On Fri, 13 Nov 2009 11:27:57 +0800 Brian Wang <brian.wang.0...@gmail.com> said:

> On Fri, Nov 13, 2009 at 11:14 AM, Carsten Haitzler <ras...@rasterman.com>
> wrote:
> > On Fri, 13 Nov 2009 10:47:41 +0800 Brian Wang <brian.wang.0...@gmail.com>
> > said:
> >
> >> On Fri, Nov 13, 2009 at 8:59 AM, Carsten Haitzler <ras...@rasterman.com>
> >> wrote:
> >> > On Thu, 12 Nov 2009 12:07:17 +0800 Brian Wang <brian.wang.0...@gmail.com>
> >> > said:
> >> >
> >> >> [ snip ]
> >> >> > I really want to know screenshots of it. Really, Raster would know the
> >> >> > lack of dithering and blockier gradients because he has "eagle's
> >> >> > eyes", but generally you see minor glitches most people will not
> >> >> > notice. The biggest one so far is blending white on white, but I even
> >> >> > worked it around and it should handle this special case (giving you
> >> >> > white instead of green-ish gray).
> >> >
> >> > "use the 32bit software engine" is my advice. yes. it is slower. but the
> >> > quality is higher and it is complete. the things you see in these shots
> >> > are:
> >> >
> >> > 1. 16bpp engine does no smooth scaling. so scaling is nearest picking of
> >> > pixels always. if smooth is set on or off.
> >> > 2. the font garbage is the 16bpp enigne not handling bitmap fonts. the
> >> > 32bpp engine does, if the font has a bitmap for a glyph.
> >> > 3. imges are converted to 16bpp (from 32) on load with dithering. thus
> >> > the odd colors and "boxy speckles".
> >>
> >> Both worlds are good!  I will make 'static' applications run with
> >> 32bpp engine and 'moving' apps run with 16bpp (lists apps).  It's hard
> >> to ditch either of them.
> >
> > well - me. i would ditch the 16bpp one. but.. as long as you know the 16bpp
> > one will have caveats and bugs.. then fine. you can work around them. or
> > help fix them. if you want it working properly - the software (32bit)
> > engines are the go. remember we also have a GL engine. if your devices SoC
> > has a built-in 3D unit that can do GL-ES2.0 or better (well ok nothing
> > better at this stage) then evas gl engine will also work. you will need.
> > the same gl engine that works on desktop also works on GL-ES.
> >
> > 1. working gl-es drivers/libs from your vendor that support X11 - i know the
> > TI SXG drivers for the omap3 series (and up) do.
> > 2. --enable gl in evas's built and enable gl in ecore-evas. then it will
> > "just work". you will need env vars for elementary to select engine: export
> > ELM_ENGINE="gl" will do the trick.
> > 3. you'll of course need a target soc with 3d and the drivers.
> >
> > if you cant do the above - you'll be stuck in software rendering land as you
> > are now. that's not bad. just remember you have options. you can try gl on
> > your desktop too.
> 
> I'm stuck in software rendering...  There is only a 2D accelerator HW
> in the SoC but I don't know how/where to put it and it is of any good
> use with evas...

to use it you'd need to have a way for evas to access it - in reality the best
u might manage is blit acceleration for copies to the screen. that's about it.
you could try xrender engine and accelerate all of x and xrender, but i dont
think you'll win over software there. you'd have needed to do all the x driver
work anyway to get that far.  i've lost interest in the xrender engine. i'm
tired of never seeing any decent acceleration for it. i want to lean down to 2
core engines. software 32bit ones - they only differ in the buffer output
mechanism. eg fb vs x11 vs win-ce etc. and gl. i'm giving up on all other
engines. that includes the 16bit one

> >> > things you haven't seen yet...
> >> >
> >> > 16bpp engine doesn't do maps. eg this:
> >> > http://www.youtube.com/watch?v=6tuVSkrdjiE
> >> > http://www.youtube.com/watch?v=edLTo61dIgA
> >> >
> >> > (it's new, but i am not going to add it to the 16bpp engine. only generic
> >> > 32bit software and gl. gl is half done atm).
> >>
> >> Wow.  Is it usable on a 400MHz ARM926ejs performance-wise?
> >
> > dunno. but its not too bad on my arm11 (armv6 - s3c6410) @ 532mhz rendering
> > on a 800x480 display. so if you are in qvga land it might be ok too on an
> > arm9 and you dont have horrible display bandwidth issues. use it wisely. it
> > can be costly. also note there is a smooth and non-smooth mode for the maps
> > so turning it off gets u between 2-4x speedup or so. smooth is there for
> > quality reasons. it's the default.
> 
> Is the code in svn?  I'll play with it a bit in my spare time.

all the rendering/evas code is. the elementary demo isn't - its a small test
app here that i modified from work by gustavo to add more child widgets for
testing. expedite test is also in svn btw. u can check it out and play. it's
our "see how fast your target" is tester (as well as testing improvements in
evas). i'd suggest giving it a run on your target and positing your results so
you can compare. know where yu stand in performance relative to your desktop
and thus know what you can achieve.

> >> > you can't use argb image for rendering data. last i checked yuv video
> >> > wasnrt handled. the 16bit engine is a subset of evas's rendering
> >> > abilities with a drop in quality in a tradeoff for speed.
> >> >
> >> >> These are all captured on my x86 box:
> >> >>
> >> >> Home screen:
> >> >> http://cool-idea.com.tw/brian/x11-home.png
> >> >> http://cool-idea.com.tw/brian/x16-home.png
> >> >>
> >> >> Music:
> >> >> http://cool-idea.com.tw/brian/x11-music.png
> >> >> http://cool-idea.com.tw/brian/x16-music.png
> >> >>
> >> >> The artifacts are easily noticeable.  The background image's gradients
> >> >> are of 'big' steps.  The artifacts are even more obvious on my
> >> >> device's LCM, which is of lower DPI.  Is it due to the colors or the
> >> >> scaling?
> >> >>
> >> >> For the 'music' x11-16 screenshot, the text is all broken.  IMHO, this
> >> >> is due to my font, which is a truetype font with bitmaps info for
> >> >> smaller font sizes (bitmap for smaller font and scaler for larger font
> >> >> since scaler Chinese font look bad for small text).
> >> >>
> >> >> >
> >> >> > For instance Canola2 use 16bpp which very colorful and rich visual.
> >> >> > Actually I wrote 16bpp engine for Canola2 project and designers were
> >> >> > always carefully checking all the details:
> >> >> >
> >> >> >    http://openbossa.indt.org/canola2/
> >> >>
> >> >> Yes, I've seen the demo.  Very cool visuals.  I just knew that it uses
> >> >> 16bpp...
> >> >>
> >> >> >
> >> >> > I'd recommend watching out rectangle colors that are supposed to match
> >> >> > image colors. Remember that 16bpp is RGB565, that is 5 bits for both
> >> >> > red and blue, 6 for green. So you basically discard the lower bits of
> >> >> > each full 0-255 values in 32bpp. But for images we apply dithering
> >> >> > when converting from 32->16 in order to avoid blocky gradients and
> >> >> > such, for those cases you will likely get different color (1 value up
> >> >> > or down) for each component based on nearby pixel.
> >> >> >
> >> >> > The safest thing to do is to calc 16bpp colors using:
> >> >> >
> >> >> > dr = (r >> 3) << 3
> >> >> > dg = (g >> 2) << 2
> >> >> > db = (b >> 3) << 3
> >> >> >
> >> >> > The attached script should help you in your task.
> >> >>
> >> >> Do you mean that I have to manipulate each image to make it use only
> >> >> the upper 5/6/5 bits for R/G/B?
> >> >>
> >> >>
> >> >> >
> >> >> > Again, send some screenshots so we can know what you mean.
> >> >>
> >> >> As above.
> >> >>
> >> >> Thanks. :-)
> >> >>
> >> >>
> >> >> brian
> >> >>
> >> >> >
> >> >> > --
> >> >> > Gustavo Sverzut Barbieri
> >> >> > http://profusion.mobi embedded systems
> >> >> > --------------------------------------
> >> >> > MSN: barbi...@gmail.com
> >> >> > Skype: gsbarbieri
> >> >> > Mobile: +55 (19) 9225-2202
> >> >> >
> >> >>
> >> >>
> >> >>
> >> >> --
> >> >> brian
> >> >> ------------------
> >> >>
> >> >> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
> >> >> http://cool-idea.com.tw/
> >> >>
> >> >> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
> >> >>
> >> >> ------------------------------------------------------------------------------
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> >> >> _______________________________________________
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> >> >>
> >> >
> >> >
> >> > --
> >> > ------------- Codito, ergo sum - "I code, therefore I am" --------------
> >> > The Rasterman (Carsten Haitzler)    ras...@rasterman.com
> >> >
> >> >
> >>
> >>
> >>
> >> --
> >> brian
> >> ------------------
> >>
> >> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
> >> http://cool-idea.com.tw/
> >>
> >> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
> >>
> >
> >
> > --
> > ------------- Codito, ergo sum - "I code, therefore I am" --------------
> > The Rasterman (Carsten Haitzler)    ras...@rasterman.com
> >
> >
> 
> 
> 
> -- 
> brian
> ------------------
> 
> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
> http://cool-idea.com.tw/
> 
> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
> 


-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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