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ES3 / GL4.3:
- Update all EGL, GLX, WGL and GL (desktop and mobile) khronos headers to latest version.
- GL3/gl3* -> GL/glcorearb*
- Explicitly preserve ES2_compatibility and ES3_compatibility in header,
most extension grouping was removed in new headers.
- Always load all GLHeader to ensure proper extension association across all profiles.
- Unified method signatures
- Added GL_EXT_map_buffer_range to core
- Using common 'glMapBufferImpl(..)' for all glMapBuffer(..) and glMapBufferRange(..) impl.
- Init necessary fields of GL instances via 'finalizeInit()' called by reflection, if exist.
This allows removing initialization checks, i.e. for all buffer validations.
- BuildStaticGLInfo: Can handle new GL header structure, i.e. one CPP extenstion block incl. define + funcs.
- GLJavaMethodBindingEmitter: Simply print the
- No GL duplication due to new intermediate interfaces, see below
- OO lineare inheritance (Added GL2ES3, GL3ES3 and GL4ES3 intemediates):
GLBase - GL - GL2ES2 - GLES2
GLBase - GL - GL2ES2 - GL2GL3 - [ GL2, GL3 ]
GLBase - GL - GL2ES2 - GL2ES3 - GL3ES3 - [ GL3 ]
GLBase - GL - GL2ES2 - GL2ES3 - GL3ES3 - GL4ES3 - [ GLES3, GL4, .. ]
- Expose 'usable' intermediate interfaces GL3ES3 and GL4ES3 in GLBase/GLProfile/GLContext
via is*() and get*().
- GLContext*:
- isGL3core() is true if [ GL4, GL3, GLES3 ] (added GLES3)
- Added ctxProfile argument to allow handling ES versions:
- getMaxMajor(..), getMaxMinor(..), isValidGLVersion(..) and decrementGLVersion(..)
- mapGLVersions(..) prepared for ES ARB/KHR validation
- EGLContext checks ES3 (via old ctx's GL_VERSION)
- ExtensionAvailabilityCache adds GL_ES_Version_X_Y for ES.
- Prelim tests w/ Mesa 9.1.3
GL Version 3.0 (ES profile, ES2 compat, ES3 compat, FBO, hardware) - OpenGL ES 3.0 Mesa 9.1.3 [GL 3.0.0, vendor 9.1.3 (Mesa 9.1.3)]
- TODO:
- Use KHR_create_context in EGLContext.createContextARBImpl(..)
- More tests (Mobile, ..)
+++
Misc:
- GLContext*:
- Complete glAllocateMemoryNV w/ glFreeMemoryNV.
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usage to NIO only.
Code snippet for PointerBuffer usage:
Code snippet .. how to use PointerBuffer in this case:
IntBuffer indices = Buffers.newDirectIntBuffer(count);
indices.put(...); ...
indices.rewind();
final PointerBuffer indicesP = PointerBuffer.allocateDirect(1);
indicesP.referenceBuffer(indices);
-> glMultiDrawElementsBaseVertex(int mode, IntBuffer count, int type, PointerBuffer indices, int primcount, IntBuffer basevertex)
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