Evas GL: Apply patches for 'run-time generation and load of shaders' feature
Major changes,
By default, compile & load only most common shaders
Compile & load other shaders during run-time as and when needed
Major improvements,
Improves launching time with less number of shaders compiled & loaded by default
Reduces memory usage, by avoiding loading all shaders
Limits loading to most common shaders only in every subsequent run
Upstream patches list,
Evas GL: Implement runtime generation and load of shaders
Evas GL: Release shader compiler during evas_render_idle_flush
Evas GL: Fix linking to 'context_restore_set'
Evas GL: Delete shaders after linking programs
Evas GL: Precompile common shaders
Evas GL: Save all binary shaders during idle_flush
Evas GL: Fix oopsie in the shaders selection
evas_gl_shader: refractor shader/program compile check code.
Evas GL: Fix build for bigendian
Efreet, Elua : use eina_file_mkstemp instead of mkstemp
Evas GL: Fix shaders for bigendian
Evas: Fix potential crash with extraneous eet_shutdown
Evas GL: Fix shader binaries cache
Evas GL: Also fix surface cap cache
Evas: Fix shader flag 'afill' (forcing alpha to 255)
Evas: Actually fix this 'afill' thing
Evas: Discard shaders cache when the code changed
Evas: Avoid saving the shaders cache at every shutdown
Evas GL: Actually save the checksum inside the file
eina: use eina_file_path_join() and eina_environment_tmp_get() when needed
Eina: Fix eina_file_mk[ds]temp when a path is passed
elua: Fix use of eina_file_mkstemp after previous patch
Efreet, Elua : use eina_file_mkstemp instead of mkstemp
Eina: Add proper test case for eina_mk[ds]temp
Change-Id: Ica4093ebf9b89a5d270e3bde999efe9cb9fbe69f
22 files changed: