On 12/18/2012 02:30 PM, Enlightenment SVN wrote: > + > + * Add threaded renderer. > + * Modify software_generic and gl_x11 to use threaded renderer. > +
This series of commits introduces threaded renderer in Evas. This makes the main thread (the application itself, IOW) asynchronous regarding Evas things -- while rendering itself happens on a separate thread. Some tricks are possible with this, such as lowering priority for the application itself, leading to smoother user interfaces, or having better control to avoid tearing (although these are not implemented right now). This is enabled by default and will be used if you use the software_generic engine; the changes to gl_x11 were minimal due to internal API changes. Engines other than software will use the standard synchronous behaviour. This of course adds more complexity to the game, and Evas not being engineered from the start to be asynchronous/threaded means things might crash or misbehave (and then almost certainly crash). We've tested this during the past few weeks and this feels sufficiently stable for initial testing (that's why we're landing it this week). However, I wouldn't bet my life this thing is rock solid, so please test, report bugs, or better yet -- squash'em. Valgrind is a good choice for a whacking tool. Happy b0rkage, Leandro ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel