Calling this lock for no good reason result in a 2% slow down. Easy
enough to disable as we do not use evas_render2 at all. Might be
something to consider if we ever develop evas_render2 further.
#include "region.c"
+Eina_Bool evas_render2_use = EINA_FALSE;
+
#ifndef _WIN32
static inline double
get_time(void)
if (e->rendering) return EINA_FALSE;
// mark this canvas as a render2 canvas - not normal render
e->render2 = EINA_TRUE;
+ evas_render2_use = EINA_TRUE;
// check viewport size is same as output - not allowed to differ
if ((e->output.w != e->viewport.w) || (e->output.h != e->viewport.h))
ERR("viewport size != output size!");
evas_object_clip_dirty_do(obj);
}
+extern Eina_Bool evas_render2_use;
+
static inline void
evas_object_async_block(Evas_Object_Protected_Data *obj)
{
+ if (!evas_render2_use) return ;
if (EVAS_OBJECT_DATA_VALID(obj))
{
eina_lock_take(&(obj->layer->evas->lock_objects));
static inline void
evas_canvas_async_block(Evas_Public_Data *e)
{
+ if (!evas_render2_use) return ;
if (e)
{
eina_lock_take(&(e->lock_objects));