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


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