3 ******************************************************************************
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6 enlightenment-devel@lists.sourceforge.net
8 ******************************************************************************
16 eina (1.1.0 or better)
17 freetype (2.1.9 or better)
20 libX11 + libXext + libXrender
21 OpenGL2.0 or OpenGL-ES 2.0
24 libjpeg (6.0 or better)
31 XCB SDL OpenGL librsvg libtiff libgif edb DirectFB evas_generic_loaders
33 Evas is a clean display canvas API for several target display systems
34 that can draw anti-aliased text, smooth super and sub-sampled scaled
35 images, alpha-blend objects much and more.
37 Evas is designed to be portable to different display systems. Evas uses very
38 little RAM too (try profiling it in memprof if you want to
39 know) most of the ram allocated, if you look, is for freetype itself,
40 image pixel data, and font glyph data. You can't really avoid this, though
41 evas tries to share this data as much as possible and not duplicate where it
42 can. Feel free to point me at sensible memory optimizations etc. though :) I
43 want this baby to be lean, mean tiny, fast and do everything from your
44 massive multi-cpu desktop with gobs of ram and disk to a tiny watch.
46 Evas also supports full UTF-8 for text object strings, thus allowing for
47 full internationalized text strings (if your font gives you all the
48 characters). I've tested with quite a few fonts and it works quite well.
49 Though this requires a unicode compatible font with unicode charmap support
50 (cyberbit is quite good actually as a font). For now Evas draws the fonts
51 only from left to right, so arabic, hebrew etc. won't display quite right,
52 direction-wise, but the characters do.
54 ------------------------------------------------------------------------------
55 COMPILING AND INSTALLING:
59 (as root unless you are installing in your users directories):
62 if you want to know what options to enable
65 Evas's rendering code assumes a decently optimizing compiler. For
66 example gcc with -O2 -march=nocona for example (compile for core2 duo
67 x86 or better). You may choose not to compile for a very modern
68 architecture, and Evas still has MMX/SSE, NEON and other hand-crafted
69 assembly, but not for everything, so make use of your compiler
70 optimizing as much as possible. At least use -O2 or equivalents.
73 the small dither mask is faster on the ipaq, but is not as good looking. on
74 desktop machines it makes no speed difference so only use
75 --enable-small-dither-mask if you really need the speed for low depth
76 you need at least 1 image loader if you want to load images.
77 gcc 3.0.x on solaris screws up the jpeg code so erroring out doesn't work.
78 use gcc 3.2 on solaris.
80 notes on features (--enable-FEATURE enables it and --disable-FEATURE
81 disables it, some being enabled or disabled by default or if
82 dependencies are found):
85 ------------------------------------------------------------------------------
89 this enables the sampling scaler code. this is the fastest image scaling
90 code, but also the lowest quality. when scaling up pixels will become blocky
91 and when scaling down you will see shimmering/aliasing artifacts. this is a
92 speed vs. quality tradeoff
97 this is the nicest looking scaler that is not that much slower than
98 tri-linear, but it looks really good.
101 ------------------------------------------------------------------------------
103 --enable-small-dither-mask
105 this uses a 4x4 dither mask instead of 128x128. on desktop boxes these days
106 (pentium, pentium2, amd etc.) the speed difference is not really measurable,
107 but the quality of the 128x128 dither mask is quite a lot better. patterns
108 of dithering are much less noticeable, so it is recommended to not enable
109 this unless you are struggling for speed. the compaq ipaq for example shows
110 a slowdown with this large a dither mask so enabling a small dither mask is
111 recommended unless you really want to forgo the speed.
114 --enable-line-dither-mask
116 this is a faster alternative to the small or large dither masks above.
117 this dithers only on an alternating-line basis. this only provides 1
118 intermediate "dither" level whose odd and even pixels alternate
119 between the 2 closest colors available, but it is very fast. almost as
120 fast as no dithering. quality though will not be as good as small or
121 default "large" dither masks.
124 --enable-no-dither-mask
126 this disables dithering entirely. this is the fastest option, but the
127 lowest quality. not suggested in general unless you are really in need
128 of an extra few percent speed and are willing to have fairly awful
129 quality. but in general this is the standard rendering for most
130 "realtime graphics" if it has to drop to lower bit-depths, so it's
131 not anything unusual. just in the evas world the quality is considered
132 poor enough to be discouraged as evas's internal rendering is so much
136 ------------------------------------------------------------------------------
139 All engines can be compiled statically inside libevas.so in order to
140 reduce runtime time at dynamically loaded modules. All you have to do
141 is to enable your chosen modules with "=static" suffix. If they depend
142 on software_generic (most do), you need that as well. Examples:
144 ./configure --enable-static-software-generic --enable-software-xlib=static
147 --enable-software-xlib[=static]
149 this enables the software x11 rendering engine that renders to X drawable
150 targets using highly optimized software routines. there is no hardware
151 assist here. this engine requires X11 to be installed to build (and run).
152 This is a good generic engine that is fast and can run in X for good
153 development and debugging purposes.
156 --enable-software-xcb[=static]
158 this enable the software xcb rendering engine. It allows the same
159 features than the software xlib engine. It require the XCB and XCBImage
160 libraries. For the test programs, XCBICCCM is also needed. It is not
161 recommended to use this as it's experimental and will create problems
162 with both ecore_evas and enlightenment itself.
167 this is the software framebuffer driving engine. this uses the linux
168 framebuffer device (/dev/fb{X}) and will currently just inherit the current
169 framebuffer settings on the fb device and use them to run in. this engine is
170 almost fully functional except for the fb management itself. this engine is
171 specifically geared towards people writing minimalist display systems for
172 embedded devices such as the ipaq, zaurus, etc. it also scales up to high-res
177 --enable-directfb[=static]
179 this is the direct fb engine that uses direcftb (http://www.directfb.org) on
180 linux to access the framebuffer with (or maybe without) acceleration. for
181 people making set-top boxes or just wanting an alternative to X this is
182 really good. it may also be useful for embedded devices supported by
183 directfb that offer acceleration (otherwise the fb driver will likely be
184 faster). as such this engine is in relative disrepair and is not
185 maintained. use with great care.
188 --enable-buffer[=static]
190 this enables the memory buffer rendering engine. this engine renders
191 to a region of memory that is considered to be a 32bit ARGB buffer of
192 pixels, allowing the results of rendering to be directly read out or
193 used again for other purposes.
196 --enable-gl-x11[=static]
198 this is the opengl engine. it is intended for an x11 target (via xlib)
199 rather than framebuffer (even if you use EGL, the EGL flavor is
200 expected to be an x11 one). it is a full opengl based rendering engine
201 with all rendering implemented as a texture + triangle pipeline and
202 more. it also supports opengl-es2.0 and is reliant on modern opengl2.0+
203 shader support. this engine also supports the native surface api for
204 adopting pixmaps directly to textures for compositing.
206 some environment variables that control the opengl engine are as
209 export EVAS_GL_INFO=1
210 set this environment variable to enable output of opengl information
211 such as vendor, version, extensions, maximum texture size etc. unset
212 the environment variable to make the output quiet again.
214 export EVAS_GL_MEMINFO=1
215 set this environment variable to enable dumping of debug output
216 whenever textures are allocated or freed, giving the number of
217 textures of each time and how many kb worth of pixel data are
218 allocated for the textures. unset it again to stop this dumping of
221 export EVAS_GL_WIN_RESURF=1
222 set this environment variable to enable the gl engine to try and
223 ddelete the window surface, if it can, when told to "dump resources"
224 to save memory, and re-allocate it when needed (when rendering
225 occurs). unset it to not have this behavior.
227 export EVAS_GL_CUTOUT_MAX=N
228 set this environment variable to the maximum number of rectangles
229 applied to a rendering of a primitive that "cut away" parts of that
230 primitive to render to avoid overdraw. default is 512. unset it to use
231 defaults, otherwise set N to the max value desired or to -1 for
232 "unlimited rectangles".
234 export EVAS_GL_PIPES_MAX=N
235 set the maximum number of parallel pending pipelines to N. the
236 default number is 32 (except on tegra2 where is it 1). evas keeps 1 (or more)
237 pipelines of gl draw commands in parallel at any time, to allow for merging
238 of non-overlapping draw commands to avoid texture binding and context
239 changes which allows for more streamlining of the draw arrays that are
240 filled and passed to gl per frame. the more pipelines exist, the more
241 chance evas has of merging draw commands that have the same modes,
242 texture source etc., but the more overhead there is in finding a
243 pipeline slot for the draw command to merge into, so there is a
244 compromise here between spare cpu resources and gpu pipelining. unset
245 this environment variable to let evas use it's default value.
247 export EVAS_GL_ATLAS_ALLOC_SIZE=N
248 set the size (width in pixels) of the evas texture atlas strips that
249 are allocated. the default is 1024. unset this to let evas use its
250 default. if this value is larger than the maximum texture size, then it
251 is limited to that maximum size internally anyway. evas tries to
252 store images together in "atlases". these are large single textures
253 that contain multiple images within the same texture. to do this evas
254 allocates a "wide strip" of pixels (that is a certain height) and then
255 tries to fit all images loaded that need textures into an existing
256 atlas texture before allocating a new one. evas tries a best fit
257 policy to avoid too much wasting of texture memory. texture atlas
258 textures are always allocated to be EVAS_GL_ATLAS_ALLOC_SIZE width,
259 and a multiple of EVAS_GL_ATLAS_SLOT_SIZE pixels high (if possible -
260 power of 2 limits are enforced if required).
262 export EVAS_GL_ATLAS_ALLOC_ALPHA_SIZE=N
263 this is exactly the same as EVAS_GL_ATLAS_ALLOC_SIZE, but for
264 "alpha" textures (texture used for font glyph data). it works exactly
265 the same way as for images, but per font glyph being put in an atlas
266 slot. the default value for this is 4096.
268 export EVAS_GL_ATLAS_MAX_W=N
269 set this to limit the maximum image size (width) that will be
270 allowed to go into a texture atlas. if an image exceeds this size, it
271 gets allocated its own separate individual texture (this is to help
272 minimize fragmentation). the default value for this is 512. if you set
273 this environment variable it will be overridden by the value it is set
274 to. the maximum value possible here is 512. you may set it to a
277 export EVAS_GL_ATLAS_MAX_H=N
278 this is the same as EVAS_GL_ATLAS_MAX_W, but sets the maximum height
279 of an image that is allowed into an atlas texture.
281 export EVAS_GL_ATLAS_SLOT_SIZE=N
282 this sets the height granularity for atlas strips. the default (and
283 minimum) value is 16. this means texture atlas strips are always a
284 multiple of 16 pixels high (16, 32, 48, 64, etc...). this allows you
285 to change the granularity to another value to avoid having more
286 textures allocated or try and consolidate allocations into fewer atlas
289 export EVAS_GL_NO_MAP_IMAGE_SEC=1
290 if this environment variable is set, it disabled support for the SEC
291 map image extension (a zero copy direct-texture access extension that
292 removes texture upload overhead). if you have problems with dynamic
293 evas images, and this is detected by evas (see EVAS_GL_INFO above to
294 find out if its detected), then setting this will allow it to be
295 forcibly disabled. unset it to allow auto-detection to keep working.
298 --enable-gl-flavor-gles
300 this enables the opengl-es 2.0 flavor of opengl (as opposed to desktop
301 opengl) when building evas's gl-x11 engine above. this will be needed
302 if you are building evas for opengl-es 2.0 enabled embedded devices.
303 evas works on several opengl-es 2.0 compliant gpu's and gains more
304 testing and optimization regularly. it is also capable of
305 texture-from-pixmap support in opengl-es like it is in desktop opengl.
308 --enable-gles-variety-sgx
310 this tells evas that you are building the gl-es engine for a
311 shader-compiler "sgx style" opengl-es 2.0 implementation. this is
312 where the shader compiler is provided at runtime and can accept the
313 shader glsl source and work
316 --enable-gles-variety-s3c6410
318 this tells evas that you have an s3c6410 style opengl-es
319 implementation that has an offline shader compiler and that needs
320 pre-compiled shader binaries (provided with evas). this has not been
321 tested in quite a while as the drivers and environment for this system
325 --enable-software-gdi[=static]
327 windows gdi based engine for evas
330 --enable-software-ddraw[=static]
332 windows direct-draw engine for evas
335 --enable-direct3d[=static]
337 evas direct3d engine (experimental)
340 --enable-software-sdl[=static]
342 this is the sdl engine that uses sdl library (http://www.libsdl.org). This
343 library should work on many operating system. the buffer is
344 software-rendered with evas's default software rendering core.
347 --enable-gl-sdl[=static]
349 opengl (and opengl-es2.0) rendering engine that uses sdl as the front
350 end interface. see --enable-gl-x11 etc. for information.
353 --enable-software-8-x11[=static]
355 8bit only rendering core. intended for greyscale output on things like
356 e-paper or simplistic greyscale LCD devices which have no color, such
359 if compiling with =static suffix, then must
360 "./configure --enable-static-software-8" as well.
363 --enable-software-16-x11[=static]
365 16bit specific renderer. lower quality than the default. also limited
366 in abilities (no support for smooth scale or transformations/map). in
367 a state of disrepair. do not use unless your hardware is just 16bpp
368 and very limited in CPU and memory.
370 if compiling with =static suffix, then must
371 "./configure --enable-static-software-16" as well.
374 --enable-software-16-ddraw[=static]
376 16bit renderer for direct-draw. same as software-16-x11 - don't use.
379 if compiling with =static suffix, then must
380 "./configure --enable-static-software-16" as well.
383 --enable-software-16-wince[=static]
385 same as software-16-ddraw but for windows-ce. in disrepair. don't use.
387 if compiling with =static suffix, then must
388 "./configure --enable-static-software-16" as well.
391 ------------------------------------------------------------------------------
395 this enabled the c code. you can actually build the code without the c
396 fallback code and only have the mmx routines for example. it is suggested to
397 always use this regardless unless you have some definite size issues with the
403 this enables the mmx optimized routines. this works for pentium, pentium2,
404 pentium3, pentium4, athlon and duron processors. it can get quite
405 considerable speedups, souse it if you can. ppc owners just have to live with
406 the c fallback functions unfortunately as no one has provided any ALTIVEC asm
407 routines yet. :) arm owners will also have to rely on the c fallback
408 routines as i haven't managed to come up with any arm assembly that actually
409 can beat the c code (when compiled with all optimizations) in speed.
414 this enables sse optimizations available in he pentium3 and 4 cpus (not
415 athlon and duron or pentium 2 or pentium cpu's). ppc owners just have to
416 live with the c fallback functions unfortunately as no one has provided any
417 ALTIVEC asm routines yet. :) arm owners will also have to rely on the c
418 fallback routines as i haven't managed to come up with any arm assembly that
419 actually can beat the c code (when compiled with all optimizations) in speed.
423 this enables sse3 optimizations available in the Intel Pentium4, Core, Xeon,
424 and Atom processors, as well as the AMD Athlon64, Phenom, Opteron, and Turion
430 This enables support for the Arm Cortex-A8 and later Neon register
431 set. In particular it will use neon optimized code for rotations and
432 drawing with the software engines. Open GL based renderers will gain
433 nothing from the use of neon.
435 To use neon with gcc-4.4 you need a post-2009 gcc and options
436 something like: -mcpu=cortex-a8 -mfloat-abi=softfp -mfpu=neon
437 Note that this slightly slows down non-optimized parts of evas but
438 the gains in drawing are more then worth it overall.
440 This is enabled by default, and turns off if a small test program is
443 Performance is at least 50%, and in some real world tests approaches
446 If you have any issues with neon, please report them to either the
447 edevel mailing list or Brett Nash <nash@nash.id.au>
450 ------------------------------------------------------------------------------
452 --enable-image-loader-png[=static]
454 this enables the loader code that loads png files using libpng. there may be
455 call for embedded devices later that have custom written small image
456 loaders that uses less disk space than libpng to load custom format images.
457 for now this is the only loader so you may as well include it.
460 --enable-image-loader-jpeg[=static]
462 this enables the loader code that loads jpeg files using libjpeg. this
463 loader also supports load options to pre-scale jpeg images down to
464 provide much faster load times while also getting downscaling by 1/2,
465 1/4 or 1/8th the size in each dimension for "free". with an added
466 patch to libjpeg7, it can also fast-decode a specific region of a jpeg
467 file (without the patch it take a slow-path to do this).
470 --enable-image-loader-edb[=static]
472 edb image loader- can load images inside edb database files. not very
473 useful as edb itself is no longer used by enlightenment. may be
474 removed at some point, so unless you have a burning need for this,
475 don't use edb files to store image data and rely on this loader
478 --enable-image-loader-eet[=static]
480 loads image data from eet files. eet files are the backing for edje
481 storage, so this is needed for edje to work. it is very useful as it
482 can load an image from anywhere in the eet archive by key value so eet
483 files are like "zip" files where you can pack a whole lot of image and
484 other data together and just pick out the pieces you need at runtime.
485 requires the eet library.
488 --enable-image-loader-gif[=static]
490 gif image loader. gif is an obsolete format, but due to its longevity,
491 sitll has lots of existing data around.
493 NOTE: evas has no notion of time, thus animated gif file are not
497 --enable-image-loader-pmaps[=static]
499 ppm/pnm/pgm image loader that can load the "pnm" style image format.
500 not very common, but the files are simple raw RGB, greyscale image or
501 bitmap data in binary or ascii format
504 --enable-image-loader-svg[=static]
506 this loader can load svg files via librsvg (thus it is a dependency).
507 this loader supports load options to set the dpi to decode the svg at
508 etc. which can then be used to create scalable images that scale to
509 any size without becoming blocky or blurry, if the source is an svg
513 --enable-image-loader-tiff[=static]
515 this loader uses libtiff to load tiff image files
518 --enable-image-loader-xpm[=static]
520 this is an xpm format image loader. xpm format images are ascii files
521 that look like c/c++ source code that contain images. these files are
522 old-fashioned unix+x11 images you may encounter, but are inefficient
523 for storage and decoding and have been superseded by png files in
527 --enable-image-loader-bmp[=static]
529 this enables the bmp image format loader. note that there seems to be
530 a disagreement on 32bit bmp format images where alpha channels are
531 concerned and you may run into issues with bmps generated by the gimp
532 that have alpha channels. there is a problem where they don't seem to
536 --enable-image-loader-tga[=static]
538 this loader load tga format files. these files are very old-fashioned
539 but found often in the 3d graphics world.
542 ------------------------------------------------------------------------------
544 --enable-font-loader-eet[=static]
546 this loader can load font (ttf) files directly from eet archives like
547 the eet image loader. requires the eet library
550 ------------------------------------------------------------------------------
554 this enables an optimized yuv (yv12 601 colorspace) to ARGB32
558 --enable-convert-16-rgb-565
560 the most common converter you'll want for 16bpp. this means 5 bits for red,
561 6 bits for green and 5 bits for blue are used.
564 --enable-convert-16-rgb-555
566 this is a converter for what many people know as "15 bit" color. you might
567 want to enable this for X output as it used to be common to find many cards
571 --enable-convert-16-rgb-444
573 this converter outputs to 12bit packed (int 16 bit WORDS).
576 --enable-convert-16-rgb-ipq
578 this converter was written specifically for the ipaq (and may apply to
579 similarly configured devices) because it lies about its screen depth. it
580 says it is 16bit 565 (that means 5 upper bits of the WORD are red, the next 6
581 bits are for green abd the next 5 for blue) but in fact only the upper 4
582 bits of each color component (red green and blue) are significant and work,
583 so effectively the display is 12 bits of color, not 16, but padded out to
584 fill 16bits, with unused bits in the color masks. X on the ipaq advertises
585 it as a full 16bpp 565 display (i can't remember what the linux framebuffer
586 advertised it as) and so many lumps of code can be fooled into rendering
587 data badly because they think the output will look as the expect. This
588 renderer assumes the upper 4 bits fo each color primitive only are
589 significant and renders accordingly. this produces nice quality images on
590 the ipaq and even still works in 16bpp 565 on your pc. it is highly
591 recommended to use this renderer if your target is an ipaq or your device
592 displays similar qualities of the ipaq for display purposes.
595 --enable-convert-16-rgb-rot-0
597 this enables the 16bpp converters to run with 0 degrees rotation - this is
598 normal display and you should really include this (though it is optional if you
599 only ever want to do portrait mode - perhaps like on an ipaq embedded device)
602 --enable-convert-16-rgb-rot-270
604 this enables the portrait mode (270 degree rotation) converters for 16bpp.
605 this is the standard display mode for things like pocketpc on the ipaq and
606 the zaurus etc. this is an optimized part of the rendering pipeline to allow
607 portrait display with a much lower overhead than doing it through X.
610 --enable-convert-16-rgb-rot-180
612 same as --enable-convert-16-rgb-rot-270 but for 180 degrees
615 --enable-convert-16-rgb-rot-90
617 same as --enable-convert-16-rgb-rot-270 but for 90 degrees
620 --enable-convert-24-rgb-888
622 this converts evas's 32bit ARGB to 24bit RGB packed format for output
626 --enable-convert-24-bgr-888
628 this converts evas's 32bit ARGB to 24bit packed BGR format for output
632 --enable-convert-32-rgb-8888
634 32bit RGB output conversion support. byteswapping compared to evas's
638 --enable-convert-32-bgr-8888
640 conversion (reduces toa memory copy) from evas's native colorspace to
641 the same color format.
644 --enable-convert-32-rgb-rot-0
646 copies without rotation evas's native image format
649 --enable-convert-32-rgb-rot-270
651 copies evas's native ARGB32 pixels but at a rotation of 270 degrees.
654 --enable-convert-32-rgb-rot-180
656 same as --enable-convert-32-rgb-rot-270 but for 180 degrees
659 --enable-convert-32-rgb-rot-90
661 same as --enable-convert-32-rgb-rot-270 but for 90 degrees
664 --enable-convert-24-rgb-ezx
666 a special colorspace handler for 18bit color packed into 24bit output
667 (where only 6 bits per r, g and b byte are used). the only known
668 platform that did this was the motorola esx based phones that used
669 qtopia originally and have open ezx ports for them.
672 --enable-convert-8-gry-1
674 enable 8bit gray to 1 bit black & white converter
677 --enable-convert-8-gry-16
679 8bit grey to 16 level grayscale converter
682 --enable-convert-8-grayscale-64
684 8bit grey to 64 level grayscale converter
687 --enable-convert-8-rgb-332
689 enable converter from 32bit ARGB to 8bit color "332" colorspace (3bits
690 red, 3 bits green, 2 bits blue)
693 --enable-convert-8-rgb-666
695 enable converter from 32bit ARGB to 8bit color "216" "websafe"
696 colorspace (6 values for red, 6 for green and 6 for blue - 6x6x6 being
700 --enable-convert-8-rgb-232
702 same as convert-8-rgb-332 but 2 bits red, 3 green, 2 blue
705 --enable-convert-8-rgb-222
707 same as convert-8-rgb-332 but 2 bits red, 2 green, 2 blue
710 --enable-convert-8-rgb-221
712 same as convert-8-rgb-332 but 2 bits red, 2 green, 1 blue
715 --enable-convert-8-rgb-121
717 same as convert-8-rgb-332 but 1 bit red, 2 green, 1 blue
720 --enable-convert-8-rgb-111
722 same as convert-8-rgb-332 but 1 bit red, 1 green, 1 blue. this is the
723 lowest sized colorspace supported for rgb (3bits, 8 color).
726 ------------------------------------------------------------------------------
730 this enables pthread support in evas so multiple threads may run
731 internally for parallel rendering, loading etc.
734 --enable-async-events
736 this provides the ability for evas to have an asynchronous event
737 notification pipe to provide events when background threads are done
738 with tasks, like pre-loading image files
741 --enable-async-preload
743 evas can load images (preload) them in the background using a thread
744 if you ask it to, and provide events when done. this goes hand-in-hand
745 with --enable-pthreads and --enable-async-events. you really want all
749 --enable-async-render **CAUTION - MAY NOT WORK RIGHT**
751 this enables a software multi-frame threaded renderer. this will
752 allocate (for example) 2 frames to 2 cores, with one core of the cpu
753 rendering the previous frame while the next frame starts rendering on
754 another core in the meantime allowing for higher framerates with
755 software rendering, using more cpu resources that are available on
756 modern multi-core cpu's.
758 This is buggy! it will likely cause crashes and rendering corruption.
759 Do not enable it unless you plan to actually work on it. This requires you
760 also set the environment variable EVAS_RENDER_MODE to "non-blocking" to
761 enable it at runtime, as the compile-time enable simply sets up the feature
762 to be ready to work. The runtime switch actually turns it on. If you don't
763 plan to use this feature, don't enable it in the build as there is a general
764 performance hit of maintaining this feature at all, so beware that
765 enabling it for single core systems will likely take a performance hit.
768 --enable-pipe-render **DISABLED DUE TO BUGS**
770 this enables a multiple-thread renderer that divides the rendering
771 into N regions (1 per core) to speed up rendering in software when you
772 have multiple cpu cores.
775 --enable-word-cache **DISABLED DUE TO BUGS**
777 Cache rendered words and draw them as a single object, instead of
778 individual characters. This is a big gain for things like neon which
779 draw large runs effectively.
781 However it is useless on GL and similar back-ends as the cost in
782 sending a word sized texture kills the performance gain (and GL is
783 pretty good at drawing lots of small things anyway). If it detects a GL
784 backend is in use, it disables itself.
786 By default words (strings) of more then 50 characters are not cached.
787 The system caches 40 words by default, but this can be changed by
788 setting EVAS_WORD_CACHE_MAX_WORDS to another number. Setting it to 0
789 will disable word-cache at run time.
791 Text based benchmarks are 50-100% quicker.
793 If you have any issues with word caching, please report them to either
794 the e-devel mailing list or Brett Nash <nash@nash.id.uau>
796 For GL see metric caching...
799 --enable-metric-cache **DISABLED DUE TO BUGS**
801 Metric caching saves character metrics between characters in words.
802 This enables it to render words much quicker as it avoids things like
803 space calculations and kerning calculation.
805 The cache size is also controlled by EVAS_WORD_CACHE_MAX_WORDS.
807 It is useful for GL in particular, although software engines do get
810 Generally it is recommended you enable one or both of word or metric caching,
811 depending on your engine use. If you are only using software, enable word
812 caching (and neon on arm if you can), for GL, turn on metric caching.
813 A simple solution is enable both, and let the engine sort it out at run time.
815 If you have any issues with metric caching, please report them to either
816 the e-devel mailing list or Brett Nash <nash@nash.id.uau>
821 this enables fontconfig support for loading font files by using
822 generic fontconfig font names and styles. you really should use this
823 by default on any linux/unix platform for universal font support.
828 this enables support for the fribidi library to have right to left and
829 left to right font rendering so languges such as arabic, hebrew and
830 other "RTL" langauges display properly.
835 this enables support for the harfbuzz shaping library for complex
836 shaping support in arabic, hindi and other similar languages.
838 --enable-liblinebreak
840 this enables support of complex line breaking rules using liblinebreak.
842 --enable-evas-magic-debug
844 this allows you to enable and disable evas's extra magic number
845 checks. these allow better stability with runtime object magic
846 "number" checks to make sure you are accessing a real object in memory
847 of the right type, and will avoid doing "bad things" if they detect
848 the wrong object type being passed in. if you are absolutely sure your
849 system has no bugs in accessing objects of the wrong type with the
850 wrong calls, you can gain some small performance by disabling this.
853 ------------------------------------------------------------------------------
856 For the arm optimizations you want to try:
857 export CFLAGS="-O2 -march=armv5te -mcpu=arm1136jf-s -fomit-frame-pointer"
859 To enable the async renderer compile with:
860 --enable-async-render
861 and also runtime set this environment variable:
862 export EVAS_RENDER_MODE=non-blocking
864 For compilation with MinGW, fnmatch.h is probably missing. That file can be
866 http://www.koders.com/c/fid2B518462CB1EED3D4E31E271DB83CD1582F6EEBE.aspx
867 It should be installed in the mingw include directory.