void evas_gl_preload_pop(Evas_GL_Texture *tex) { Evas_GL_Texture_Async_Preload *async; Eina_List *l; if (!async_loader_init) return ; eina_lock_take(&async_loader_lock); if (async_gl_make_current && async_current && async_current->tex == tex) { Eina_Bool running = async_loader_running; evas_gl_make_current_cb tmp_cb = async_gl_make_current; Evas_GL_Texture_Async_Preload *current = async_current; void *tmp_data = async_engine_data; async_current_cancel = EINA_TRUE; async_current = NULL; eina_lock_release(&async_loader_lock); if (running) evas_gl_preload_render_lock(tmp_cb, tmp_data); evas_gl_common_texture_free(current->tex, EINA_FALSE); #ifdef EVAS_CSERVE2 if (evas_cache2_image_cached(¤t->im->cache_entry)) evas_cache2_image_close(¤t->im->cache_entry); else #endif evas_cache_image_drop(¤t->im->cache_entry); free(current); if (running) evas_gl_preload_render_unlock(tmp_cb, tmp_data); return ; } EINA_LIST_FOREACH(async_loader_tex, l, async) if (async->tex == tex) { async_loader_tex = eina_list_remove_list(async_loader_tex, l); evas_gl_common_texture_free(async->tex, EINA_FALSE); #ifdef EVAS_CSERVE2 if (evas_cache2_image_cached(&async->im->cache_entry)) evas_cache2_image_close(&async->im->cache_entry); else #endif evas_cache_image_drop(&async->im->cache_entry); free(async); break; } eina_lock_release(&async_loader_lock); }
static void _evas_gl_preload_main_loop_wakeup(void) { Evas_GL_Texture_Async_Preload *async; evas_gl_make_current_cb cb = async_gl_make_current; void *data = async_engine_data; Eina_Bool running = async_loader_running; if (running) evas_gl_preload_render_lock(cb, data); EINA_LIST_FREE(async_loader_todie, async) { Eo *target; EINA_LIST_FREE(async->tex->targets, target) eo_do(target, evas_obj_image_pixels_dirty_set(EINA_TRUE)); async->im->cache_entry.flags.preload_done = 0; async->tex->was_preloaded = EINA_TRUE; async->tex->ptt->allocations = eina_list_remove(async->tex->ptt->allocations, async->tex->aptt); pt_unref(async->tex->ptt); async->tex->ptt = NULL; free(async->tex->aptt); async->tex->aptt = NULL; evas_gl_common_texture_free(async->tex, EINA_FALSE); evas_cache_image_drop(&async->im->cache_entry); free(async); }
static void _evas_gl_preload_main_loop_wakeup(void) { Evas_GL_Texture_Async_Preload *async; evas_gl_make_current_cb cb = async_gl_make_current; void *data = async_engine_data; Eina_Bool running = async_loader_running; if (running) evas_gl_preload_render_lock(cb, data); EINA_LIST_FREE(async_loader_todie, async) { Eo *target; if (async->tex) { EINA_LIST_FREE(async->tex->targets, target) evas_object_image_pixels_dirty_set(target, EINA_TRUE); } async->im->cache_entry.flags.preload_done = 0; if (async->tex) { async->tex->was_preloaded = EINA_TRUE; async->tex->ptt->allocations = eina_list_remove(async->tex->ptt->allocations, async->tex->aptt); eina_rectangle_pool_release(async->tex->aptt); async->tex->aptt = NULL; pt_unref(async->tex->ptt); async->tex->ptt = NULL; evas_gl_common_texture_free(async->tex, EINA_FALSE); } #ifdef EVAS_CSERVE2 if (evas_cache2_image_cached(&async->im->cache_entry)) evas_cache2_image_close(&async->im->cache_entry); else #endif evas_cache_image_drop(&async->im->cache_entry); free(async); }
void evas_gl_font_texture_free(void *tex) { if (!tex) return; evas_gl_common_texture_free(tex, EINA_TRUE); }