forked from enlightenment/efl
evas gl - tune gl engine to use a bit less cpu overhead
we have used a fair bit of cpu to avoid gpu overhead and this tunes the balance back a bit to throwing more at the gpu and less at the cpu by reducing the number of pipes and max vertex counts per pipe by default and only resetting pipe state vars if adding the first pipe member. @opt
This commit is contained in:
parent
d992a319a8
commit
7dbe886f58
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@ -165,7 +165,7 @@ struct _Evas_GL_Shared
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#define DEF_CUTOUT 4096
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#define MAX_PIPES 32
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#define DEF_PIPES 32
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#define DEF_PIPES 8
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#define DEF_PIPES_SGX_540 24
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#define DEF_PIPES_TEGRA_2 8
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#define DEF_PIPES_TEGRA_3 24
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@ -988,7 +988,7 @@ evas_gl_common_context_new(void)
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&(shared->info.max_texture_units));
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,
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&(shared->info.max_texture_size));
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shared->info.max_vertex_elements = 6 * 100000;
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shared->info.max_vertex_elements = 6 * 100;
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#ifdef GL_MAX_ELEMENTS_VERTICES
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/* only applies to glDrawRangeElements. don't really need to get it.
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glGetIntegerv(GL_MAX_ELEMENTS_VERTICES,
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@ -1847,14 +1847,13 @@ vertex_array_size_check(Evas_Engine_GL_Context *gc EINA_UNUSED, int pn EINA_UNUS
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{
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return 1;
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// this fixup breaks for expedite test 32. why?
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/* for reference
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// for reference
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if ((gc->pipe[pn].array.num + n) > gc->shared->info.max_vertex_elements)
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{
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shader_array_flush(gc);
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return 0;
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}
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return 1;
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*/
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}
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static int
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@ -1966,30 +1965,33 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_LINE;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = 0;
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gc->pipe[pn].shader.cur_texm = mtexid;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.clip = clip;
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gc->pipe[pn].shader.cx = cx;
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gc->pipe[pn].shader.cy = cy;
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gc->pipe[pn].shader.cw = cw;
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gc->pipe[pn].shader.ch = ch;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_LINE;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = 0;
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gc->pipe[pn].shader.cur_texm = mtexid;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.clip = clip;
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gc->pipe[pn].shader.cx = cx;
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gc->pipe[pn].shader.cy = cy;
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gc->pipe[pn].shader.cw = cw;
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gc->pipe[pn].shader.ch = ch;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].array.line = 1;
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gc->pipe[pn].array.anti_alias = gc->dc->anti_alias;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 0;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.line = 1;
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gc->pipe[pn].array.anti_alias = gc->dc->anti_alias;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 0;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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}
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 2);
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@ -2031,29 +2033,31 @@ evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
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EINA_FALSE,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_RECT;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = 0;
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gc->pipe[pn].shader.cur_texm = mtexid;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 0;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_RECT;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = 0;
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gc->pipe[pn].shader.cur_texm = mtexid;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 0;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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}
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2250,29 +2254,32 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_IMAGE;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = pt->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.tex_target = tex_target;
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gc->pipe[pn].shader.smooth = smooth;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = render_op;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_IMAGE;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = pt->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.tex_target = tex_target;
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gc->pipe[pn].shader.smooth = smooth;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = render_op;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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}
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2452,28 +2459,31 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_FONT;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = tex->pt->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.smooth = 0;
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gc->pipe[pn].shader.blend = 1;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_FONT;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = tex->pt->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.smooth = 0;
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gc->pipe[pn].shader.blend = 1;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = 1;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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}
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2532,30 +2542,33 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_YUV;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = tex->pt->texture;
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gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
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gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.smooth = smooth;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 1;
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_YUV;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = tex->pt->texture;
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gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
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gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.smooth = smooth;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 1;
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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}
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2612,30 +2625,33 @@ evas_gl_common_context_yuv_709_push(Evas_Engine_GL_Context *gc,
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0, 0, 0, 0, 0,
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mask_smooth);
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gc->pipe[pn].region.type = SHD_YUV_709;
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gc->pipe[pn].shader.prog = prog;
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gc->pipe[pn].shader.cur_tex = tex->pt->texture;
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gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
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gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
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gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
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gc->pipe[pn].shader.smooth = smooth;
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gc->pipe[pn].shader.blend = blend;
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gc->pipe[pn].shader.render_op = gc->dc->render_op;
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gc->pipe[pn].shader.mask_smooth = mask_smooth;
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gc->pipe[pn].shader.clip = 0;
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gc->pipe[pn].shader.cx = 0;
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gc->pipe[pn].shader.cy = 0;
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gc->pipe[pn].shader.cw = 0;
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gc->pipe[pn].shader.ch = 0;
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gc->pipe[pn].array.line = 0;
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gc->pipe[pn].array.use_vertex = 1;
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gc->pipe[pn].array.use_color = !nomul;
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gc->pipe[pn].array.use_texuv = 1;
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 1;
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gc->pipe[pn].array.use_mask = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
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if (gc->pipe[pn].array.num == 0)
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{
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gc->pipe[pn].region.type = SHD_YUV_709;
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gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
|
||||
gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 1;
|
||||
gc->pipe[pn].array.use_texuv3 = 1;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -2692,29 +2708,32 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
|
|||
0, 0, 0, 0, 0,
|
||||
mask_smooth);
|
||||
|
||||
gc->pipe[pn].region.type = SHD_YUY2;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 1;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_YUY2;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 1;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -2770,31 +2789,34 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
|
|||
0, 0, 0, 0, 0,
|
||||
mask_smooth);
|
||||
|
||||
gc->pipe[pn].region.type = SHD_NV12;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_tex_dyn = tex->pt->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 1;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_NV12;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_tex_dyn = tex->pt->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 1;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -2855,30 +2877,33 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
|
|||
EINA_FALSE, 0, 0, 0, 0,
|
||||
mask_smooth);
|
||||
|
||||
gc->pipe[pn].region.type = SHD_RGB_A_PAIR;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texa = tex->pta->texture;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = EINA_TRUE;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texa = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_RGB_A_PAIR;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texa = tex->pta->texture;
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = EINA_TRUE;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texa = EINA_TRUE;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3040,43 +3065,46 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
|
|||
smooth,
|
||||
clip, cx, cy, cw, ch,
|
||||
mask_smooth);
|
||||
gc->pipe[pn].region.type = SHD_MAP;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_MAP;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
|
||||
if (utexture)
|
||||
{
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptu->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
|
||||
gc->pipe[pn].shader.cur_texv_dyn = tex->ptv->dyn.img;
|
||||
if (utexture)
|
||||
{
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptu->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptu->dyn.img;
|
||||
gc->pipe[pn].shader.cur_texv = tex->ptv->texture;
|
||||
gc->pipe[pn].shader.cur_texv_dyn = tex->ptv->dyn.img;
|
||||
}
|
||||
else if (uvtexture)
|
||||
{
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
|
||||
}
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = clip;
|
||||
gc->pipe[pn].shader.cx = cx;
|
||||
gc->pipe[pn].shader.cy = cy;
|
||||
gc->pipe[pn].shader.cw = cw;
|
||||
gc->pipe[pn].shader.ch = ch;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
|
||||
gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texa = use_texa;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
}
|
||||
else if (uvtexture)
|
||||
{
|
||||
gc->pipe[pn].shader.cur_texu = tex->ptuv->texture;
|
||||
gc->pipe[pn].shader.cur_texu_dyn = tex->ptuv->dyn.img;
|
||||
}
|
||||
gc->pipe[pn].shader.cur_texm = mtex ? mtex->pt->texture : 0;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.mask_smooth = mask_smooth;
|
||||
gc->pipe[pn].shader.clip = clip;
|
||||
gc->pipe[pn].shader.cx = cx;
|
||||
gc->pipe[pn].shader.cy = cy;
|
||||
gc->pipe[pn].shader.cw = cw;
|
||||
gc->pipe[pn].shader.ch = ch;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
|
||||
gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
|
||||
gc->pipe[pn].array.use_mask = !!mtex;
|
||||
gc->pipe[pn].array.use_texa = use_texa;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_masksam = (masksam != SHD_SAM11);
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3238,29 +3266,32 @@ evas_gl_common_filter_displace_push(Evas_Engine_GL_Context *gc,
|
|||
x, y, w, h, blend, smooth,
|
||||
0, 0, 0, 0, 0, EINA_FALSE);
|
||||
|
||||
gc->pipe[pn].region.type = SHD_FILTER_DISPLACE;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_FILTER_DISPLACE;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3357,29 +3388,32 @@ evas_gl_common_filter_curve_push(Evas_Engine_GL_Context *gc,
|
|||
x, y, w, h, blend, smooth,
|
||||
0, 0, 0, 0, 0, EINA_FALSE);
|
||||
|
||||
gc->pipe[pn].region.type = SHD_FILTER_CURVE;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = SHD_FILTER_CURVE;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = (sam != SHD_SAM11);
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3586,29 +3620,32 @@ evas_gl_common_filter_blur_push(Evas_Engine_GL_Context *gc,
|
|||
sx, sy, dw, dh, blend, smooth,
|
||||
0, 0, 0, 0, 0, EINA_FALSE);
|
||||
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, dx, dy, dw, dh);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3711,29 +3748,32 @@ evas_gl_common_filter_grayscale_push(Evas_Engine_GL_Context *gc,
|
|||
x, y, w, h, blend, smooth,
|
||||
0, 0, 0, 0, 0, EINA_FALSE);
|
||||
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -3804,29 +3844,32 @@ evas_gl_common_filter_inverse_color_push(Evas_Engine_GL_Context *gc,
|
|||
x, y, w, h, blend, smooth,
|
||||
0, 0, 0, 0, 0, EINA_FALSE);
|
||||
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
if (gc->pipe[pn].array.num == 0)
|
||||
{
|
||||
gc->pipe[pn].region.type = type;
|
||||
gc->pipe[pn].shader.prog = prog;
|
||||
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
|
||||
gc->pipe[pn].shader.cur_texm = 0;
|
||||
gc->pipe[pn].shader.tex_target = GL_TEXTURE_2D;
|
||||
gc->pipe[pn].shader.smooth = smooth;
|
||||
gc->pipe[pn].shader.mask_smooth = 0;
|
||||
gc->pipe[pn].shader.blend = blend;
|
||||
gc->pipe[pn].shader.render_op = gc->dc->render_op;
|
||||
gc->pipe[pn].shader.clip = 0;
|
||||
gc->pipe[pn].shader.cx = 0;
|
||||
gc->pipe[pn].shader.cy = 0;
|
||||
gc->pipe[pn].shader.cw = 0;
|
||||
gc->pipe[pn].shader.ch = 0;
|
||||
gc->pipe[pn].array.line = 0;
|
||||
gc->pipe[pn].array.use_vertex = 1;
|
||||
gc->pipe[pn].array.use_color = !nomul;
|
||||
gc->pipe[pn].array.use_texuv = 1;
|
||||
gc->pipe[pn].array.use_texuv2 = 0;
|
||||
gc->pipe[pn].array.use_texuv3 = 0;
|
||||
gc->pipe[pn].array.use_texsam = 0;
|
||||
gc->pipe[pn].array.use_mask = 0;
|
||||
gc->pipe[pn].array.use_masksam = 0;
|
||||
}
|
||||
|
||||
pipe_region_expand(gc, pn, x, y, w, h);
|
||||
PIPE_GROW(gc, pn, 6);
|
||||
|
@ -4559,8 +4602,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
|
|||
i,
|
||||
gc->pipe[i].array.num / 6,
|
||||
gc->pipe[0].shader.surface,
|
||||
gc->pipe[0].shader.surface->w,
|
||||
gc->pipe[0].shader.surface->h,
|
||||
gc->pipe[0].shader.surface ? gc->pipe[0].shader.surface->w : 0,
|
||||
gc->pipe[0].shader.surface ? gc->pipe[0].shader.surface->h : 0,
|
||||
gw, gh,
|
||||
gc->pipe[i].shader.cur_tex,
|
||||
types[gc->pipe[i].region.type]
|
||||
|
|
Loading…
Reference in New Issue