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path: root/src/modules/evas/engines/gl_common/evas_gl_preload.c
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* Evas gl: Remove unused variableJean-Philippe Andre2014-04-081-1/+0
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* evas: support uploading AGRY88 and GRY8 directly to GPU.Cedric BAIL2014-04-011-104/+10
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* Evas: Fix crash in GL engine(s) during preload cancelJean-Philippe Andre2013-12-091-0/+4
| | | | | | | In my config, running terminology with the GL engine and under cserve2, some image could not be loaded. The tex argument in evas_gl_preload_target_[un]register was NULL, leading to an immediate crash.
* evas - gl engine - async texture upload - protect null tex handle accessCarsten Haitzler (Rasterman)2013-11-251-9/+17
| | | | | this stops a very blantant segv when accessing async->tex when it is NULL on _evas_gl_preload_main_loop_wakeup().
* evas/cserve2: Fix image preload with gl-x11 engineJean-Philippe Andre2013-10-301-0/+19
| | | | | | Cserves supports only the SW (xlib) and GL (gl-x11) engines. Also, improve cs2 support for some lesser used functions in the gl_x11 engine.
* evas gl engine - paranoia: check max texture size limits on texture allocCarsten Haitzler (Rasterman)2013-07-111-8/+8
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* Add missing eina_lock_release when we exitChris Michael2013-07-081-1/+5
| | | | | | | | | Since we take the lock at the start of the function, we should release the mutex lock if we are going to return. NB: Fixes Coverity CID1039381 Signed-off-by: Chris Michael <cp.michael@samsung.com>
* Fix formattingChris Michael2013-07-081-1/+1
| | | | Signed-off-by: Chris Michael <cp.michael@samsung.com>
* evas: make it possible to disable preload for buggy driver.Cedric Bail2013-07-051-0/+2
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* evas: add support for asynchronously uploading GL texture.Cedric Bail2013-06-241-0/+441
NOTE: when using Evas_Object image preload infrastructure the GL texture upload was uploaded from the main loop during the rendering stage. This could lead to some frame drop during fast animation due to the time needed to upload that texture. This patch fix this problem by uploading a small texture quickly (16x16) and waiting for going back to the main loop to be able to use the same GL context from another thread to do the texture upload asynchronously without blocking the main loop.