| Commit message (Collapse) | Author | Age | Files | Lines |
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java.desktop/sun.awt=ALL-UNNAMED --add-opens java.desktop/sun.java2d=ALL-UNNAMED
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scripts/tests-osx-aarch64.sh
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Culprit of the crash and the non propagated action on NSApp main-thread
was _simply_ our OSXUtil_KickNSApp() 'kick alive'
NSApplicationDefined NSEvent sent to the NSApp.
Java11's NSApp code overrides sendEvent and handles
NSApplicationDefined + subtype=ExecuteBlockEvent
using the given data1 as a function pointer. 8-O
ExecuteBlockEvent defined as 0, which we have sent.
Simply passing subtype=8888 avoids this side-effect.
Whether it is still required to KickNSApp() is another question.
+++
Further, make code a bit more robuts regarding the offscreenSurfaceLayer
at JAWTWindow invalidate. I.e. if still not detached, do the late cleanup there.
This just in case the OSX Context callback to disassociate the drawable
has been missed.
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using our OpenJFK 9 x86_64 and arm64 build.
Test demo class is 'com.jogamp.opengl.demos.ios.Hello',
residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'.
This commit does not yet include a working NEWT
specialization for iOS, but it shall followup soon.
Instead this commit demonstrates JOGL operating on
native UIWindow, UIView and CAEAGLLayer as provided by
Nativewindow's IOSUtil.
Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI
+++
Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER
memory resources with CAEAGLLayer to be displayed in the UIView
seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24
or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation).
Therefor the default demo GLEventListener chosen here
don't require a depth buffer ;-)
This issue can hopefully be mitigated with other means
than using a flat FBO sink similar to FBO multisampling.
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WindowDriver.createWindow0(..)
OSX 10.14.3 Mojave issues a WARNING: NSWindow drag regions should only be invalidated on the Main Thread! This will throw an exception in the future.
The complaint about NativeWindow (NW)'s OSXUtil.CreateNSWindow0(..)
might be valid, which does create a NS Window instance w/ NSView and framebuffer initialized.
However, the complaint about NEWT's WindowDriver.createWindow0(..)
is not, since the initialization incl framebuffer happened later
on the main thread.
Regardless, encapsulated both construction fully to run on the Main-Thread.
+++
Originally the Main-Thread design spec was like:
Must run on Main-Thread when or after making visible.
Oh well.
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(index) as filename for OSX
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working
Enhance following performance test cases, adding NewtCanvasAWT,
beside GLCanvas and GLJPanel, 25 instances:
com.jogamp.opengl.test.junit.jogl.perf.TestPerf001GLJPanelInit01AWT
com.jogamp.opengl.test.junit.jogl.perf.TestPerf001GLJPanelInit02AWT
Adding simple com.jogamp.opengl.test.junit.newt.TestMultipleNewtCanvasAWT
w/ two instances.
Manually tested on GNU/Linux and OSX (java7 and java8).
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OpenAL/JOAL (works using openal-soft default on all platforms now)
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DYLD_LIBRARY_PATH
'/usr/local/lib' may cause hacoc w/ other preinstalled libs, see: http://forum.jogamp.org/JTabbedPane-Canvas3D-bug-tp4030983p4031081.html
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Only force TEXT AA print-rendering hint.
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on Main-Thread.
- Fix Memory Leak
- NewtWindow::dealloc -> [NewtView release]: Fixes NewtView leak
- NewtView::dealloc -> removeTrackingRect: Removes occasional crash (double free of TrackingRect)
- Fix Occasional Crash Duer to Lifecycle Ops not on Main-Thread.
Perform OSX WindowDriver ops on Main-Thread:
- close0
- changeContentView0
- createWindow0
- Cleaned up AddRemove unit tests, added TestAddRemove03GLWindowNEWT
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Layers and native GL-Context are _not_ Released ; Java Side wait for Main-Thread
- Fix Bug 690: Occasional Freeze on CVDisplayLinkStop
- NSOpenGLLayer.disableAnimation() shall not claim the renderLock mutex,
since the CVDisplayLink callback could be waiting for the lock.
This waiting callback could freeze the call to CVDisplayLinkStop.
- Fix Bug 691: Layers and native GL-Context are _not_ Released
- Following proper release cycle:
Context unrealized:
- JAWTWindow.detachSurfaceLayer() -> OSXUtil.RemoveCASublayer(..)
- CGL.releaseNSOpenGLLayer(..)
JAWTWindow.destroy()
- MacOSXJAWTWindow.UnsetJAWTRootSurfaceLayer(..)
- OSXUtil.DestroyCALayer(..)
- 'Magic' CALayer release calls (w/o manual retain beforehand) at:
- OSXUtil.RemoveCASublayer(..): [subLayer release]
- MacOSXJAWTWindow.UnsetJAWTRootSurfaceLayer(..): [rootLayer release]
- OSXUtil.DestroyCALayer(..): [rootLayer release]
- 'Magic' NSOpenGLLayer's NSOpenGLContext dealloc:
- [NSOpenGLContext clearDrawable]
- CGLDestroyContext( [NSOpenGLContext CGLContextObj] )
- Java Side wait for Main-Thread
- Waiting for the delegated Main-Thread on the Java side eases debugging
and won't block the Main-Thread in native code.
- Utilizing this for all CALayer calls
Test case: TestGLCanvasAddRemove01SwingAWT
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and custom lib path; MovieCube: '-wait' to wait for debugger.
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bit test script.
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