Cedric BAIL
cba397fcf1
ector: and here come the beginning of a Cairo backend.
...
The idea is that Evas engine will actually inherit from it to instanciate their
own Cairo backend (Software and GL) from there.
2015-04-03 16:21:56 +02:00
Cedric BAIL
b06e770614
ector: add beginning of a cairo implementation.
2015-04-03 16:21:54 +02:00
Cedric BAIL
fe0672b80e
ector: all those function needs to be static.
2015-04-03 16:21:53 +02:00
Cedric BAIL
1df94f5baa
ector: share base type structure to the rest of ecore_private.h.
2015-04-03 16:21:52 +02:00
Cedric BAIL
11ac85b40b
ector: duplicate PATH could be useful.
2015-04-03 16:21:50 +02:00
Cedric BAIL
c5d085999a
ector: add stop implementation.
2015-04-03 16:21:49 +02:00
Cedric BAIL
75728e7fff
efl: move PATH manipulation from Evas into Efl interfaces.
2015-04-03 16:21:48 +02:00
Cedric BAIL
62459acda7
ector: start the implementation of a Cairo backend.
2015-04-03 16:19:11 +02:00
Cedric BAIL
3ada4184d7
ector: start the implementation of the Generic surface.
2015-04-03 16:18:30 +02:00
Cedric BAIL
a5f8532e27
ector: make the drawing function virtual as it rely on the backend implementation.
2015-04-03 16:15:43 +02:00
Cedric BAIL
272967afe5
ector: move all interface to be in the Generic namespace.
...
This will enable the possibility to have many implementation for the
backend. Will come first Cairo, followed by Software and GL one day.
2015-04-03 16:15:41 +02:00
Cedric BAIL
0f27e887e4
evas: make the interface part of the Generic name space.
...
This should enable having multiple backend that will use another namespace instead
of Generic.
2015-04-03 16:15:40 +02:00
Cedric BAIL
6f3fd4ac81
ector: add linear and radial gradial renderer to Ector.
2015-04-03 16:15:39 +02:00
Cedric BAIL
4036a22b10
efl: introduce an Efl Gradient Radial interface.
2015-04-03 16:15:37 +02:00
Cedric BAIL
e15bdbe457
efl: add a linear gradient interface.
2015-04-03 16:15:36 +02:00
Cedric BAIL
f701e1f099
ector: add top gradient renderer.
2015-04-03 16:15:04 +02:00
Cedric BAIL
d59351732d
efl: add a gradient interface.
2015-04-03 16:15:03 +02:00
Cedric BAIL
1d49ff7df2
efl: rename geometry to graphics to be more general.
2015-04-03 16:15:02 +02:00
Cedric BAIL
3635b63708
ector: add initial interface for a shape object.
2015-04-03 16:15:00 +02:00
Cedric BAIL
b843394912
autotools: add ector in the list of Eolian file provider.
2015-04-03 16:14:59 +02:00
Cedric BAIL
0510ea90bd
ector: add initial interface for Surface and Renderer.
2015-04-03 16:14:58 +02:00
Cedric BAIL
5e75d607c6
ector: initial introduction.
...
Idea for this library is to become a retained mode drawing library that use
Eo/Eolian for its API and take a lot of the good design from Enesim by
Jorge Zapata and Jose Gonzalez (http://enesim.org/ ).
2015-04-03 16:14:56 +02:00
Cedric BAIL
411bb5b64e
efl: use Efl_Geometry_Shape.
2015-04-03 16:14:55 +02:00
Cedric BAIL
14dcad09c0
efl: add an interface for Efl_Geometry_Shape.
2015-04-03 16:14:54 +02:00
Cedric BAIL
a247ddeceb
evas: fix Evas_VG eo files.
2015-04-03 16:14:52 +02:00
Cedric BAIL
3447936adb
evas: implement all Evas_VG_Shape property.
2015-04-03 16:14:51 +02:00
Cedric BAIL
b50931a5ca
evas: actually compile Evas_VG_Shape.
2015-04-03 16:14:50 +02:00
Cedric BAIL
8097b8ab47
evas: move Evas_VG_Node structure declaration into a shared header to use it directly from Evas_VG.
2015-04-03 16:14:48 +02:00
Cedric BAIL
2e6cc1a173
evas: fix prototype and correctly call the function.
2015-04-03 16:14:47 +02:00
Cedric BAIL
ea9330bfe8
evas: declare internal evas_vg helper.
2015-04-03 16:14:46 +02:00
Cedric BAIL
3d37f150c7
eo: internal variable should not have that much chance to conflict prefix them with ___.
2015-04-03 16:14:19 +02:00
Cedric BAIL
ae5472379f
evas: handle path set on shape object.
2015-04-03 16:13:13 +02:00
Cedric BAIL
1e5c596ca3
evas: implement stupid bound get at container level.
2015-04-03 16:13:12 +02:00
Cedric BAIL
7f072eb607
evas: add Efl.File interface to Evas_Object_VG.
2015-04-03 16:13:11 +02:00
Cedric BAIL
161b7b93e2
evas: add Evas_VG_Image.
2015-04-03 16:13:07 +02:00
Cedric BAIL
fa2f4e969e
evas: implement Evas_VG_Node stacking functions.
2015-04-03 16:13:06 +02:00
Cedric BAIL
9dcf840ade
evas: Evas_VG_Root_Node should only be attached to an Evas_Object_VG.
2015-04-03 16:13:05 +02:00
Cedric BAIL
95e70ee5cb
evas: remove unecessary duplicated code.
2015-04-03 16:13:03 +02:00
Cedric BAIL
7b759ceeca
evas: add evas_vg note.
2015-04-03 16:13:02 +02:00
Cedric BAIL
45ccb8f6d1
evas: add utility function to build path.
2015-04-03 16:13:00 +02:00
Cedric BAIL
9ba6e1a0ae
evas: add initial Evas_Object_VG.
...
Evas_Object_VG is meant to become an object that can hold a SVG
scenegraph inside of it.
2015-04-03 16:12:59 +02:00
Cedric BAIL
659d3c4fd7
eina: add eina_matrix.
...
This code come from Enesim and was done by Jorge. I did just take care
of changing the namespace and coding style.
2015-04-03 16:12:48 +02:00
ChunEon Park
2b0fb1ea1d
evas/common Fixed incorrect blend pixel color logic in neon.
...
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>
2015-04-03 19:48:30 +09:00
Jean-Philippe ANDRE
2748fae3f4
Evas GL common: Fix shaders for GLX
...
Oops! There had to be a breakage somewhere. That's it :)
Thanks Oleksander Shcherbina for the report.
Fixes T2266.
2015-04-03 17:57:07 +09:00
Jean-Philippe Andre
676c10b153
Evas GL common: Fix GL masking with 12,21,22 sampling
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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...
2015-04-03 15:45:07 +09:00
Jean-Philippe Andre
61ab78d3f1
Evas GL common: Fix shader sampling and check nomul
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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%.
2015-04-03 11:26:14 +09:00
Jean-Philippe Andre
f8f1a3e9ed
Evas GL common: Factorize GL shader selection code
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Improve the shader selection function to handle all possible
cases. Only images really need special handling as they
support so many parameters.
2015-04-03 11:26:14 +09:00
Jean-Philippe Andre
a3de2ee3fd
Evas GL common: Factorize shader generation code
...
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.
2015-04-03 11:26:13 +09:00
Jean-Philippe Andre
8586b75a2a
Evas masking: Remove map_mask shaders
...
Those are now duplicates of IMG_MASK
2015-04-03 11:26:13 +09:00
Mike Blumenkrantz
ac11a9cb36
edje: move Edje_Color_Class->desc to end of struct
...
this allows memory layout compatibility with Elm_Color_Class
2015-04-02 15:20:21 -04:00