Re: [E-devel] E SVN: barbieri IN trunk/elementary: data/themes doc/widgets src/lib src/modules/access_output src/modules/test_map

2011-10-07 Thread Daniel Juyung Seo
Yay! This is COOL!
Btw, what does 'u' stands for in 'elu_xxx'?

Daniel Juyung Seo (SeoZ)

On Thu, Oct 6, 2011 at 7:18 AM, Enlightenment SVN
no-re...@enlightenment.org wrote:
 Log:
 Elementary support for EWS, with simplistic window manager.

  This contains a very simple and stupid window manager to be used in
  FB, PS3 or similar single-window engines. Everybody is welcome to
  improve it, particularly:
   * Edje: better border decoration theme
   * Edje: nice background
   * C + Edje: taskbar with minimized items.
   * C + Edje: find a better protocol to determine window size,
     accounting border decoration without account shadow! Right now I'm
     taking everything :-P
   * C: window management keys (Alt+F4 and like)

  How to use: export ELM_ENGINE=ews
  How to configure backing store: export ECORE_EVAS_EWS=engine:x:y:w:h:options
  Example:
  {{{
  export ECORE_EVAS_EWS=software_x11:0:0:1024:768
  export ELM_ENGINE=ews
  elementary_test
  }}}

  Bugs: maybe many, but so far seems it wouldn't take mouse events for
  secondary windows. Will check it later.





 Author:       barbieri
 Date:         2011-10-05 15:18:22 -0700 (Wed, 05 Oct 2011)
 New Revision: 63849
 Trac:         http://trac.enlightenment.org/e/changeset/63849

 Added:
  trunk/elementary/data/themes/ews.edc trunk/elementary/src/lib/elu_ews_wm.c
 Modified:
  trunk/elementary/data/themes/Makefile.am 
 trunk/elementary/data/themes/default.edc trunk/elementary/doc/widgets/ 
 trunk/elementary/src/lib/Elementary.h.in trunk/elementary/src/lib/Makefile.am 
 trunk/elementary/src/lib/elm_config.c trunk/elementary/src/lib/elm_main.c 
 trunk/elementary/src/lib/elm_priv.h trunk/elementary/src/lib/elm_theme.c 
 trunk/elementary/src/lib/elm_win.c 
 trunk/elementary/src/modules/access_output/ 
 trunk/elementary/src/modules/test_map/

 Modified: trunk/elementary/data/themes/Makefile.am
 ===
 --- trunk/elementary/data/themes/Makefile.am    2011-10-05 22:11:00 UTC (rev 
 63848)
 +++ trunk/elementary/data/themes/Makefile.am    2011-10-05 22:18:22 UTC (rev 
 63849)
 @@ -60,6 +60,7 @@
  widgets/entry.edc \
  widgets/map.edc \
  widgets/scroller.edc \
 +ews.edc \
  arrow_down.png \
  arrow_up.png \
  bar_shine.png \

 Modified: trunk/elementary/data/themes/default.edc
 ===
 --- trunk/elementary/data/themes/default.edc    2011-10-05 22:11:00 UTC (rev 
 63848)
 +++ trunk/elementary/data/themes/default.edc    2011-10-05 22:18:22 UTC (rev 
 63849)
 @@ -365,4 +365,6 @@
  #include widgets/video.edc
  #include widgets/naviframe.edc

 +#include ews.edc
 +
  }


 Property changes on: trunk/elementary/doc/widgets
 ___
 Modified: svn:ignore
   - Makefile.in
 Makefile
 .deps
 widget_preview_layout
 widget_preview_colorselector
 widget_preview_fileselector
 widget_preview_ctxpopup
 widget_preview_hover
 widget_preview_anchorview
 widget_preview_diskselector
 widget_preview_separator
 widget_preview_conformant
 widget_preview_entry1
 widget_preview_entry2
 widget_preview_entry3
 widget_preview_entry4
 widget_preview_icon
 widget_preview_clock
 widget_preview_flipselector
 widget_preview_list
 widget_preview_button1
 widget_preview_button2
 widget_preview_button3
 widget_preview_index
 widget_preview_calendar
 widget_preview_label
 widget_preview_image
 widget_preview_hoversel
 widget_preview_bg
 widget_preview_flip
 widget_preview_radio
 widget_preview_check1
 widget_preview_check2
 widget_preview_check3
 widget_preview_fileselector_entry
 widget_preview_bubble1
 widget_preview_bubble2
 widget_preview_bubble3
 widget_preview_actionslider
 widget_preview_anchorblock
 widget_preview_frame
 widget_preview_fileselector_button1
 widget_preview_fileselector_button2
 widget_preview_pager
 widget_preview_fileselector_button3
 widget_preview_toggle
 widget_preview_gengrid
 widget_preview_panel
 widget_preview_slider
 widget_preview_genlist1
 widget_preview_genlist2
 widget_preview_genlist3
 widget_preview_progressbar
 widget_preview_genlist4
 widget_preview_genlist5
 widget_preview_slideshow
 widget_preview_menu
 widget_preview_inwin1
 widget_preview_inwin2
 widget_preview_inwin3
 widget_preview_spinner
 widget_preview_win
 widget_preview_table
 widget_preview_panes
 widget_preview_scroller
 widget_preview_box
 widget_preview_segment_control
 widget_preview_photocam
 widget_preview_notify
 widget_preview_toolbar
 widget_preview_thumb
 widget_preview_mapbuf
 widget_preview_map

   + .deps
 .libs
 Makefile
 Makefile.in
 widget_preview_actionslider
 widget_preview_anchorblock
 widget_preview_anchorview
 widget_preview_bg
 widget_preview_box
 widget_preview_bubble1
 widget_preview_bubble2
 widget_preview_bubble3
 widget_preview_button1
 widget_preview_button2
 widget_preview_button3
 widget_preview_calendar
 widget_preview_check1
 widget_preview_check2
 widget_preview_check3
 

[E-devel] [PATCH] Bug fix for gengrid item size

2011-10-07 Thread Benjamin Drucker
This patch fixes a type-o bug in a recent gengrid commit that causes
incorrect horizontal item positioning on horizontal gengrids.  The
problem is only visible when items are not square.

I have observed that it fixes a problem I was having.

Please review, thanks.
Ben


gengrid-item-size.patch
Description: Binary data
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[E-devel] [Patch] Evil, Configure.ac and Question.

2011-10-07 Thread cnook
Dear All, Hello!

[Patch]
The current configure.ac reset $win32-libs.
This patch will append additional value without reset.
Please review this and give any feedback.

[Question]
I have got a build error from ecore_con.c as following.

   undefined reference to: inet_ntop();

In the Evil, inet_ntop() is defined evil_inet_ntop(); means as following

   #define inet_ntop(x,y,z,s) evil_inet_ntop(x,y,z,s)

and ecore_con.c include Evil.h. So I think this is correct..
(inet_ntop() is defined and can be referenced)
but I have no idea why the build error comes.

Sincerely,
Shinwoo Kim.
Index: configure.ac
===
--- configure.ac	(revision 63906)
+++ configure.ac	(working copy)
@@ -99,19 +99,18 @@ AC_C___ATTRIBUTE__
 win32_cppflags=-DEFL_EVIL_BUILD
 win32_cflags=-Wall -Wextra -Wshadow -Wdeclaration-after-statement -Wmissing-prototypes -Wstrict-prototypes -Wredundant-decls
 win32_cxxflags=
-win32_libs=
 have_wince=no
 case $host_os in
   mingw32ce*)
 have_wince=yes
 win32_cppflags=${win32_cppflags} -D_WIN32_WCE=0x0420
-win32_libs=-ltoolhelp
+win32_libs=${win32_libs} -ltoolhelp
 ;;
   *)
 have_wince=no
 win32_cxxflags=-fno-rtti -fno-exceptions
 win32_cppflags=${win32_cppflags} -D_WIN32_WINNT=0x0501 -DSECURITY_WIN32
-win32_libs=-lpsapi
+win32_libs=${win32_libs} -lpsapi
 ;;
 esac
 AC_SUBST([win32_cppflags])
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Re: [E-devel] [Patch] Evil, Configure.ac and Question.

2011-10-07 Thread Vincent Torri


On Fri, 7 Oct 2011, cnook wrote:

 Dear All, Hello!

 [Patch]
 The current configure.ac reset $win32-libs.
 This patch will append additional value without reset.
 Please review this and give any feedback.

fixed in svn. I changed your patch a bit to optimize DLL load.

thank you


 [Question]
 I have got a build error from ecore_con.c as following.

   undefined reference to: inet_ntop();

 In the Evil, inet_ntop() is defined evil_inet_ntop(); means as following

   #define inet_ntop(x,y,z,s) evil_inet_ntop(x,y,z,s)

 and ecore_con.c include Evil.h. So I think this is correct..
 (inet_ntop() is defined and can be referenced)
 but I have no idea why the build error comes.

Ha, maybe the reason is that I changed the location of the header files.

Before, everything was installed in $includedir (certainly 
$prefix/include for you).

Now, it is installed in $includedir/evil-0

And ecore includes the one in $includedir.

I had that problem. Solution : if there are Evil header files in 
$includedir (Evil.h, evil_*.h), then delete them.

Vincent

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Re: [E-devel] [PATCH] Bug fix for gengrid item size

2011-10-07 Thread michael bouchaud
2011/10/7 Benjamin Drucker benjamin.t.druc...@alum.mit.edu

 This patch fixes a type-o bug in a recent gengrid commit that causes
 incorrect horizontal item positioning on horizontal gengrids.  The
 problem is only visible when items are not square.

 I have observed that it fixes a problem I was having.

 Please review, thanks.
 Ben


 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
 ___
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 enlightenment-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/enlightenment-devel


Thanks, in svn

-- 
Michaël Bouchaud
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Re: [E-devel] Elm entry sizing issue

2011-10-07 Thread Tom Hacohen
I'm away from home/computers until Saturday evening (leaving now), I'll
take a look at it soon after.

But I have a couple of questions until then:
What sizing do you get? what do you expect? The elm minimum height
should change according to the font size (unless it's smaller than the
finger size, which is then used).

--
Tom.

On 07/10/11 02:45, Ausmus, James wrote:
 Hi All-
 
 It appears that a standard Elementary entry widget has a minimum
 height that it refuses to size beneath, regardless of the font size
 being used, as demonstrated by the entry.c and entry.edc files below.
 
 Is there any way around this? How can I get a short Elm entry that
 actually obeys the size of the swallow - do I need to fully grok and
 recreate the default Elm theme for an entry in order to reduce the min
 height of it's visual components, or is there a (much) easier way? :)
 
 Thanks!
 
 -James
 
 
 //
 /*Begin entry.c */
 #include stdio.h
 #include Elementary.h
 #include Edje.h
 
 //UI signal callbacks
 
 static Evas_Object *ly;
 
 void main_quit_cb(void *data, Evas_Object *obj,
 const char *emission, const char *source)
 {
 int x, y, h, w;
 edje_object_part_geometry_get(elm_layout_edje_get(ly),
 input_bg, x, y, w, h);
 printf(after ibg geo: %i/%i, %i/%i\n, x, y, w, h);
 edje_object_part_geometry_get(elm_layout_edje_get(ly),
 input_swallow, x, y, w, h);
 printf(after is geo: %i/%i, %i/%i\n, x, y, w, h);
 elm_exit();
 }
 
 static Evas_Object* load_edj(Evas_Object *parent, const char *file,
 const char *group)
 {
 Evas_Object *eo;
 int r;
 
 eo = elm_layout_add(parent);
 if (eo) {
 r = elm_layout_file_set(eo, file, group);
 if (!r) {
 evas_object_del(eo);
 return NULL;
 }
 
 evas_object_size_hint_weight_set(eo,
 EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
 }
 return eo;
 }
 
 int elm_main(int argc, char *argv[])
 {
 Evas_Object *win = NULL;
 Evas_Object *tb;
 int nw, nh;
 
 /* create window */
 win = elm_win_add(NULL, entry, ELM_WIN_BASIC);
 if (win) {
 elm_win_title_set(win, entry);
 ecore_x_window_size_get(ecore_x_window_root_first_get(),
 nw, nh);
 evas_object_resize(win, nw, nh);
 } else {
 printf(couldn't create win!\n);
 return -1;
 }
 /* load edje */
 ly = load_edj(win, entry.edj, ui);
 if (ly == NULL) {
 printf(Couldn't create layout!\n);
 return -1;
 }
 elm_win_resize_object_add(win, ly);
 edje_object_signal_callback_add(elm_layout_edje_get(ly),
 DONE_EXIT, *, main_quit_cb, NULL);
 
 
 tb = elm_entry_add(ly);
 if (tb) {
 elm_entry_entry_set(tb, font size='4' color='white');
 elm_entry_single_line_set(tb, EINA_TRUE);
 elm_layout_content_set(ly, input_swallow, tb);
 } else {
 printf(Got null TB!\n);
 return -1;
 }
 
 evas_object_show(ly);
 evas_object_show(win);
 
 elm_run();
 elm_shutdown();
 return 0;
 }
 
 ELM_MAIN();
 
 /* End entry.c */
 //
 
 //
 /* Begin entry.edc */
 collections {
 
 group {
 name: ui;
 parts {
 
 part {
 name: background;
 type: RECT;
 description {
 state: default 0.0;
 color: 0 0 0 100;
 }
 program {
 name: background_clicked;
 source: background;
 signal: mouse,clicked,*;
 action: SIGNAL_EMIT DONE_EXIT UI;
 }
 }
 
 part {
 name: input_bg;
 type: RECT;
 description {
 state: default 0.0;
 rel1 { relative: 0.37773 0.04375; }
 rel2 { relative: 0.62227 0.06; }
 color: 100 100 100 255;

Re: [E-devel] E SVN: barbieri IN trunk/elementary: data/themes doc/widgets src/lib src/modules/access_output src/modules/test_map

2011-10-07 Thread Gustavo Sverzut Barbieri
U for utility

On Friday, October 7, 2011, Daniel Juyung Seo seojuyu...@gmail.com wrote:
 Yay! This is COOL!
 Btw, what does 'u' stands for in 'elu_xxx'?

 Daniel Juyung Seo (SeoZ)

 On Thu, Oct 6, 2011 at 7:18 AM, Enlightenment SVN
 no-re...@enlightenment.org wrote:
 Log:
 Elementary support for EWS, with simplistic window manager.

  This contains a very simple and stupid window manager to be used in
  FB, PS3 or similar single-window engines. Everybody is welcome to
  improve it, particularly:
   * Edje: better border decoration theme
   * Edje: nice background
   * C + Edje: taskbar with minimized items.
   * C + Edje: find a better protocol to determine window size,
 accounting border decoration without account shadow! Right now I'm
 taking everything :-P
   * C: window management keys (Alt+F4 and like)

  How to use: export ELM_ENGINE=ews
  How to configure backing store: export
ECORE_EVAS_EWS=engine:x:y:w:h:options
  Example:
  {{{
  export ECORE_EVAS_EWS=software_x11:0:0:1024:768
  export ELM_ENGINE=ews
  elementary_test
  }}}

  Bugs: maybe many, but so far seems it wouldn't take mouse events for
  secondary windows. Will check it later.





 Author:   barbieri
 Date: 2011-10-05 15:18:22 -0700 (Wed, 05 Oct 2011)
 New Revision: 63849
 Trac: http://trac.enlightenment.org/e/changeset/63849

 Added:
  trunk/elementary/data/themes/ews.edc
trunk/elementary/src/lib/elu_ews_wm.c
 Modified:
  trunk/elementary/data/themes/Makefile.am
trunk/elementary/data/themes/default.edc trunk/elementary/doc/widgets/
trunk/elementary/src/lib/Elementary.h.intrunk/elementary/src/lib/Makefile.am
trunk/elementary/src/lib/elm_config.c
trunk/elementary/src/lib/elm_main.c trunk/elementary/src/lib/elm_priv.h
trunk/elementary/src/lib/elm_theme.c trunk/elementary/src/lib/elm_win.c
trunk/elementary/src/modules/access_output/
trunk/elementary/src/modules/test_map/

 Modified: trunk/elementary/data/themes/Makefile.am
 ===
 --- trunk/elementary/data/themes/Makefile.am2011-10-05 22:11:00 UTC
(rev 63848)
 +++ trunk/elementary/data/themes/Makefile.am2011-10-05 22:18:22 UTC
(rev 63849)
 @@ -60,6 +60,7 @@
  widgets/entry.edc \
  widgets/map.edc \
  widgets/scroller.edc \
 +ews.edc \
  arrow_down.png \
  arrow_up.png \
  bar_shine.png \

 Modified: trunk/elementary/data/themes/default.edc
 ===
 --- trunk/elementary/data/themes/default.edc2011-10-05 22:11:00 UTC
(rev 63848)
 +++ trunk/elementary/data/themes/default.edc2011-10-05 22:18:22 UTC
(rev 63849)
 @@ -365,4 +365,6 @@
  #include widgets/video.edc
  #include widgets/naviframe.edc

 +#include ews.edc
 +
  }


 Property changes on: trunk/elementary/doc/widgets
 ___
 Modified: svn:ignore
   - Makefile.in
 Makefile
 .deps
 widget_preview_layout
 widget_preview_colorselector
 widget_preview_fileselector
 widget_preview_ctxpopup
 widget_preview_hover
 widget_preview_anchorview
 widget_preview_diskselector
 widget_preview_separator
 widget_preview_conformant
 widget_preview_entry1
 widget_preview_entry2
 widget_preview_entry3
 widget_preview_entry4
 widget_preview_icon
 widget_preview_clock
 widget_preview_flipselector
 widget_preview_list
 widget_preview_button1
 widget_preview_button2
 widget_preview_button3
 widget_preview_index
 widget_preview_calendar
 widget_preview_label
 widget_preview_image
 widget_preview_hoversel
 widget_preview_bg
 widget_preview_flip

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 threats, fraudulent activity, and more. Splunk takes this data and makes
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-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: barbi...@gmail.com
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202
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Re: [E-devel] Lua2?

2011-10-07 Thread David Seikel
Talking to myself here.  lol

On Fri, 30 Sep 2011 11:15:54 +1000 David Seikel onef...@gmail.com
wrote:

 I've restructured my edje so that there is a separate group with just
 embryo scripts in it.  This group does not do any part manipulation,
 it just sends signals to the group with the parts.  Next I can
 translate that group to a script only lua script.  That will at least
 get me started with lua.

Translated that to a lua script only block.  It's half the size, and
much easier to read.  B-)

/me wonders if Raster will pop his head in at some stage and give his
thoughts about the current state of lua and his plans?

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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Re: [E-devel] E SVN: barbieri trunk/elementary/src/lib

2011-10-07 Thread Mike Blumenkrantz
On Thu, 6 Oct 2011 17:37:25 -0700
Michael Jennings m...@kainx.org wrote:

 On Wednesday, 05 October 2011, at 16:43:03 (-0700),
 Enlightenment SVN wrote:
 
  -  _elm_ews_wm_border_theme_set((void*)tp-key, tp-data, NULL);
  +  _elm_ews_wm_border_theme_set(*(void**)tp-key, tp-data, NULL);
 
 http://c-faq.com/ptrs/genericpp.html
 
 Michael
 
nice catch!

-- 
Mike Blumenkrantz
Zentific: Coding in binary since '10.

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[E-devel] Evas GL engine shader issue

2011-10-07 Thread Jim Kukunas
Hi Folks, 

With Evas trunk, I can no longer use the gl_x11 engine on my Intel 945GME.
I get the error message reproduced below. 

Git bisect points to revision 63832. Any revision before that works fine.

Anyone else having this issue? I can supply more info if needed.

Thanks.

ERR1246:evas-gl_common evas_gl_shader.c:1082 
_evas_gl_common_shader_program_source_init() Abort compile of shader vert 
(nv12): #ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord, tex_coord2;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_y, tex_cuv;
void main()
{
   gl_Position = mvp * vertex;
   col = color;
   tex_y = tex_coord;
   tex_cuv = tex_coord2 * 0.5;
}

Evas can not setup the informations of the OpenGL X11 Engine
No engine selected.

-- 
Jim Kukunas
Intel Open Source Technology Center

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Re: [E-devel] Evas/Elm resolution management

2011-10-07 Thread Youness Alaoui
On Wed, Oct 5, 2011 at 7:59 PM, Gustavo Sverzut Barbieri 
barbi...@profusion.mobi wrote:

 On Wed, Oct 5, 2011 at 6:41 PM, Youness Alaoui
 kakar...@kakaroto.homelinux.net wrote:
  On Tue, Oct 4, 2011 at 9:52 AM, Gustavo Sverzut Barbieri 
  barbi...@profusion.mobi wrote:
 
  On Mon, Oct 3, 2011 at 11:06 PM, Youness Alaoui
  kakar...@kakaroto.homelinux.net wrote:
Hey Gustavo!
   Thanks for answering my email! It's appreciated.
   However it didn't answer my questions, because basically, no, I'm not
  going
   to implement a window manager for the PS3 :) Don't forget that all
   applications/games will be full screen windows, and that 0.1% of
 people
  (a
   lot less I'm sure) actually have a mouse/keyboard hooked to their ps3,
 so
   having multiple windows is not a solution. I'm ok with single window
  apps,
   and while I do want to have interoperability with existing EFL apps
  without
   (or few) modifications, I mostly want something for new app
 development
  and
   a clear API on how to change resolution and how to handle the
 situation I
   explained.. most importantly, I'm not going to implement a WM,
  compositor,
   wayland or anything fancy like that :)
   I am not focusing on multi window apps, in my previous email, when I
 said
  I
   used elementary_test, I failed to mention I only ran it with
  --test-win-only
   to make sure only one window is created, so this is not the issue
 here.
 
  You're overlooking the problem. :-)
 
  1 - The game content itself will run on the main Ecore_Evas that uses
  PS3 directly, not the inner windows. Less overhead... And likely it
  will use the GL bindings, as most games will use GL directly and not
  Evas. Then, to configure the screen they would use this API to set
  their best resolution.
 
  Well, for new apps written for the ps3, I don't see a problem, you'd make
  sure you do everything right, use a single window, set the fullscreen
 flag,
  etc..

 note, there is a check in elm_win.c that forces all FB windows in
 fullscreen, maybe you can add that to your as well.


Yes, that's what i did originally, but this caused the elm_win_resize to not
be called (see first email about that issue), that's why I was forced to
remove that fullscreen flag.




  2 - Most apps will need to have some kind of multiple windows, like
  popups and so to extend/configure the game. These will likely bring
  the need for this manager.
 
  Not really.. I don't expect to just run or port apps from the PC which
 use
  multiple windows.. on a TV it's just not doable..
  don't forget that pretty much everyone will be controlling these with a
 ps3
  controller and I don't see them switching from one window to another with
  that, it just doesn't feel right.
  If you look at eskiss, you'll see that's the kind of stuff I expect.. as
 for
  popup windows, or even contextual popup menus, (or menus), those
 shouldn't
  appear in a console app (but contextual popups still do work since they
  don't create a new window).

 I understand what you mean, but we're not talking about the same
 thing. Games will have to support specific bits for PS3, for instance
 they will have to know the mode they can achieve some FPS... In an
 ideal world it's not required, because API would abstract it... but in
 an ideal world the game would run well enough in all resolutions and
 this is not required as well :-)

Yes, ps3 apps will have ps3 specific code, what my issue with screen res and
fullscreen was, was that I didn't want to write a guide that says if you
want to change resolution, you need to unset the fullscreen flag, resize the
window, then set the fullscreen flag back.


 anyways if you're creating some kind of portal (eg: homebrew market),
 or using a browser (ie: ewebkit port) then you'll need multiple
 windows, or will have a huge work.

Not really, a portal can work quite well with a single window, as for a
browser, it's windows, yes, but you'd have a different way of accessing
them.. the thing of having windows with decorations and using a mouse to
move and 'focus' from one window to another is very desktop specific and not
very joystick/joypad compatible.






  3 - The manager should be simple. It's already possible right now,
  there is no hard code to do. You just manage windows as Evas_Object
  (Image) at the parent canvas,  so window move =
  evas_object_move(window_backing_store, x, y). Resize, hide... are
  similar. Ecore provides such integration with
  ecore_evas_object_image_new(). What we need is to provide such engine
  for Elementary, instead of using your PS3 engine.
 
  I know it would be pretty simple in theory, but then you start doing it,
  then you need to add window decorations, then you test and a few use
 cases
  don't work, and you end up writing a lot of code instead of the simple
  couple of lines that you initially planned..
  I also honestly don't see a point in doing that, at all, since
  multi-windowed application are absolutely not my target here. So 

Re: [E-devel] Elm entry sizing issue

2011-10-07 Thread Ausmus, James
On Fri, Oct 7, 2011 at 2:20 AM, Tom Hacohen t...@stosb.com wrote:
 I'm away from home/computers until Saturday evening (leaving now), I'll
 take a look at it soon after.

 But I have a couple of questions until then:
 What sizing do you get? what do you expect? The elm minimum height
 should change according to the font size (unless it's smaller than the
 finger size, which is then used).

It's taller than the part underneath it that it is set to be relative
to and smaller than. However, I'm betting that the finger size thing
is the issue here - any way to override/set the finger size
dynamically, to be able to get around that limitation in one-off
situations?

Thanks!

-James


 --
 Tom.

 On 07/10/11 02:45, Ausmus, James wrote:
 Hi All-

 It appears that a standard Elementary entry widget has a minimum
 height that it refuses to size beneath, regardless of the font size
 being used, as demonstrated by the entry.c and entry.edc files below.

 Is there any way around this? How can I get a short Elm entry that
 actually obeys the size of the swallow - do I need to fully grok and
 recreate the default Elm theme for an entry in order to reduce the min
 height of it's visual components, or is there a (much) easier way? :)

 Thanks!

 -James


 //
 /*Begin entry.c */
 #include stdio.h
 #include Elementary.h
 #include Edje.h

 //UI signal callbacks

 static Evas_Object *ly;

 void main_quit_cb(void *data, Evas_Object *obj,
                 const char *emission, const char *source)
 {
         int x, y, h, w;
         edje_object_part_geometry_get(elm_layout_edje_get(ly),
 input_bg, x, y, w, h);
         printf(after ibg geo: %i/%i, %i/%i\n, x, y, w, h);
         edje_object_part_geometry_get(elm_layout_edje_get(ly),
 input_swallow, x, y, w, h);
         printf(after is geo: %i/%i, %i/%i\n, x, y, w, h);
         elm_exit();
 }

 static Evas_Object* load_edj(Evas_Object *parent, const char *file,
                 const char *group)
 {
         Evas_Object *eo;
         int r;

         eo = elm_layout_add(parent);
         if (eo) {
                 r = elm_layout_file_set(eo, file, group);
                 if (!r) {
                         evas_object_del(eo);
                         return NULL;
                 }

                 evas_object_size_hint_weight_set(eo,
                                 EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
         }
         return eo;
 }

 int elm_main(int argc, char *argv[])
 {
         Evas_Object *win = NULL;
         Evas_Object *tb;
         int nw, nh;

         /* create window */
         win = elm_win_add(NULL, entry, ELM_WIN_BASIC);
         if (win) {
                 elm_win_title_set(win, entry);
                 ecore_x_window_size_get(ecore_x_window_root_first_get(),
                                                 nw, nh);
                 evas_object_resize(win, nw, nh);
         } else {
                 printf(couldn't create win!\n);
                 return -1;
         }
         /* load edje */
         ly = load_edj(win, entry.edj, ui);
         if (ly == NULL) {
                 printf(Couldn't create layout!\n);
                 return -1;
         }
         elm_win_resize_object_add(win, ly);
         edje_object_signal_callback_add(elm_layout_edje_get(ly),
                         DONE_EXIT, *, main_quit_cb, NULL);


         tb = elm_entry_add(ly);
         if (tb) {
                 elm_entry_entry_set(tb, font size='4' color='white');
                 elm_entry_single_line_set(tb, EINA_TRUE);
                 elm_layout_content_set(ly, input_swallow, tb);
         } else {
                 printf(Got null TB!\n);
                 return -1;
         }

         evas_object_show(ly);
         evas_object_show(win);

         elm_run();
         elm_shutdown();
         return 0;
 }

 ELM_MAIN();

 /* End entry.c */
 //

 //
 /* Begin entry.edc */
 collections {

         group {
                 name: ui;
                 parts {

                         part {
                                 name: background;
                                 type: RECT;
                                 description {
                                         state: default 0.0;
                                         color: 0 0 0 100;
                                 }
                                 program {
                                         name: background_clicked;
                                         source: background;
                                         signal: mouse,clicked,*;
                                         action: SIGNAL_EMIT DONE_EXIT UI;
                                 }
                         }

                         part {
                                 name: input_bg;
                       

Re: [E-devel] E SVN: bdilly trunk/ecore/src/lib/ecore

2011-10-07 Thread Gustavo Sverzut Barbieri
I recall this is Linux specific, If so add an ifdef

On Friday, October 7, 2011, Enlightenment SVN no-re...@enlightenment.org
wrote:
 Log:
 Ecore Exe: add flag to send SIGTERM when parent die

  Add a new ecore exe flag, ECORE_EXE_TERM_WITH_PARENT,
  that will operate on child process,
  sending a SIGTERM when parent process dies.



 Author:   bdilly
 Date: 2011-10-07 16:37:42 -0700 (Fri, 07 Oct 2011)
 New Revision: 63915
 Trac: http://trac.enlightenment.org/e/changeset/63915

 Modified:
  trunk/ecore/src/lib/ecore/Ecore.h trunk/ecore/src/lib/ecore/ecore_exe.c

 Modified: trunk/ecore/src/lib/ecore/Ecore.h
 ===
 --- trunk/ecore/src/lib/ecore/Ecore.h   2011-10-07 17:47:55 UTC (rev
63914)
 +++ trunk/ecore/src/lib/ecore/Ecore.h   2011-10-07 23:37:42 UTC (rev
63915)
 @@ -654,7 +654,8 @@
 ECORE_EXE_PIPE_AUTO = 32, /** stdout and stderr are buffered
automatically */
 ECORE_EXE_RESPAWN = 64, /** FIXME: Exe is restarted if it dies */
 ECORE_EXE_USE_SH = 128, /** Use /bin/sh to run the command. */
 -ECORE_EXE_NOT_LEADER = 256 /** Do not use setsid() to have the
executed process be its own session leader */
 +ECORE_EXE_NOT_LEADER = 256, /** Do not use setsid() to have the
executed process be its own session leader */
 +ECORE_EXE_TERM_WITH_PARENT = 512 /** Makes child receive SIGTERM
when parent dies. */
  };
typedef enum _Ecore_Exe_Flags Ecore_Exe_Flags;


 Modified: trunk/ecore/src/lib/ecore/ecore_exe.c
 ===
 --- trunk/ecore/src/lib/ecore/ecore_exe.c   2011-10-07 17:47:55 UTC
(rev 63914)
 +++ trunk/ecore/src/lib/ecore/ecore_exe.c   2011-10-07 23:37:42 UTC
(rev 63915)
 @@ -14,6 +14,7 @@
  #include sys/types.h
  #include unistd.h
  #include fcntl.h
 +#include sys/prctl.h

  #ifdef HAVE_SYS_WAIT_H
  # include sys/wait.h
 @@ -1509,6 +1510,11 @@
   }
  }

 +   if ((flags  ECORE_EXE_TERM_WITH_PARENT))
 + {
 +prctl(PR_SET_PDEATHSIG, SIGTERM);
 + }
 +
if (!(flags  ECORE_EXE_NOT_LEADER)) setsid();
if ((flags  ECORE_EXE_USE_SH))
  {



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Re: [E-devel] Evas GL engine shader issue

2011-10-07 Thread hannes.janet...@gmail.com
On Fri, Oct 7, 2011 at 10:40 PM, Jim Kukunas
james.t.kuku...@linux.intel.com wrote:
 Hi Folks,

 With Evas trunk, I can no longer use the gl_x11 engine on my Intel 945GME.
 I get the error message reproduced below.

 Git bisect points to revision 63832. Any revision before that works fine.

 Anyone else having this issue? I can supply more info if needed.


Same issue here. looking at the output I would guess that the shader
file should be preprocessed before passing it to the shader compiler.
(I'm no expert in this)



 Thanks.

 ERR1246:evas-gl_common evas_gl_shader.c:1082 
 _evas_gl_common_shader_program_source_init() Abort compile of shader vert 
 (nv12): #ifdef GL_ES
 #ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
 #else
 precision mediump float;
 #endif
 #endif
 attribute vec4 vertex;
 attribute vec4 color;
 attribute vec2 tex_coord, tex_coord2;
 uniform mat4 mvp;
 varying vec4 col;
 varying vec2 tex_y, tex_cuv;
 void main()
 {
   gl_Position = mvp * vertex;
   col = color;
   tex_y = tex_coord;
   tex_cuv = tex_coord2 * 0.5;
 }

 Evas can not setup the informations of the OpenGL X11 Engine
 No engine selected.

 --
 Jim Kukunas
 Intel Open Source Technology Center

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Re: [E-devel] Elm entry sizing issue

2011-10-07 Thread The Rasterman
On Fri, 7 Oct 2011 14:16:58 -0700 Ausmus, James james.aus...@intel.com said:

 On Fri, Oct 7, 2011 at 2:20 AM, Tom Hacohen t...@stosb.com wrote:
  I'm away from home/computers until Saturday evening (leaving now), I'll
  take a look at it soon after.
 
  But I have a couple of questions until then:
  What sizing do you get? what do you expect? The elm minimum height
  should change according to the font size (unless it's smaller than the
  finger size, which is then used).
 
 It's taller than the part underneath it that it is set to be relative
 to and smaller than. However, I'm betting that the finger size thing
 is the issue here - any way to override/set the finger size
 dynamically, to be able to get around that limitation in one-off
 situations?

use a label then, not entry. an entry is there for the purpose of entering
text or selecting it etc. - not just display. thus it forces it to be at least
a finger size in height for single line entries (for multiple line its a bit
nastier so it doesn't currently). the whole point of finger size it to ensure a
person can reliably press on it. if you have a desktop app finger size should
be globally on your system set to something low - like 5. so you wont have a
problem. but elm is fixing the ui to make it usable for people. you don't need
your ui test department now to tell you to fix it anymore. :)

 Thanks!
 
 -James
 
 
  --
  Tom.
 
  On 07/10/11 02:45, Ausmus, James wrote:
  Hi All-
 
  It appears that a standard Elementary entry widget has a minimum
  height that it refuses to size beneath, regardless of the font size
  being used, as demonstrated by the entry.c and entry.edc files below.
 
  Is there any way around this? How can I get a short Elm entry that
  actually obeys the size of the swallow - do I need to fully grok and
  recreate the default Elm theme for an entry in order to reduce the min
  height of it's visual components, or is there a (much) easier way? :)
 
  Thanks!
 
  -James
 
 
  //
  /*Begin entry.c */
  #include stdio.h
  #include Elementary.h
  #include Edje.h
 
  //UI signal callbacks
 
  static Evas_Object *ly;
 
  void main_quit_cb(void *data, Evas_Object *obj,
                  const char *emission, const char *source)
  {
          int x, y, h, w;
          edje_object_part_geometry_get(elm_layout_edje_get(ly),
  input_bg, x, y, w, h);
          printf(after ibg geo: %i/%i, %i/%i\n, x, y, w, h);
          edje_object_part_geometry_get(elm_layout_edje_get(ly),
  input_swallow, x, y, w, h);
          printf(after is geo: %i/%i, %i/%i\n, x, y, w, h);
          elm_exit();
  }
 
  static Evas_Object* load_edj(Evas_Object *parent, const char *file,
                  const char *group)
  {
          Evas_Object *eo;
          int r;
 
          eo = elm_layout_add(parent);
          if (eo) {
                  r = elm_layout_file_set(eo, file, group);
                  if (!r) {
                          evas_object_del(eo);
                          return NULL;
                  }
 
                  evas_object_size_hint_weight_set(eo,
                                  EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
          }
          return eo;
  }
 
  int elm_main(int argc, char *argv[])
  {
          Evas_Object *win = NULL;
          Evas_Object *tb;
          int nw, nh;
 
          /* create window */
          win = elm_win_add(NULL, entry, ELM_WIN_BASIC);
          if (win) {
                  elm_win_title_set(win, entry);
                  ecore_x_window_size_get(ecore_x_window_root_first_get(),
                                                  nw, nh);
                  evas_object_resize(win, nw, nh);
          } else {
                  printf(couldn't create win!\n);
                  return -1;
          }
          /* load edje */
          ly = load_edj(win, entry.edj, ui);
          if (ly == NULL) {
                  printf(Couldn't create layout!\n);
                  return -1;
          }
          elm_win_resize_object_add(win, ly);
          edje_object_signal_callback_add(elm_layout_edje_get(ly),
                          DONE_EXIT, *, main_quit_cb, NULL);
 
 
          tb = elm_entry_add(ly);
          if (tb) {
                  elm_entry_entry_set(tb, font size='4' color='white');
                  elm_entry_single_line_set(tb, EINA_TRUE);
                  elm_layout_content_set(ly, input_swallow, tb);
          } else {
                  printf(Got null TB!\n);
                  return -1;
          }
 
          evas_object_show(ly);
          evas_object_show(win);
 
          elm_run();
          elm_shutdown();
          return 0;
  }
 
  ELM_MAIN();
 
  /* End entry.c */
  //
 
  //
  /* Begin entry.edc */
  collections {
 
          group {
                  name: ui;
          

Re: [E-devel] Evas GL engine shader issue

2011-10-07 Thread The Rasterman
On Fri, 7 Oct 2011 13:40:35 -0700 Jim Kukunas james.t.kuku...@linux.intel.com
said:

evas does have code to get the actual compile error in gl_compile_link_error()
- but your mail doesn't paste any of that. it should be right above what you
pasted if the glsl compiler is reporting errors in error logs. (it also would
have complained about fragment compile error too before that).

 Hi Folks, 
 
 With Evas trunk, I can no longer use the gl_x11 engine on my Intel 945GME.
 I get the error message reproduced below. 
 
 Git bisect points to revision 63832. Any revision before that works fine.
 
 Anyone else having this issue? I can supply more info if needed.
 
 Thanks.
 
 ERR1246:evas-gl_common evas_gl_shader.c:1082
 _evas_gl_common_shader_program_source_init() Abort compile of shader vert
 (nv12): #ifdef GL_ES
 #ifdef GL_FRAGMENT_PRECISION_HIGH
 precision highp float;
 #else
 precision mediump float;
 #endif
 #endif
 attribute vec4 vertex;
 attribute vec4 color;
 attribute vec2 tex_coord, tex_coord2;
 uniform mat4 mvp;
 varying vec4 col;
 varying vec2 tex_y, tex_cuv;
 void main()
 {
gl_Position = mvp * vertex;
col = color;
tex_y = tex_coord;
tex_cuv = tex_coord2 * 0.5;
 }
 
 Evas can not setup the informations of the OpenGL X11 Engine
 No engine selected.
 
 -- 
 Jim Kukunas
 Intel Open Source Technology Center
 
 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
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Re: [E-devel] Evas GL engine shader issue

2011-10-07 Thread The Rasterman
On Sat, 8 Oct 2011 04:32:22 +0200 hannes.janet...@gmail.com
hannes.janet...@googlemail.com said:

 On Fri, Oct 7, 2011 at 10:40 PM, Jim Kukunas
 james.t.kuku...@linux.intel.com wrote:
  Hi Folks,
 
  With Evas trunk, I can no longer use the gl_x11 engine on my Intel 945GME.
  I get the error message reproduced below.
 
  Git bisect points to revision 63832. Any revision before that works fine.
 
  Anyone else having this issue? I can supply more info if needed.
 
 
 Same issue here. looking at the output I would guess that the shader
 file should be preprocessed before passing it to the shader compiler.
 (I'm no expert in this)

no - thats the glsls compilers job. those pre-processing things rely on
defined constants from the compiler. it's how glsl works. i found it by manual
inspection and comparison. cedric uses tex_y in vert shdr but tex_c in frag
shader. fixed.

 
 
  Thanks.
 
  ERR1246:evas-gl_common evas_gl_shader.c:1082
  _evas_gl_common_shader_program_source_init() Abort compile of shader vert
  (nv12): #ifdef GL_ES
  #ifdef GL_FRAGMENT_PRECISION_HIGH
  precision highp float;
  #else
  precision mediump float;
  #endif
  #endif
  attribute vec4 vertex;
  attribute vec4 color;
  attribute vec2 tex_coord, tex_coord2;
  uniform mat4 mvp;
  varying vec4 col;
  varying vec2 tex_y, tex_cuv;
  void main()
  {
    gl_Position = mvp * vertex;
    col = color;
    tex_y = tex_coord;
    tex_cuv = tex_coord2 * 0.5;
  }
 
  Evas can not setup the informations of the OpenGL X11 Engine
  No engine selected.
 
  --
  Jim Kukunas
  Intel Open Source Technology Center
 
  --
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 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
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The Rasterman (Carsten Haitzler)ras...@rasterman.com


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Re: [E-devel] Evas GL engine shader issue

2011-10-07 Thread Mike Blumenkrantz
On Sat, 8 Oct 2011 12:06:42 +0900
Carsten Haitzler (The Rasterman) ras...@rasterman.com wrote:

 On Sat, 8 Oct 2011 04:32:22 +0200 hannes.janet...@gmail.com
 hannes.janet...@googlemail.com said:
 
  On Fri, Oct 7, 2011 at 10:40 PM, Jim Kukunas
  james.t.kuku...@linux.intel.com wrote:
   Hi Folks,
  
   With Evas trunk, I can no longer use the gl_x11 engine on my Intel 945GME.
   I get the error message reproduced below.
  
   Git bisect points to revision 63832. Any revision before that works fine.
  
   Anyone else having this issue? I can supply more info if needed.
  
  
  Same issue here. looking at the output I would guess that the shader
  file should be preprocessed before passing it to the shader compiler.
  (I'm no expert in this)
 
 no - thats the glsls compilers job. those pre-processing things rely on
 defined constants from the compiler. it's how glsl works. i found it by manual
 inspection and comparison. cedric uses tex_y in vert shdr but tex_c in frag
 shader. fixed.
 
  
  
   Thanks.
  
   ERR1246:evas-gl_common evas_gl_shader.c:1082
   _evas_gl_common_shader_program_source_init() Abort compile of shader vert
   (nv12): #ifdef GL_ES
   #ifdef GL_FRAGMENT_PRECISION_HIGH
   precision highp float;
   #else
   precision mediump float;
   #endif
   #endif
   attribute vec4 vertex;
   attribute vec4 color;
   attribute vec2 tex_coord, tex_coord2;
   uniform mat4 mvp;
   varying vec4 col;
   varying vec2 tex_y, tex_cuv;
   void main()
   {
     gl_Position = mvp * vertex;
     col = color;
     tex_y = tex_coord;
     tex_cuv = tex_coord2 * 0.5;
   }
  
   Evas can not setup the informations of the OpenGL X11 Engine
   No engine selected.
  
   --
   Jim Kukunas
   Intel Open Source Technology Center
  
   --
   All of the data generated in your IT infrastructure is seriously valuable.
   Why? It contains a definitive record of application performance, security
   threats, fraudulent activity, and more. Splunk takes this data and makes
   sense of it. IT sense. And common sense.
   http://p.sf.net/sfu/splunk-d2dcopy2
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  --
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  Why? It contains a definitive record of application performance, security
  threats, fraudulent activity, and more. Splunk takes this data and makes
  sense of it. IT sense. And common sense.
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another bug found and fixed with svn log | grep cedric !

-- 
Mike Blumenkrantz
Zentific: Coding in binary since '10.

--
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