Hi all, Upon reviewing the elm_glview, I've realized a few issues and mistakes that i've made originally so I've made some changes/ updates to elm_glview
1.) GL Resource Deletion in ELM_GLView In order to delete GL resources, the current approach simply registered a delete callback to the GLView object and handled resource deletion there. Unfortunately, using the delete callback did not guarantee the glview context to be current. In order to guarantee that the current context was the glview context, the make_current call needs to be called explicitly. Since we were hiding all the make current details in elm_glview, i've decided to add an API that registers a delete callback function. I know that this may seem redundant since there is already a delete callback that you can register with glview objects. Unfortunately, this is the only option that we have apart from exposing make_current, which is something that went again what we are trying to do with elm_glview. Since adding delete callback alone seemed a little out of place, i've taken the liberty to add other callback functions to make it seem consistent. void elm_glview_init_func_set(Evas_Object *obj, Elm_GLView_Func func); void elm_glview_del_func_set(Evas_Object *obj, Elm_GLView_Func func); void elm_glview_resize_func_set(Evas_Object *obj, Elm_GLView_Func func); resize callback can be controversial as well but I want to argue that adding this callback makes the render function a lot cleaner. To handle resize differently, the user in render function needs to manually compare and see if the size has changed, and then handle the cases. Doing all of this internally once makes the developers life a lot easier in my opinion. these callback functions do make the render function a lot cleaner. You can check out the updated test_glview.c or newly added test_glview_simple. 2.) Minor bug fixes/changes elm_glview_scale_policy_set() was supposed to be elm_glview_resize_policy_set() but it somehow evaded our reviews. That has been fixed. Also, in _glview_resize, after updating the surface, it was explicitly calling the render function. It is actually unnecessary here and calling it here will cause problems if resize gets called before everything else is setup properly. So that has been commented out. 3.) test_glview & test_glview_simple elementary_test case for glview has been updated to reflect the api changes. when you run the elmentary_test, you need to make sure that you set ELM_ENGINE=gl as glview currently only runs on gl backend. test_glview runs the gears example. For testing purposes I've included a simple glview test case that renders a triangle and changing background color. 4.) Attached Files: elm_glview_update.patch, test_glview_simple.c - copy test_glview_simple.c to elementary/src/bin directory - apply patch using patch -p0 elm_glview_update.patch - Do make, make install - run by %ELM_ENGINE=gl elmentary_test Comments and suggestions would be much appreciated. thanks a bunch! Sung
elm_glview_update.patch
Description: Binary data
#include <Elementary.h> #ifdef HAVE_CONFIG_H # include "elementary_config.h" #endif #ifndef ELM_LIB_QUICKLAUNCH typedef struct _GLData GLData; // GL related data here.. struct _GLData { Evas_GL_API *glapi; GLuint program; GLuint vtx_shader; GLuint fgmt_shader; GLuint vbo; int initialized : 1; }; static float red = 1.0; //--------------------------------// static GLuint load_shader( GLData *gld, GLenum type, const char *shader_src ) { Evas_GL_API *gl = gld->glapi; GLuint shader; GLint compiled; // Create the shader object shader = gl->glCreateShader(type); if (shader==0) return 0; // Load/Compile shader source gl->glShaderSource(shader, 1, &shader_src, NULL); gl->glCompileShader(shader); gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint info_len = 0; gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); if (info_len > 1) { char* info_log = malloc(sizeof(char) * info_len); gl->glGetShaderInfoLog(shader, info_len, NULL, info_log); printf("Error compiling shader:\n%s\n", info_log ); free(info_log); } gl->glDeleteShader(shader); return 0; } return shader; } // Initialize the shader and program object static int init_shaders(GLData *gld) { Evas_GL_API *gl = gld->glapi; GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "void main() \n" "{ \n" " gl_Position = vPosition; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float;\n"\ "void main() \n" "{ \n" " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" "} \n"; GLint linked; // Load the vertex/fragment shaders gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr); gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr); // Create the program object gld->program = gl->glCreateProgram( ); if (gld->program==0) return 0; gl->glAttachShader(gld->program, gld->vtx_shader); gl->glAttachShader(gld->program, gld->fgmt_shader); gl->glBindAttribLocation(gld->program, 0, "vPosition"); gl->glLinkProgram(gld->program); gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked); if (!linked) { GLint info_len = 0; gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len); if (info_len > 1) { char* info_log = malloc(sizeof(char) * info_len); gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log); printf("Error linking program:\n%s\n", info_log); free(info_log); } gl->glDeleteProgram(gld->program); return 0; } return 1; } // Callbacks static void _init_gl(Evas_Object *obj) { GLData *gld = evas_object_data_get(obj, "gld"); Evas_GL_API *gl = gld->glapi; GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; if (!init_shaders(gld)) { printf("Error Initializing Shaders\n"); return; } gl->glGenBuffers(1, &gld->vbo); gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo); gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW); } static void _del_gl(Evas_Object *obj) { GLData *gld = evas_object_data_get(obj, "gld"); if (!gld) { printf("Unable to get GLData. \n"); return; } Evas_GL_API *gl = gld->glapi; gl->glDeleteShader(gld->vtx_shader); gl->glDeleteShader(gld->fgmt_shader); gl->glDeleteProgram(gld->program); gl->glDeleteBuffers(1, &gld->vbo); evas_object_data_del((Evas_Object*)obj, "..gld"); free(gld); } static void _resize_gl(Evas_Object *obj) { int w, h; GLData *gld = evas_object_data_get(obj, "gld"); Evas_GL_API *gl = gld->glapi; elm_glview_size_get(obj, &w, &h); // GL Viewport stuff. you can avoid doing this if viewport is all the // same as last frame if you want gl->glViewport(0, 0, w, h); } static void _draw_gl(Evas_Object *obj) { Evas_GL_API *gl = elm_glview_gl_api_get(obj); GLData *gld = evas_object_data_get(obj, "gld"); if (!gld) return; int w, h; elm_glview_size_get(obj, &w, &h); gl->glViewport(0, 0, w, h); gl->glClearColor(red,0.8,0.3,1); gl->glClear(GL_COLOR_BUFFER_BIT); // Draw a Triangle gl->glEnable(GL_BLEND); gl->glUseProgram(gld->program); gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo); gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); gl->glEnableVertexAttribArray(0); gl->glDrawArrays(GL_TRIANGLES, 0, 3); // Optional - Flush the GL pipeline gl->glFinish(); red -= 0.1; if (red < 0.0) red = 1.0; } static Eina_Bool _anim(void *data) { elm_glview_changed_set(data); return EINA_TRUE; } static void _on_done(void *data, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__) { evas_object_del((Evas_Object*)data); } static void _del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__) { Ecore_Animator *ani = evas_object_data_get(obj, "ani"); ecore_animator_del(ani); } void test_glview_simple(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__) { Evas_Object *win, *bg, *bx, *bt, *gl; Ecore_Animator *ani; GLData *gld = NULL; if (!(gld = calloc(1, sizeof(GLData)))) return; // Set the engine to opengl_x11 elm_engine_set("opengl_x11"); win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC); elm_win_title_set(win, "GLView Simple"); elm_win_autodel_set(win, 1); bg = elm_bg_add(win); elm_win_resize_object_add(win, bg); evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); evas_object_show(bg); bx = elm_box_add(win); evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); elm_win_resize_object_add(win, bx); evas_object_show(bx); gl = elm_glview_add(win); evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL); evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH); elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE); elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND); elm_glview_init_func_set(gl, _init_gl); elm_glview_del_func_set(gl, _del_gl); elm_glview_resize_func_set(gl, _resize_gl); elm_glview_render_func_set(gl, _draw_gl); elm_box_pack_end(bx, gl); evas_object_show(gl); elm_object_focus(gl); ani = ecore_animator_add(_anim, gl); gld->glapi = elm_glview_gl_api_get(gl); evas_object_data_set(gl, "ani", ani); evas_object_data_set(gl, "gld", gld); evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl); bt = elm_button_add(win); elm_button_label_set(bt, "OK"); evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL); evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0); elm_box_pack_end(bx, bt); evas_object_show(bt); evas_object_smart_callback_add(bt, "clicked", _on_done, win); evas_object_resize(win, 320, 480); evas_object_show(win); } #endif
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