative disrepair and is not maintained. use with great care. ---enable-buffer + +--enable-buffer[=static] this enables the memory buffer rendering engine. this engine renders to a region of memory that is considered to be a 32bit ARGB buffer of pixels, allowing the results of rendering to be directly read out or used again for other purposes. ---enable-xrender-x11 + +--enable-xrender-x11[=static] this engine uses the xrender api to do drawing via (possibly) accelerated 2d or 3d hardware means. as such xrender has never lived @@ -175,11 +198,13 @@ up to its possible performance levels and has fallen into disrepair. use this engine at your own risk. it is considered to be "bitrotting" and be unmaintained. ---enable-xrender-xcb + +--enable-xrender-xcb[=static] this is the same as xrender-x11 but uses/exposes an xcb api. ---enable-gl-x11 + +--enable-gl-x11[=static] this is the opengl engine. it is intended for an x11 target (via xlib) rather than framebuffer (even if you use EGL, the EGL flavor is @@ -259,11 +284,11 @@ minimize fragmentation). the default value for this is 512. if you set this environment variable it will be overridden by the value it is set to. the maximum value possible here is 512. you may set it to a smaller value. - + export EVAS_GL_ATLAS_MAX_H=N this is the same as EVAS_GL_ATLAS_MAX_W, but sets the maximum height of an image that is allowed into an atlas texture. - + export EVAS_GL_ATLAS_SLOT_SIZE=N this sets the height granularity for atlas strips. the default (and minimum) value is 16. this means texture atlas strips are always a @@ -271,7 +296,7 @@ multiple of 16 pixels high (16, 32, 48, 64, etc...). this allows you to change the granularity to another value to avoid having more textures allocated or try and consolidate allocations into fewer atlas strips etc. - + export EVAS_GL_NO_MAP_IMAGE_SEC=1 if this environment variable is set, it disabled support for the SEC map image extension (a zero copy direct-texture access extension that @@ -280,6 +305,7 @@ evas images, and this is detected by evas (see EVAS_GL_INFO above to find out if its detected), then setting this will allow it to be forcibly disabled. unset it to allow auto-detection to keep working. + --enable-gl-flavor-gles this enables the opengl-es 2.0 flavor of opengl (as opposed to desktop @@ -289,6 +315,7 @@ evas works on several opengl-es 2.0 compliant gpu's and gains more testing and optimization regularly. it is also capable of texture-from-pixmap support in opengl-es like it is in desktop opengl. + --enable-gles-variety-sgx this tells evas that you are building the gl-es engine for a @@ -296,6 +323,7 @@ shader-compiler "sgx style" opengl-es 2.0 implementation. this is where the shader compiler is provided at runtime and can accept the shader glsl source and work + --enable-gles-variety-s3c6410 this tells evas that you have an s3c6410 style opengl-es @@ -304,56 +332,84 @@ pre-compiled shader binaries (provided with evas). this has not been tested in quite a while as the drivers and environment for this system have gone missing ---enable-software-gdi + +--enable-software-gdi[=static] windows gdi based engine for evas ---enable-software-ddraw + +--enable-software-ddraw[=static] windows direct-draw engine for evas ---enable-direct3d + +--enable-direct3d[=static] evas direct3d engine (experimental) ---enable-quartz + +--enable-quartz[=static] macos-x quartz engine (experimental) ---enable-gl-glew + +--enable-gl-glew[=static] opengl glew based gl engine for evas (experimental) ---enable-software-sdl + +--enable-software-sdl[=static] this is the sdl engine that uses sdl library (http://www.libsdl.org). This library should work on many operating system. the buffer is software-rendered with evas's default software rendering core. ---enable-gl-sdl + +--enable-gl-sdl[=static] opengl (and opengl-es2.0) rendering engine that uses sdl as the front end interface. see --enable-gl-x11 etc. for information. ---enable-software-8-x11 + +--enable-software-8-x11[=static] 8bit only rendering core. intended for greyscale output on things like -e-paper or simplistic greyscale LCD devices which have no color. +e-paper or simplistic greyscale LCD devices which have no color, such +as ebook readers. ---enable-software-16-x11 +if compiling with =static suffix, then must +"./configure --enable-static-software-8" as well. + + +--enable-software-16-x11[=static] 16bit specific renderer. lower quality than the default. also limited -in abilities. in a state of disrepair. do not use. +in abilities (no support for smooth scale or transformations/map). in +a state of disrepair. do not use unless your hardware is just 16bpp +and very limited in CPU and memory. ---enable-software-16-ddraw +if compiling with =static suffix, then must +"./configure --enable-static-software-16" as well. + + +--enable-software-16-ddraw[=static] 16bit renderer for direct-draw. same as software-16-x11 - don't use. in disrepair. ---enable-software-16-wince +if compiling with =static suffix, then must +"./configure --enable-static-software-16" as well. + + +--enable-software-16-wince[=static] same as software-16-ddraw but for windows-ce. in disrepair. don't use. +if compiling with =static suffix, then must +"./configure --enable-static-software-16" as well. + + +------------------------------------------------------------------------------ CPU: --enable-cpu-c @@ -362,6 +418,7 @@ fallback code and only have the mmx routines for example. it is suggested to always use this regardless unless you have some definite size issues with the code. + --enable-cpu-mmx this enables the mmx optimized routines. this works for pentium, pentium2, @@ -372,6 +429,7 @@ routines yet. :) arm owners will also have to rely on the c fallback routines as i haven't managed to come up with any arm assembly that actually can beat the c code (when compiled with all optimizations) in speed. + --enable-cpu-sse this enables sse optimizations available in he pentium3 and 4 cpus (not @@ -381,6 +439,7 @@ ALTIVEC asm routines yet. :) arm owners will also have to rely on the c fallback routines as i haven't managed to come up with any arm assembly that actually can beat the c code (when compiled with all optimizations) in speed. + --enable-cpu-neon This enables support for the Arm Cortex-A8 and later Neon register @@ -395,22 +454,25 @@ the gains in drawing are more then worth it overall. This is enabled by default, and turns off if a small test program is unable to compile. - + Performance is at least 50%, and in some real world tests approaches 100%. If you have any issues with neon, please report them to either the -edevel mailing list or Brett Nash +edevel mailing list or Brett Nash + +------------------------------------------------------------------------------ IMAGE LOADERS: ---enable-image-loader-png +--enable-image-loader-png[=static] this enables the loader code that loads png files using libpng. there may be call for embedded devices later that have custom written small image loaders that uses less disk space than libpng to load custom format images. for now this is the only loader so you may as well include it. ---enable-image-loader-jpeg + +--enable-image-loader-jpeg[=static] this enables the loader code that loads jpeg files using libjpeg. this loader also supports load options to pre-scale jpeg images down to @@ -419,14 +481,16 @@ provide much faster load times while also getting downscaling by 1/2, patch to libjpeg7, it can also fast-decode a specific region of a jpeg file (without the patch it take a slow-path to do this). ---enable-image-loader-edb + +--enable-image-loader-edb[=static] edb image loader- can load images inside edb database files. not very useful as edb itself is no longer used by enlightenment. may be removed at some point, so unless you have a burning need for this, don't use edb files to store image data and rely on this loader ---enable-image-loader-eet + +--enable-image-loader-eet[=static] loads image data from eet files. eet files are the backing for edje storage, so this is needed for edje to work. it is very useful as it @@ -435,18 +499,24 @@ files are like "zip" files where you can pack a whole lot of image and other data together and just pick out the pieces you need at runtime. requires the eet library. ---enable-image-loader-gif + +--enable-image-loader-gif[=static] gif image loader. gif is an obsolete format, but due to its longevity, sitll has lots of existing data around. ---enable-image-loader-pmaps +NOTE: evas has no notion of time, thus animated gif file are not +supported! + + +--enable-image-loader-pmaps[=static] ppm/pnm/pgm image loader that can load the "pnm" style image format. not very common, but the files are simple raw RGB, greyscale image or bitmap data in binary or ascii format ---enable-image-loader-svg + +--enable-image-loader-svg[=static] this loader can load svg files via librsvg (thus it is a dependency). this loader supports load options to set the dpi to decode the svg at @@ -454,11 +524,13 @@ etc. which can then be used to create scalable images that scale to any size without becoming blocky or blurry, if the source is an svg file. ---enable-image-loader-tiff + +--enable-image-loader-tiff[=static] this loader uses libtiff to load tiff image files ---enable-image-loader-xpm + +--enable-image-loader-xpm[=static] this is an xpm format image loader. xpm format images are ascii files that look like c/c++ source code that contain images. these files are @@ -466,7 +538,8 @@ old-fashioned unix+x11 images you may encounter, but are inefficient for storage and decoding and have been superseded by png files in almost every way ---enable-image-loader-bmp + +--enable-image-loader-bmp[=static] this enables the bmp image format loader. note that there seems to be a disagreement on 32bit bmp format images where alpha channels are @@ -474,38 +547,47 @@ concerned and you may run into issues with bmps generated by the gimp that have alpha channels. there is a problem where they don't seem to be spec-conformant. ---enable-image-loader-tga + +--enable-image-loader-tga[=static] this loader load tga format files. these files are very old-fashioned but found often in the 3d graphics world. + +------------------------------------------------------------------------------ FONT LOADERS: ---enable-font-loader-eet +--enable-font-loader-eet[=static] this loader can load font (ttf) files directly from eet archives like the eet image loader. requires the eet library + +------------------------------------------------------------------------------ CONVERTERS: --enable-convert-yuv this enables an optimized yuv (yv12 601 colorspace) to ARGB32 converter in evas + --enable-convert-16-rgb-565 the most common converter you'll want for 16bpp. this means 5 bits for red, 6 bits for green and 5 bits for blue are used. + --enable-convert-16-rgb-555 this is a converter for what many people know as "15 bit" color. you might want to enable this for X output as it used to be common to find many cards that do this. + --enable-convert-16-rgb-444 this converter outputs to 12bit packed (int 16 bit WORDS). + --enable-convert-16-rgb-ipq this converter was written specifically for the ipaq (and may apply to @@ -524,12 +606,14 @@ the ipaq and even still works in 16bpp 565 on your pc. it is highly recommended to use this renderer if your target is an ipaq or your device displays similar qualities of the ipaq for display purposes. + --enable-convert-16-rgb-rot-0 this enables the 16bpp converters to run with 0 degrees rotation - this is normal display and you should really include this (though it is optional if you only ever want to do portrait mode - perhaps like on an ipaq embedded device) + --enable-convert-16-rgb-rot-270 this enables the portrait mode (270 degree rotation) converters for 16bpp. @@ -537,50 +621,61 @@ this is the standard display mode for things like pocketpc on the ipaq and the zaurus etc. this is an optimized part of the rendering pipeline to allow portrait display with a much lower overhead than doing it through X. + --enable-convert-16-rgb-rot-180 same as --enable-convert-16-rgb-rot-270 but for 180 degrees + --enable-convert-16-rgb-rot-90 same as --enable-convert-16-rgb-rot-270 but for 90 degrees + --enable-convert-24-rgb-888 this converts evas's 32bit ARGB to 24bit RGB packed format for output if needed + --enable-convert-24-bgr-888 this converts evas's 32bit ARGB to 24bit packed BGR format for output if needed + --enable-convert-32-rgb-8888 32bit RGB output conversion support. byteswapping compared to evas's native colorspace + --enable-convert-32-bgr-8888 conversion (reduces toa memory copy) from evas's native colorspace to the same color format. + --enable-convert-32-rgb-rot-0 copies without rotation evas's native image format + --enable-convert-32-rgb-rot-270 copies evas's native ARGB32 pixels but at a rotation of 270 degrees. + --enable-convert-32-rgb-rot-180 same as --enable-convert-32-rgb-rot-270 but for 180 degrees + --enable-convert-32-rgb-rot-90 same as --enable-convert-32-rgb-rot-270 but for 90 degrees + --enable-convert-24-rgb-ezx a special colorspace handler for 18bit color packed into 24bit output @@ -588,62 +683,76 @@ a special colorspace handler for 18bit color packed into 24bit output platform that did this was the motorola esx based phones that used qtopia originally and have open ezx ports for them. + --enable-convert-8-gry-1 enable 8bit gray to 1 bit black & white converter + --enable-convert-8-gry-16 8bit grey to 16 level grayscale converter + --enable-convert-8-grayscale-64 8bit grey to 64 level grayscale converter + --enable-convert-8-rgb-332 enable converter from 32bit ARGB to 8bit color "332" colorspace (3bits red, 3 bits green, 2 bits blue) + --enable-convert-8-rgb-666 enable converter from 32bit ARGB to 8bit color "216" "websafe" colorspace (6 values for red, 6 for green and 6 for blue - 6x6x6 being 216 colors). + --enable-convert-8-rgb-232 same as convert-8-rgb-332 but 2 bits red, 3 green, 2 blue + --enable-convert-8-rgb-222 same as convert-8-rgb-332 but 2 bits red, 2 green, 2 blue + --enable-convert-8-rgb-221 same as convert-8-rgb-332 but 2 bits red, 2 green, 1 blue + --enable-convert-8-rgb-121 same as convert-8-rgb-332 but 1 bit red, 2 green, 1 blue + --enable-convert-8-rgb-111 same as convert-8-rgb-332 but 1 bit red, 1 green, 1 blue. this is the lowest sized colorspace supported for rgb (3bits, 8 color). + +------------------------------------------------------------------------------ MISC: --enable-pthreads this enables pthread support in evas so multiple threads may run internally for parallel rendering, loading etc. + --enable-async-events this provides the ability for evas to have an asynchronous event notification pipe to provide events when background threads are done with tasks, like pre-loading image files + --enable-async-preload evas can load images (preload) them in the background using a thread @@ -651,6 +760,7 @@ if you ask it to, and provide events when done. this goes hand-in-hand with --enable-pthreads and --enable-async-events. you really want all of these available. + --enable-async-render **CAUTION - MAY NOT WORK RIGHT** this enables a software multi-frame threaded renderer. this will @@ -672,12 +782,14 @@ use this feature, don't enable it in the build as there is a general performance hit of maintaining this feature at all, so beware that enabling it for single core systems will likely take a performance hit. + --enable-pipe-render **DISABLED DUE TO BUGS** this enables a multiple-thread renderer that divides the rendering into N regions (1 per core) to speed up rendering in software when you have multiple cpu cores. + --enable-word-cache Cache rendered words and draw them as a single object, instead of @@ -700,13 +812,14 @@ the e-devel mailing list or Brett Nash For GL see metric caching... + --enable-metric-cache Metric caching saves character metrics between characters in words. This enables it to render words much quicker as it avoids things like space calculations and kerning calculation. -The cache seize is also controlled by EVAS_WORD_CACHE_MAX_WORDS +The cache size is also controlled by EVAS_WORD_CACHE_MAX_WORDS It is useful for GL in particular, although software engines do get some gain. @@ -718,21 +831,24 @@ caching (and neon on arm if you can), for GL, turn on metric caching. If you have any issues with metric caching, please report them to either the e-devel mailing list or Brett Nash + --enable-fontconfig this enables fontconfig support for loading font files by using generic fontconfig font names and styles. you really should use this by default on any linux/unix platform for universal font support. + --enable-fribidi this enables support for the fribidi library to have right to left and left to right font rendering so languges such as arabic, hebrew and other "RTL" langauges display properly. + --enable-evas-magic-debug -this allows oyu to enable and disable evas's extra magic number +this allows you to enable and disable evas's extra magic number checks. these allow better stability with runtime object magic "number" checks to make sure you are accessing a real object in memory of the right type, and will avoid doing "bad things" if they detect @@ -740,6 +856,8 @@ the wrong object type being passed in. if you are absolutely sure your system has no bugs in accessing objects of the wrong type with the wrong calls, you can gain some small performance by disabling this. + +------------------------------------------------------------------------------ NOTES: For the arm optimizations you want to try: @@ -754,7 +872,6 @@ For compilation with MinGW, fnmatch.h is probably missing. That file can be found here: http://www.koders.com/c/fid2B518462CB1EED3D4E31E271DB83CD1582F6EEBE.aspx It should be installed in the mingw include directory. - + For the OpenGL engine on Windows, the glew library is needed: http://glew.sourceforge.net/ -