On Sun, 16 Dec 2012 23:01:20 +0000 Tom Hacohen <[email protected]> said:

> Hey Gustavo,
> 
> I'm sorry about the top-posting, but gmail makes everything so hard... :|
> 
> As you might have noticed, that is not cached atm. We just cache geometry
> information no actual glyphs and bitmaps. Well, at least I didn't do
> anything like that.

as of today - there still is no ref counting of glyphs themselves - well not
from a string (text prop...). the bitmaps are created first time they are needed
for a font, then stay around forever until the whole font is at refcount of 0,
then if they font itself it cleaned up... all glyphs go. :)

the textprops would need to begin ref/unreffing specific glyphs and glypshw ould
need refcounts in them etc. :)

> --
> Tom.
> 
> 
> On Sun, Dec 16, 2012 at 10:05 PM, Gustavo Sverzut Barbieri <
> [email protected]> wrote:
> 
> > On Sun, Dec 16, 2012 at 12:57 PM, Tom Hacohen <[email protected]> wrote:
> > > Hey Gustavo,
> > >
> > > Sorry for the delay. I'll be brief as I don't have much time or energy.
> > :)
> > > If you have any further questions, please feel free to ask.
> > > If I remember correctly, there are two structures:
> > > 1. Evas_Text_Props_Info
> > > 2. Evas_Text_Props
> > >
> > > The first one is immutable and is refcounted. The second one is mutable
> > and
> > > everything goes with it. I guess the lack of a const before
> > > Evas_Text_Props_Info *info is confusing, and I think it's an oversight.
> > The
> > > *_Info one includes all the info about the glyphs of a run, while the
> > other
> > > one represents a part of that run and points to the relevant info.
> > >
> > > With that being said, this code has changed since I touched it (some
> > > adjustments were made by cedric iirc) so my info may be out of date.
> >
> > Hi Tom,
> >
> > We mostly figured out that and we introduced some changes that will
> > turn "glyphs" array into a structure with its length and refcount, not
> > reusing that array anymore, we unref the old and create a new one
> > (later we can optimize by recycling memory).
> >
> > One thing that was not clear to me (maybe the team figured out) is how
> > the glyphs information and bitmaps are managed. When these data are
> > released? How can we lock that if we have threads rendering in the
> > background?
> >
> > BR,
> >
> >
> > --
> > Gustavo Sverzut Barbieri
> > http://profusion.mobi embedded systems
> > --------------------------------------
> > MSN: [email protected]
> > Skype: gsbarbieri
> > Mobile: +55 (19) 9225-2202
> >
> >
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> 
> 
> 
> -- 
> Tom.
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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