previously, it had the remaining value issues on blending computation.
The blending color result was in correct.
Signed-Off-By: Vladimir Kuramshin <v.kuramshin@samsung.com>
This is a new feature introduced by the shaders refactoring:
even masking shaders now support smooth sampling of the masked image
using the special 12,21,22 shaders.
Also, refactor the list of texture bindings so that it's
automatically generated by the script, as opposed to being a
manual list...
Now that the shader select function checks the values of "sam"
and "nomul", we can avoid sending the color to the shader when
it's a "nomul" shader. This will most likely give a performance
boost of roughly 0.00000001%.
Remove all individual shaders, factorize everything into
one vertex and one fragment shader. All previous functionality
has been kept as is[*]. Some new features have been added
(new shader types).
This is a first step in simplifying and improving the shaders system.
Next: simplify shader selection
[*] Yeah, that's quite a bold statement here. Maybe I broke everything.
Summary: Delete white space in Eeze.h
Reviewers: cedric, Sergeant_Whitespace
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2246
this adds a new utility called "eetpack" that uses eet, ecore_evas,
eina and evas to stuff images with various compressions/encodings (as
well as raw data in a simple way) into eet files like edj files or any
eet archive. can be used in combination with the "eet" utility and
edje_cc generated edj files.
@feature
in the event of fixed size -> non-fixed size (eg. previous commit optimization),
this calc would no longer occur, so we need to queue it. also if fixed.w or
fixed.h changes value for a group part, we must recalc the group to ensure correct
sizing occurs
when I said > 0 in the last commit message, I was thinking ahead to this commit
which I knew I would later have to make, but had not yet written because I had not
spent the requisite number of hours debugging the code to know that I needed to
have the check in both the code and the commit message
ref 3a451650d2
Invert the meaning of scaled (w,h), so that im->(w,h) corresponds
to the final scaled size, and the original size is stored directly
in the texture itself.
This simplifies code a little bit.
Also, lift the limitation on the maximum texture size, as those
virtual textures are not limited by GPU texture size.
Use the same method as for map masking:
- Pass absolute geometry of the mask to the push functions,
- Compute absolute position in the shader (like gl_Position)
and apply scaling factor + offset to sample the mask.
Masking now uses a single vec4 attribute instead of hi-jacking
other vertices.
This way, all masking shaders share the same code and are way
simpler. On the other hand, the vertex shaders have a little bit
more work to do.
valgrind was most unhappy with ecore_file_app_exe_get(). like:
==8331== Invalid write of size 1
==8331== at 0x68DE90A: ecore_file_app_exe_get (ecore_file.c:994)
==8331== Address 0x1348e58f is 0 bytes after a block of size 31 alloc'd
==8331== at 0x4C28C20: malloc (vg_replace_malloc.c:296)
==8331== Invalid write of size 1
==8331== at 0x68DE948: ecore_file_app_exe_get (ecore_file.c:1000)
==8331== Address 0x1348e599 is 10 bytes after a block of size 31 alloc'd
==8331== at 0x4C28C20: malloc (vg_replace_malloc.c:296)
etc. etc. - so i rewrote it cleanly using strbuf to save code and
effort. cleaner now and ACTUALLY works correctly... and no valgrind
complaints.
@fix