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authorJean-Philippe Andre <jp.andre@samsung.com>2015-03-04 17:11:26 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2015-03-04 17:31:31 +0900
commitf020171bf2fca0c2f30199904798b79dba929c65 (patch)
tree32af72903be3866c38de77a2d0e88e84706f6746
parent53d3cb4fec32d7876aba1c878501fe7ca9e06c46 (diff)
downloadefl-f020171bf2fca0c2f30199904798b79dba929c65.tar.gz
Evas GL common: Disable evas gl preload by default
Unfortunately, this "feature" has many problems and does not really fix those it was supposed to address: - Elm Photocam becomes horrible to use (the transition from low-res to high-res tiles triggers this miniature path). - Evas async preload callback is called before the full image is ready (ie. the texture is not uploaded yet), when really the preload callback should be triggered only once the image is 100% ready. (TODO) - Sometimes the miniature image keeps being used even though the main image has been uploaded (eg. with E background). Maybe the object image is not redrawn when it should. - This uses a separate thread for the upload, which is both a good and bad idea because we need to do a make current. Also, this does not upload the full-res image tile by tile, but only in one pass, thus blocking the render loop until finished. This patch changes the env var from "EVAS_GL_NOPRELOAD" to "EVAS_GL_PRELOAD" (and only "1" will enable). Sorry Cedric, we can talk later about how to improve this.
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_common.h5
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_preload.c12
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_texture.c5
3 files changed, 17 insertions, 5 deletions
diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h b/src/modules/evas/engines/gl_common/evas_gl_common.h
index 3602319ad7..24e926f337 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_common.h
+++ b/src/modules/evas/engines/gl_common/evas_gl_common.h
@@ -659,8 +659,9 @@ EAPI void evas_gl_common_image_native_disable(Evas_GL_Image *im);
EAPI void evas_gl_common_image_free(Evas_GL_Image *im);
EAPI void evas_gl_common_image_native_enable(Evas_GL_Image *im);
-EAPI int evas_gl_preload_init(void);
-EAPI int evas_gl_preload_shutdown(void);
+EAPI int evas_gl_preload_init(void);
+EAPI int evas_gl_preload_shutdown(void);
+EAPI Eina_Bool evas_gl_preload_enabled(void);
EAPI Evas_Engine_GL_Context *evas_gl_common_context_new(void);
diff --git a/src/modules/evas/engines/gl_common/evas_gl_preload.c b/src/modules/evas/engines/gl_common/evas_gl_preload.c
index 17836c2ec2..5344473c1d 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_preload.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_preload.c
@@ -351,7 +351,8 @@ evas_gl_preload_target_unregister(Evas_GL_Texture *tex, Eo *target)
EAPI int
evas_gl_preload_init(void)
{
- if (getenv("EVAS_GL_NOPRELOAD")) return 0;
+ const char *s = getenv("EVAS_GL_PRELOAD");
+ if (!s || (atoi(s) != 1)) return 0;
if (async_loader_init++) return async_loader_init;
eina_lock_new(&async_loader_lock);
@@ -368,7 +369,8 @@ evas_gl_preload_init(void)
EAPI int
evas_gl_preload_shutdown(void)
{
- if (getenv("EVAS_GL_NOPRELOAD")) return 0;
+ const char *s = getenv("EVAS_GL_PRELOAD");
+ if (!s || (atoi(s) != 1)) return 0;
if (--async_loader_init) return async_loader_init;
async_loader_exit = EINA_TRUE;
@@ -381,3 +383,9 @@ evas_gl_preload_shutdown(void)
return async_loader_init;
}
+
+EAPI Eina_Bool
+evas_gl_preload_enabled(void)
+{
+ return (async_loader_init >= 1);
+}
diff --git a/src/modules/evas/engines/gl_common/evas_gl_texture.c b/src/modules/evas/engines/gl_common/evas_gl_texture.c
index 6c3b0343a6..4f0c0b3e24 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_texture.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_texture.c
@@ -1267,7 +1267,10 @@ evas_gl_common_texture_update(Evas_GL_Texture *tex, RGBA_Image *im)
}
// if preloaded, then async push it in after uploading a miniature of it
- if (im->cache_entry.flags.preload_done && tex->w > 2 * EVAS_GL_TILE_SIZE && tex->h > 2 * EVAS_GL_TILE_SIZE)
+ if (im->cache_entry.flags.preload_done
+ && (tex->w > (2 * EVAS_GL_TILE_SIZE))
+ && (tex->h > (2 * EVAS_GL_TILE_SIZE))
+ && evas_gl_preload_enabled())
{
Evas_GL_Texture_Async_Preload *async;
unsigned char *in;