initialization interfaces has been changed for threads count.
if you want to set concrete threads count by system, please specify thread count with it.
std threads:
tvg::Initializer::init(tvg::CanvasEngine::Sw, std:🧵:hardware_concurrency());
if your system provides designed threads info, you can use it.
efl:
tvg_engine_init(TVG_ENGINE_SW, eina_cpu_count());
I recommend to avoid max threads usage for better performance.
Change-Id: I22cfa315768f73fa941be136956cdbb2cf837c20
We can use RGBA colorspace rather ARGB for pixel data.
This would be better for many rendering system,
since it's more widely preferred than ARGB including opengl.
Change-Id: Ibbfe6a511d77bf0ef30ce261995467c11164d306
Some user have no idea of premultiplied alpha concept,
We suggest more user-friendly interfaces so that they don't confuse it.
Now, this pre-multipying is acommplished by backend engines.
Change-Id: Ifd84d56361cb56a8b98240bbd16690accf370bad
also updated transform test cases.
Yet, this engine is not well optimized,
If they are too mch sluggish,
you can use ELM_FPS envrionment lowing down the fps
when you launch test cases...
ex) $ELM_FPS=30 ./testSceneTransform
Change-Id: I1871d5bedee010d5d6a3d877d95e257120796e8b
Each scene could conserve its own transformation,
the origin could be the parent Paint (if they were beloned to)
Thus, you can compose the multi-tranformed scene group which
simultenoulsly working in own spaces.
See testTransform and testSceneTransform, how they work.
Change-Id: I51deb4d66f8fcd024f8dc7a1e1af57c398a9d7fe