forked from enlightenment/efl
update README.in with relevant information, fix typos and improve formatting.
* add information about modules "=static" suffix. * fix lots of typos spotted by emacs "flyspell-mode". * add more spacing and separator lines around sections. SVN revision: 52477
This commit is contained in:
parent
200fd80f4e
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@ -4,9 +4,9 @@ Evas @VERSION@ ALPHA
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FOR ANY ISSUES PLEASE EMAIL:
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enlightenment-devel@lists.sourceforge.net
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******************************************************************************
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Requirements:
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-------------
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@ -34,12 +34,12 @@ that can draw anti-aliased text, smooth super and sub-sampled scaled
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images, alpha-blend objects much and more.
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Evas is designed to be portable to different display systems. Evas uses very
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little RAM too (try profiling it in memprof if you want to
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little RAM too (try profiling it in memprof if you want to
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know) most of the ram allocated, if you look, is for freetype itself,
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image pixel data, and font glyph data. You can't really avoid this, though
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evas tries to share this data as much as possible and not duplicate where it
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can. Feel free to point me at sensible memory optimizations etc. though :) I
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want this baby to be lean, mean tiny, fast and do everything from your
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can. Feel free to point me at sensible memory optimizations etc. though :) I
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want this baby to be lean, mean tiny, fast and do everything from your
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massive multi-cpu desktop with gobs of ram and disk to a tiny watch.
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Evas also supports full UTF-8 for text object strings, thus allowing for
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@ -63,7 +63,7 @@ if you want to know what options to enable
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Evas's rendering code assumes a decently optimizing compiler. For
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example gcc with -O2 -march=nocona for example (compile for core2 duo
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x86 or better). Yoiu may choose not to compile for a very modern
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x86 or better). You may choose not to compile for a very modern
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architecture, and Evas still has MMX/SSE, NEON and other hand-crafted
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assembly, but not for everything, so make use of your compiler
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optimizing as much as possible. At least use -O2 or equivalents.
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@ -80,6 +80,8 @@ notes on features (--enable-FEATURE enables it and --disable-FEATURE
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disables it, some being enabled or disabled by default or if
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dependencies are found):
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------------------------------------------------------------------------------
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SCALING:
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--enable-scale-sample
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@ -88,11 +90,14 @@ code, but also the lowest quality. when scaling up pixels will become blocky
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and when scaling down you will see shimmering/aliasing artifacts. this is a
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speed vs. quality tradeoff
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--enable-scale-smooth
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this is the nicest looking scaler that is not that much slower than
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tri-linear, but it looks really good.
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------------------------------------------------------------------------------
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DITHERING:
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--enable-small-dither-mask
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@ -104,6 +109,7 @@ this unless you are struggling for speed. the compaq ipaq for example shows
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a slowdown with this large a dither mask so enabling a small dither mask is
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recommended unless you really want to forgo the speed.
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--enable-line-dither-mask
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this is a faster alternative to the small or large dither masks above.
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@ -113,6 +119,7 @@ between the 2 closest colors available, but it is very fast. almost as
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fast as no dithering. quality though will not be as good as small or
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default "large" dither masks.
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--enable-no-dither-mask
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this disables dithering entirely. this is the fastest option, but the
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@ -124,22 +131,35 @@ not anything unusual. just in the evas world the quality is considered
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poor enough to be discouraged as evas's internal rendering is so much
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higher quality.
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------------------------------------------------------------------------------
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ENGINES:
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--enable-software-xlib
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All engines can be compiled statically inside libevas.so in order to
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reduce runtime time at dynamically loaded modules. All you have to do
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is to enable your chosen modules with "=static" suffix. If they depend
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on software_generic (most do), you need that as well. Examples:
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./configure --enable-static-software-generic --enable-software-xlib=static
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--enable-software-xlib[=static]
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this enables the software x11 rendering engine that renders to X drawable
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targets using highly optimised software routines. there is no hardware
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targets using highly optimized software routines. there is no hardware
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assist here. this engine requires X11 to be installed to build (and run).
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This is a godo generic engine that is fast and can run in X for good
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This is a good generic engine that is fast and can run in X for good
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development and debugging purposes.
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--enable-software-xcb
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--enable-software-xcb[=static]
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this enable the software xcb rendering engine. It allows the same
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features than the software xlib engine. It require the XCB and XCBImage
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libraries. For the test programs, XCBICCCM is also needed.
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--enable-fb
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--enable-fb[=static]
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this is the software framebuffer driving engine. this uses the linux
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framebuffer device (/dev/fb{X}) and will currently just inherit the current
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@ -150,7 +170,8 @@ embedded devices such as the ipaq, zaurus, etc. it also scales up to high-res
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desktop systems as
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well.
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--enable-direcfb
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--enable-directfb[=static]
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this is the direct fb engine that uses direcftb (http://www.directfb.org) on
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linux to access the framebuffer with (or maybe without) acceleration. for
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@ -160,14 +181,16 @@ directfb that offer acceleration (otherwise the fb driver will likely be
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faster). as such this engine is in relative disrepair and is not
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maintained. use with great care.
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--enable-buffer
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--enable-buffer[=static]
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this enables the memory buffer rendering engine. this engine renders
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to a region of memory that is considered to be a 32bit ARGB buffer of
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pixels, allowing the results of rendering to be directly read out or
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used again for other purposes.
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--enable-xrender-x11
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--enable-xrender-x11[=static]
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this engine uses the xrender api to do drawing via (possibly)
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accelerated 2d or 3d hardware means. as such xrender has never lived
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@ -175,11 +198,13 @@ up to its possible performance levels and has fallen into disrepair.
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use this engine at your own risk. it is considered to be "bitrotting"
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and be unmaintained.
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--enable-xrender-xcb
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--enable-xrender-xcb[=static]
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this is the same as xrender-x11 but uses/exposes an xcb api.
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--enable-gl-x11
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--enable-gl-x11[=static]
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this is the opengl engine. it is intended for an x11 target (via xlib)
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rather than framebuffer (even if you use EGL, the EGL flavor is
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@ -259,11 +284,11 @@ minimize fragmentation). the default value for this is 512. if you set
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this environment variable it will be overridden by the value it is set
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to. the maximum value possible here is 512. you may set it to a
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smaller value.
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export EVAS_GL_ATLAS_MAX_H=N
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this is the same as EVAS_GL_ATLAS_MAX_W, but sets the maximum height
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of an image that is allowed into an atlas texture.
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export EVAS_GL_ATLAS_SLOT_SIZE=N
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this sets the height granularity for atlas strips. the default (and
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minimum) value is 16. this means texture atlas strips are always a
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@ -271,7 +296,7 @@ multiple of 16 pixels high (16, 32, 48, 64, etc...). this allows you
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to change the granularity to another value to avoid having more
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textures allocated or try and consolidate allocations into fewer atlas
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strips etc.
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export EVAS_GL_NO_MAP_IMAGE_SEC=1
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if this environment variable is set, it disabled support for the SEC
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map image extension (a zero copy direct-texture access extension that
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@ -280,6 +305,7 @@ evas images, and this is detected by evas (see EVAS_GL_INFO above to
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find out if its detected), then setting this will allow it to be
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forcibly disabled. unset it to allow auto-detection to keep working.
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--enable-gl-flavor-gles
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this enables the opengl-es 2.0 flavor of opengl (as opposed to desktop
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@ -289,6 +315,7 @@ evas works on several opengl-es 2.0 compliant gpu's and gains more
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testing and optimization regularly. it is also capable of
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texture-from-pixmap support in opengl-es like it is in desktop opengl.
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--enable-gles-variety-sgx
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this tells evas that you are building the gl-es engine for a
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@ -296,6 +323,7 @@ shader-compiler "sgx style" opengl-es 2.0 implementation. this is
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where the shader compiler is provided at runtime and can accept the
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shader glsl source and work
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--enable-gles-variety-s3c6410
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this tells evas that you have an s3c6410 style opengl-es
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@ -304,56 +332,84 @@ pre-compiled shader binaries (provided with evas). this has not been
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tested in quite a while as the drivers and environment for this system
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have gone missing
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--enable-software-gdi
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--enable-software-gdi[=static]
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windows gdi based engine for evas
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--enable-software-ddraw
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--enable-software-ddraw[=static]
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windows direct-draw engine for evas
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--enable-direct3d
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--enable-direct3d[=static]
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evas direct3d engine (experimental)
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--enable-quartz
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--enable-quartz[=static]
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macos-x quartz engine (experimental)
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--enable-gl-glew
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--enable-gl-glew[=static]
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opengl glew based gl engine for evas (experimental)
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--enable-software-sdl
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--enable-software-sdl[=static]
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this is the sdl engine that uses sdl library (http://www.libsdl.org). This
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library should work on many operating system. the buffer is
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software-rendered with evas's default software rendering core.
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--enable-gl-sdl
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--enable-gl-sdl[=static]
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opengl (and opengl-es2.0) rendering engine that uses sdl as the front
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end interface. see --enable-gl-x11 etc. for information.
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--enable-software-8-x11
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--enable-software-8-x11[=static]
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8bit only rendering core. intended for greyscale output on things like
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e-paper or simplistic greyscale LCD devices which have no color.
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e-paper or simplistic greyscale LCD devices which have no color, such
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as ebook readers.
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--enable-software-16-x11
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if compiling with =static suffix, then must
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"./configure --enable-static-software-8" as well.
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--enable-software-16-x11[=static]
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16bit specific renderer. lower quality than the default. also limited
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in abilities. in a state of disrepair. do not use.
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in abilities (no support for smooth scale or transformations/map). in
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a state of disrepair. do not use unless your hardware is just 16bpp
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and very limited in CPU and memory.
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--enable-software-16-ddraw
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if compiling with =static suffix, then must
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"./configure --enable-static-software-16" as well.
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--enable-software-16-ddraw[=static]
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16bit renderer for direct-draw. same as software-16-x11 - don't use.
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in disrepair.
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--enable-software-16-wince
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if compiling with =static suffix, then must
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"./configure --enable-static-software-16" as well.
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--enable-software-16-wince[=static]
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same as software-16-ddraw but for windows-ce. in disrepair. don't use.
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if compiling with =static suffix, then must
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"./configure --enable-static-software-16" as well.
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------------------------------------------------------------------------------
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CPU:
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--enable-cpu-c
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@ -362,6 +418,7 @@ fallback code and only have the mmx routines for example. it is suggested to
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always use this regardless unless you have some definite size issues with the
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code.
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--enable-cpu-mmx
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this enables the mmx optimized routines. this works for pentium, pentium2,
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@ -372,6 +429,7 @@ routines yet. :) arm owners will also have to rely on the c fallback
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routines as i haven't managed to come up with any arm assembly that actually
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can beat the c code (when compiled with all optimizations) in speed.
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--enable-cpu-sse
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this enables sse optimizations available in he pentium3 and 4 cpus (not
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@ -381,6 +439,7 @@ ALTIVEC asm routines yet. :) arm owners will also have to rely on the c
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fallback routines as i haven't managed to come up with any arm assembly that
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actually can beat the c code (when compiled with all optimizations) in speed.
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--enable-cpu-neon
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This enables support for the Arm Cortex-A8 and later Neon register
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@ -395,22 +454,25 @@ the gains in drawing are more then worth it overall.
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This is enabled by default, and turns off if a small test program is
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unable to compile.
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Performance is at least 50%, and in some real world tests approaches
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100%.
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If you have any issues with neon, please report them to either the
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edevel mailing list or Brett Nash <nash@nash.id.uau>
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edevel mailing list or Brett Nash <nash@nash.id.au>
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------------------------------------------------------------------------------
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IMAGE LOADERS:
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--enable-image-loader-png
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--enable-image-loader-png[=static]
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this enables the loader code that loads png files using libpng. there may be
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call for embedded devices later that have custom written small image
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loaders that uses less disk space than libpng to load custom format images.
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for now this is the only loader so you may as well include it.
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--enable-image-loader-jpeg
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--enable-image-loader-jpeg[=static]
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this enables the loader code that loads jpeg files using libjpeg. this
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loader also supports load options to pre-scale jpeg images down to
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@ -419,14 +481,16 @@ provide much faster load times while also getting downscaling by 1/2,
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patch to libjpeg7, it can also fast-decode a specific region of a jpeg
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file (without the patch it take a slow-path to do this).
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--enable-image-loader-edb
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--enable-image-loader-edb[=static]
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edb image loader- can load images inside edb database files. not very
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useful as edb itself is no longer used by enlightenment. may be
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removed at some point, so unless you have a burning need for this,
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don't use edb files to store image data and rely on this loader
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--enable-image-loader-eet
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--enable-image-loader-eet[=static]
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loads image data from eet files. eet files are the backing for edje
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storage, so this is needed for edje to work. it is very useful as it
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@ -435,18 +499,24 @@ files are like "zip" files where you can pack a whole lot of image and
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other data together and just pick out the pieces you need at runtime.
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requires the eet library.
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--enable-image-loader-gif
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--enable-image-loader-gif[=static]
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gif image loader. gif is an obsolete format, but due to its longevity,
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sitll has lots of existing data around.
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--enable-image-loader-pmaps
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NOTE: evas has no notion of time, thus animated gif file are not
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supported!
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--enable-image-loader-pmaps[=static]
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ppm/pnm/pgm image loader that can load the "pnm" style image format.
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not very common, but the files are simple raw RGB, greyscale image or
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bitmap data in binary or ascii format
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--enable-image-loader-svg
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--enable-image-loader-svg[=static]
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this loader can load svg files via librsvg (thus it is a dependency).
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this loader supports load options to set the dpi to decode the svg at
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|
@ -454,11 +524,13 @@ etc. which can then be used to create scalable images that scale to
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any size without becoming blocky or blurry, if the source is an svg
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file.
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--enable-image-loader-tiff
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--enable-image-loader-tiff[=static]
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this loader uses libtiff to load tiff image files
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--enable-image-loader-xpm
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--enable-image-loader-xpm[=static]
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this is an xpm format image loader. xpm format images are ascii files
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that look like c/c++ source code that contain images. these files are
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|
@ -466,7 +538,8 @@ old-fashioned unix+x11 images you may encounter, but are inefficient
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for storage and decoding and have been superseded by png files in
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almost every way
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--enable-image-loader-bmp
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--enable-image-loader-bmp[=static]
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this enables the bmp image format loader. note that there seems to be
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a disagreement on 32bit bmp format images where alpha channels are
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@ -474,38 +547,47 @@ concerned and you may run into issues with bmps generated by the gimp
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that have alpha channels. there is a problem where they don't seem to
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be spec-conformant.
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--enable-image-loader-tga
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--enable-image-loader-tga[=static]
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this loader load tga format files. these files are very old-fashioned
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but found often in the 3d graphics world.
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------------------------------------------------------------------------------
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FONT LOADERS:
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--enable-font-loader-eet
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--enable-font-loader-eet[=static]
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this loader can load font (ttf) files directly from eet archives like
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||||
the eet image loader. requires the eet library
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||||
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------------------------------------------------------------------------------
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CONVERTERS:
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--enable-convert-yuv
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||||
this enables an optimized yuv (yv12 601 colorspace) to ARGB32
|
||||
converter in evas
|
||||
|
||||
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||||
--enable-convert-16-rgb-565
|
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||||
the most common converter you'll want for 16bpp. this means 5 bits for red,
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6 bits for green and 5 bits for blue are used.
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||||
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--enable-convert-16-rgb-555
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||||
this is a converter for what many people know as "15 bit" color. you might
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want to enable this for X output as it used to be common to find many cards
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||||
that do this.
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||||
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|
||||
--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 <nash@nash.id.uau>
|
|||
|
||||
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 <nash@nash.id.uau>
|
||||
|
||||
|
||||
--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/
|
||||
|
||||
|
|
Loading…
Reference in New Issue