| Commit message (Collapse) | Author | Age | Files | Lines |
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GL_NV_vertex_buffer_unified_memory
- Cleaned up
- Added in GL2 + GL3 -> GL2GL3
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where 'bc' is not a religious remark,
but simply means 'backward compatible' :)
GL3bc := GL2 + GL3,
hence the interface does not define any new values or methods.
Moved GL3's 3.1 part from gl3.h to gl3ext.h,
so it can be included in gl3bc.c, besides gl2.h.
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Premises:
See http://www.glprogramming.com/red/chapter08.html
"If the rectangle in memory is larger than the subrectangle that's being drawn or read,
you need to specify the actual length (measured in pixels) of the larger rectangle with *ROW_LENGTH. "
This equals ROW_LENGTH == SubPicture-Width + 'Dirt', ie the offset to go from one line to the next.
"You also need to specify the number of rows and pixels to skip before starting to copy the data for the subrectangle.
These numbers are set using the parameters *SKIP_ROWS and *SKIP_PIXELS, as shown in Figure 8-9.
By default, both parameters are 0, so you start at the lower-left corner."
This equals to a one time offset _before_ you start copy the data, ie with your DMA engine,
using ROW_LENGTH and HEIGHT only.
Compared to Mesa3D's implementation (proof):
http://cgit.freedesktop.org/mesa/mesa/tree/src/glx/x11/pixelstore.c
Line 78 - 200
PixelStore State Tracker: Store the values in the PixelStore structure.
http://cgit.freedesktop.org/mesa/mesa/tree/src/glx/x11/pixel.c
Line 82 - 155
Line 210: Start position is set one time using SKIP_* values the same way we do.
Line 228: Jump to the first pixel in the newxt row, just using ROW_LENGTH
Line 230: Jump to the first pixel in the next 'image' just using imageSize,
rowsPerImage = IMAGE_HEIGHT>0?IMAGE_HEIGHT:height;
groupsPerRow = ROW_LENGTH>0?ROW_LENGTH:width;
groupSize = elementSize * components;
rowSize = groupsPerRow * groupSize;
imageSize = rowSize * rowsPerImage;
changes:
Removed redundand 'dimension' parameted, which is derived from depth and height,
1D == depth:1 height:1
2D == depth:1 height>1
nD == depth>1 height>1
Safe fail depth to >= 1
Safe fail height to >= 1D
Take either the ROW_LENGTH / IMAGE_HEIGHT PixelStore value if > 0,
or the given width / height.
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and used within the GL*Impl.
New GLStateTracker:
- Tracking client/server states
- Currently supports PixelStorei
- Prologued in glPixelStorei and glGetIntegerv,
the latter will return the tracked state if available
and not call the GL method.
Impacts performance and ES1 compatibility (supports ALIGNMENT).
Fixed 'imageSizeInBytes' calculation:
- skipPixels and skipRows is a static one time offset
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and used within the GL*Impl.
New GLStateTracker:
- Tracking client/server states
- Currently supports PixelStorei
- Prologued in glPixelStorei and glGetIntegerv,
the latter will return the tracked state if available
and not call the GL method.
Impacts performance and ES1 compatibility (supports ALIGNMENT).
Fixed 'imageSizeInBytes' calculation:
- skipPixels and skipRows is a static one time offset
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usesNativeGL[23]
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- JOGL GLXUtil
- JOGL X11GLXDrawableFactory
- JOGL X11GLXGraphicsConfigurationFactory
- JOGL X11OffscreenGLXDrawable
- NW X11GraphicsConfigurationFactory
NEWT Display
- Stop EDT immediatly from within EDT when destroying
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NEWT Window
- Remove obsolete 'disposeSurfaceHandle()'
NEWT GLWindow destroy():
- Deep destruction (Window, Screen and Display) if owner,
otherwise just the GLWindow/GLDrawable
- Add 'sendDisposeEvent' flag, to allow avoiding sending
dispose to all GLEventListeners in a critical shutdown,
ie from within the browser.
NEWT EDT
- More fine grained locking
- unlocked while event dispatching
- double check locking
- Fixed cases where we are running on the EDT ..
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Integrate Display.lock/unlock,
so the generic Window will call it.
Specialized for X11Display, the only real impl of it.
Fixes offscreen EDT usage ..
GLProfile:
Add isAWTAvailable() and isAWTJOGLAvailable()
TextureIO:
- Add NetPbmTextureWriter
- Only use IIOTexture* if !isAWTJOGLAvailable()
- Add write (TextureData, File)
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Due to limitations on Windows,
we need to standardize the one thread for
- window creation, and
- event dispatching
This was already mentioned in the previous implementation
but while integrating into another threading model (Plugin3),
it turned out that manual managing the thread is too much of a burden.
NEWT now uses a EDT per Display and Thread as the default,
where Display creation, Window creation and event dispatching is 'pipelined' into.
This can be switched off:
NewtFactory.setUseEDT(boolean onoff);
and queried via:
NewtFactory.useEDT();
Note this EDT impl. does not implicate a global lock or whatsoever.
The experimantal semantics of a current GL context
for input event dispatching is removed,
i.e. the GL context is no more made current for mouse/key listener.
This reduces the complexity and allows the proper impl. of
the external dispatch via EDT .. for example.
Removed:
GLWindow: setEventHandlerMode(int) .. etc
X11Display: XLockDisplay/XUnlockDisplay
needed to be utilized to allow the new
multithreading (EDT/Render) Display usage.
X11Window: lockSurface/unlockSurface
locks X11Display as well ..
+++++
NEWT: 'getSurfaceHandle()' semantics changed.
To allow usage of the surfaceHandle for OS
where it is allocated thread local (MS-Windows),
it shall be aquired/released while lockSurface/unlockSurface.
This is done in the Windows Window implementation.
GLWindow can no more query 'getSurfaceHandle()'
to verify if 'setRealized()' was successful.
NEWT: Window surface lock is recursive and blocking now,
as it shall be.
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Demos are working again:
demos.jrefract.JRefract
- X11, Win32, OSX
-Dsun.java2d.opengl=true demos.jrefract.JRefract
- X11, Win32
demos.readbuffer.Main [-GL2,-GL2ES1] -test 0 demos.es1.RedSquare
- X11, Win32, OSX, EGL
demos.readbuffer.Main [-GL2,-GL2ES1] -test [12] demos.es1.RedSquare
- X11, Win32
- OSX not, because of the missing feature of
attaching a read surface.
- EGL not, because the emulation I used didn't support
attaching a read surface. Emulation bug .. probably ..
MacOSXWindowSystemInterface.m createContext():
- Verify if passed surface handle _is_ a view,
now it could be a pbuffer etc .. handle as well.
Cleanup GLDrawableImpl.setRealized(boolean realized)
- Calls setRealizedImpl() (implementation) now,
and only if new stated differs ..
- setRealizedImpl() fixed for:
MacOSXPbufferCGLDrawable: recreate/destroy
WindowsOffscreenWGLDrawable: recreate/destroy
WindowsPbufferWGLDrawable: no-recreate/destroy
X11OffscreenGLXDrawable: recreate/destroy
X11PbufferGLXDrawable: recreate/destroy
WindowsWGLContext:
- wglMakeContextCurrent(): uses isFunctionAvailable ..
- create():
Uses WGL.MakeCurrent() and releases the created context,
due to unavailable MakeContextCurrent extensions
before updating the procaddress tables.
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- Base all PBuffer/Offscreen GLDrawable creators on
a prev. created 'NativeWindow + SurfaceChangeable' instance.
Simplifies implementation path.
This also removes the almost cyclic referencing of
GLWindow -> OffscreenWindow
GLWindow -> Drawable -> NullWindow -> OffscreenWindow
Now it is just
GLWindow -> OffscreenWindow
GLWindow -> Drawable -> OffscreenWindow
- createGLDrawable() shall be used for all types now,
especially if you want to pass the offscreen NativeWindow
and benefit from the surfaceChangedListener etc ..
- Add public createOffscreenDrawable(..)
- EGLDrawable:
- Query surface only if not 0
- [re]create surface only if needed,
using 'ownEGL*' flag for destruction only.
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EGLConfig/GLCapabilities
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propagation. GLDrawableFactory.createGLDrawable() propagates NativeWindow to offscreen NullWindow.
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fixedCaps.
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lib/gluegen.compiler.intelgdl.xml
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- If property 'nativewindow.ws.name' is set,
use it as the custom windowing type returned by
getNativeWindowType(true)
NEWT:
- Using NativeWindowFactory's property 'nativewindow.ws.name'
as a package name for custom NEWT windowing imlementations,
ie:
-Dnativewindow.ws.name=com.sun.javafx.newt.intel.gdl
-Dnativewindow.ws.name=com.sun.javafx.newt.broadcom.egl
This allows far more flexibility to add custom impl.
- Add Intel-GDL, define property 'useIntelGDL'
to build the native part.
Intel GDL is impl in the package 'com.sun.javafx.newt.intel.gdl'
JOGL:
- All impl. of 'createGLDrawable(..)', which were actually creating
onscreen drawable only, were renamed to 'createOnscreenDrawable(..)'.
- GLDrawableFactoryImpl impl. 'createGLDrawable(..)' now
and dispatches to the actual create* methods in respect to
the Capabilities, ie onscreen, pbuffer and offscreen.
- GLDrawableFactory:
- If using a native ES profile -> EGLDrawableFactory
- If existing native OS factory -> Use that ..
- Else -> Use EGLDrawableFactory, if available
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