On Thu, 28 Nov 2013 09:57:17 +0400 Stanislav Vorobiov <[email protected]>
said:

> Yes, it's for Tizen emulator.
> 
> Latest emulator graphics stack implements texture_from_pixmap extension
> efficiently, i.e. pixmap/window contents appears in texture and vice versa,
> this happens without copyback. The operation is accelerated via host OpenGL
> and it's done via OpenGL framebuffer object. i.e. when an application renders
> to a window or pixmap EGL surface in actually renders via OpenGL framebuffer
> to a texture and when you do texture_from_pixmap you just get this texture
> and that's it.
> 
> The problem is that OpenGL framebuffers (0,0) point is at (bottom,left)
> corner and there's no way to change this, but X assumes that (0,0) is at
> top,left thus for emulator yinvert must be 0.
> 
> BTW, the similar extension has been inroduced to wayland recently, see:
> http://cgit.freedesktop.org/wayland/weston/commit/?id=bfbb8e59fadda112fcdb0bf0a0ed2c0b6c1e1923
> http://cgit.freedesktop.org/mesa/mesa/commit/?id=1281a90532511bb5dcecab1220aa89aa42c4a142

ok - cool. i wanted to know.. what has changed to make this suddenly start
happening now. so a change to the emulator (to have zero copy) did it. got it.

> On 11/28/2013 08:17 AM, Kyungmin Park wrote:
> > Probably, emulator?
> > 
> >> -----Original Message-----
> >> From: Carsten Haitzler (The Rasterman) [mailto:[email protected]]
> >> Sent: Thursday, November 28, 2013 1:09 PM
> >> To: Enlightenment developer list
> >> Cc: Stanislav Vorobiov; [email protected]; [email protected]
> >> Subject: Re: [E-devel] [PATCH] evas - use EGL_NOK_texture_from_pixmap to
> >> get yinvert value
> >>
> >> On Wed, 27 Nov 2013 15:39:05 +0400 Stanislav Vorobiov
> >> <[email protected]>
> >> said:
> >>
> >> i'm curious. when did you run into a pixmap NOT being inverted?
> >>
> >>> Hi everyone,
> >>>
> >>> This patch makes texture_from_pixmap evas feature more robust when
> >>> running with EGL. In case of GLX evas uses GLX_Y_INVERTED_EXT to find
> >>> out if textures that are pixmap's siblings are y-inverted:
> >>>
> >>> glXGetFBConfigAttrib(re->win->disp, configs[j],
> >>>                      GLX_Y_INVERTED_EXT, &val);
> >>> im->native.yinvert = val;
> >>>
> >>> For EGL however it assumes they're always inverted, i.e:
> >>>
> >>> im->native.yinvert = 1;
> >>>
> >>> This patch makes use of EGL_Y_INVERTED_NOK when available to do
> >>> similar stuff in EGL
> >>>
> >>> Stanislav Vorobiov (1):
> >>>   evas - use EGL_NOK_texture_from_pixmap to get yinvert value when
> >>>     possible
> >>>
> >>>  src/modules/evas/engines/gl_x11/evas_engine.c |   17 ++++++++++++++++-
> >>>  1 file changed, 16 insertions(+), 1 deletion(-)
> >>>
> >>> --
> >>> 1.7.9.5
> >>>
> >>>
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> >>
> >>
> >> --
> >> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> >> The Rasterman (Carsten Haitzler)    [email protected]
> > 
> > 
> 
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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