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author | Sven Gothel <[email protected]> | 2013-01-20 15:05:02 +0100 |
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committer | Sven Gothel <[email protected]> | 2013-01-20 15:05:02 +0100 |
commit | 85d70b7d38885fa8ba6374aa790d5a296acc8ec1 (patch) | |
tree | 7aaf7d638fad47252695cc55894a6f3404d14b45 /src/newt/classes/com | |
parent | 0989484b89535d56e9f150cdf63e2a17bf36e32e (diff) |
Android: Allow selection of native window formats RGBA8888, RGBX8888 and RGB565; Fix HiSilicon/Vivante/Immersion.16 EGLConfig selection (zero depth buffer @ visualID)
- NEWT/Android Fix PixelFormat/NativeWindowFormat/VisualID Selection
- Fix allows proper selection of native window formats: RGBA8888, RGBX8888 and RGB565
- Selection is performed in 3 steps:
1) @ Construction (non native): SurfaceHolder.setFormat( getSurfaceHolderFormat( caps ) )
2) @ Native Surface Creation: getANativeWindowFormat( androidFormat) -> ANativeWindow_setBuffersGeometry(..)
Note: The set native format is revalidated, i.e. read out via ANativeWindow_getFormat(..).
3) @ EGL Creation: ANativeWindow_getFormat(..) -> fixCaps(..) - simply fixing the chosen caps.
- NEWT GLWindow.GLLifecycleHook.resetCounter:
- Also reset GLAnimatorControl's counter, if attached.
- NEWT WindowImpl -> GLLifecycleHook.resetCounter() calls issued _after_ operation before unlock().
- JOGL/EGLGraphicsConfigurationFactory
- Validate whether the visualID matching EGLConfig depth buffer is suitable.
On HiSilicon/Vivante/Immersion.16: Depth buffer w/ matching visualID is zero!
- NativeWindow/Capabilities.compareTo: Fix alpha comparison
Diffstat (limited to 'src/newt/classes/com')
-rw-r--r-- | src/newt/classes/com/jogamp/newt/opengl/GLWindow.java | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/newt/classes/com/jogamp/newt/opengl/GLWindow.java b/src/newt/classes/com/jogamp/newt/opengl/GLWindow.java index 73a4134bd..96d0f6e3b 100644 --- a/src/newt/classes/com/jogamp/newt/opengl/GLWindow.java +++ b/src/newt/classes/com/jogamp/newt/opengl/GLWindow.java @@ -443,6 +443,10 @@ public class GLWindow extends GLAutoDrawableBase implements GLAutoDrawable, Wind System.err.println("GLWindow.resetCounter() "+WindowImpl.getThreadName()); } GLWindow.this.resetFPSCounter(); + final GLAnimatorControl animator = GLWindow.this.getAnimator(); + if( null != animator ) { + animator.resetFPSCounter(); + } } @Override |