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* Bug 741 HiDPI: Fix regression MIN_MONITOR_DEVICE_PROPERTIES: Adding missing ↵Sven Gothel2014-05-271-2/+2
| | | | | | 'Rotated Viewport window-units' / Refine API doc in MonitorModeProps Regression of commit 56d60b36798fa8dae48bf2aa5e2de6f3178ab0d1
* Bug 1010 - Fix ES3.glPixelStorei and revalidate GLPixelStorageModesSven Gothel2014-05-261-2/+8
| | | | | | | | | | | | Remove GLES3Impl.glPixelStorei pname validation which was true for ES2 impl, but is no more valid for ES3, which accepts more values than GL_PACK_ALIGNMENT & GL_UNPACK_ALIGNMENT. Revalidate GLPixelStorageModes: - Properly support ES3 PixelStorageModes - Revalidate PixelStorageModes for all GL profiles - Properly reset values at save - Separate PACK and UNPACK save/reset/restore implementation
* Bug 742 HiDPI: [Core API Change] Distinguish window-units and pixel-units: ↵Sven Gothel2014-05-231-3/+3
| | | | | | | | | | | | | | | Refine commit fb57c652fee6be133990cd7afbbd2fdfc084afaa - NEWT Screen, Monitor, MonitorMode, .. - All Units are in pixel units, not window units! - On OSX HiDPI, we report the current scaled monitor resolution, instead of the native pixel sized. Need to filter out those, i.e. report only native unscaled resolutions, since out MonitorMode analogy is per MonitorDevice and not per window! - Fix usage (one by one) of - Screen and Monitor viewport usage
* Bug 742 HiDPI: [Core API Change] Distinguish window-units and pixel-units; ↵Sven Gothel2014-05-211-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add HiDPI for AWT GLCanvas w/ OSX CALayer Core API Change: To support HiDPI thoroughly in JOGL (NativeWindow, JOGL, NEWT) we need to separate window- and pixel units. NativeWindow and NativeSurface now have distinguished access methods for window units and pixel units. NativeWindow: Using window units - getWindowWidth() * NEW Method * - getWindowHeight() * NEW Method * - getX(), getY(), ... NativeSurface: Using pixel units - getWidth() -> getSurfaceWidth() * RENAMED * - getHeight() -> getSurfaceHeight() * RENAMED * GLDrawable: Using pixel units - getWidth() -> getSurfaceWidth() * RENAMED, aligned w/ NativeSurface * - getHeight() -> getSurfaceHeight() * RENAMED, aligned w/ NativeSurface * Above changes also removes API collision w/ other windowing TK, e.g. AWT's getWidth()/getHeight() in GLCanvas and the same method names in GLDrawable before this change. +++ Now preliminary 'working': - AWT GLCanvas - AWT GLJPanel Tested manually on OSX w/ and w/o HiDPI Retina: java com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2AWT -manual -noanim -time 1000000 java com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2GLJPanelAWT -manual -noanim -time 1000000 +++ TODO: - NEWT - Change Window.setSize(..) to use pixel units ? - OSX HiDPI support - Testing .. - API refinement
* Bug 742 HiDPI: Add prelim HiDPI support to GLJPanel w/o API change and w/o ↵Sven Gothel2014-05-201-3/+6
| | | | | | | fixing AWTPrintLifecycle DPI evaluation We also have to re-validating AWTPrintLifecycle's DPI semantics, since we currently are based on pixel dimension w/ 72 dpi!
* Bug 801: Split GraphUI's TextureButton: TextureSeqButton (Base) and it's ↵Sven Gothel2014-05-191-3/+3
| | | | | | | | | | | | | | | | | | | | | | derivations ImageSeqButton + GLEventListenerButton + MediaPlayerButton Split GraphUI's TextureButton to TextureSeqButton (Base) and it's derivations: - ImageSeqButton - displays an ImageSequence - GLEventListenerButton - displays any GLEventListener as rendered into FBO as an ImageSequence - MediaPlayerButton - displays movies - Added public ImageSequence impl. TextureSequence, was private SingleTextureSeqFrame. - Demo GPUUISceneGLListener0A shows: - MediaPlayerButton w/ Big Buck Bunny film - GLEventListenerButton w/ GearsES2 - ImageSeqButton w/ 2 textures (pressed/released)
* Unit Test: Added Semantic Version Test (Current version agains v2.1.5)Sven Gothel2014-05-131-1/+2
| | | | | | | See GlueGen commits: - c06288d2a12586ab8df3715cf130549fdd7499fb - 64615f17a8c63f692159235e169dbdd14d30b737 - 1a504fa682e6f28c5543da4d5885c7f2ff4ed3f1
* JAWTWindow: Non intrusive workaround for Bug 1004 and providing ↵Sven Gothel2014-05-121-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | AppContextInfo to mitigate related bugs, e.g. Bug 983 Bug 1004, as well as Bug 983, are caused by issueing certain AWT tasks from a Thread which ThreadGroup is not mapped to a valid sun.awt.AppContext (AppContext). The 'certain AWT tasks' are all quering the current EventQueue instance, which is associated to the AppContext. This operation will fail and cause a NullPointerException. This workaround simply gathers a ThreadGroup which is mapped to the desired AppContext. This AppContext ThreadGroup is being used to launch a new Thread which is then mapped to an AppContext and hence can issue all AWT commands. +++ In the Bug 1004 scenario, JAWTWindow is constructed from within the AWT EDT, which ThreadGroup does belong to the AppContext. Here the issue is that an AWT operation was invoked from the OSX main thread, which itself does not belong to the AppContext. The workaround as described above solves this issue. +++ For Bug 983 the scenario is different, since JAWTWindow is _not_ constructed from a thread which ThreadGroup is mapped to the AppContext. [It is also not constructed on the AWT-EDT]. It is recommended to have Java3D gathering the AppContextInfo itself early and issues the JAWTWindow creation on an eligible thread using AppContextInfo.invokeOnAppContextThread(..) similar to JAWTWindow.attachSurfaceLayer(..). This will allow removing the more intrusive remedy of Java3D commit bdda2ac20bfef85271da764d1989ec3434d5c67a and simply issuing the crucial commands on a proper thread. +++ The more intrusive workaround of above commit does not work in general at least for Bug 1004 (OSX and Applets). While forcing the mapping of the 'alien' thread-group to the AppContext work for the 1st launch w/ the 1st AppContext, a second launch w/ a new AppContext will fail. Here we did update the new AppContext knowledge in AppContextInfo, however a NPE is received in getEventQueue() .. since the AppContext is gathered after patching, but the EventQueue is still null. Further more, using static knowledge of AppContext/ThreadGroup mapping violates at least the Applet lifecycle. Here we can have one ClassLoader with multiple AppContext - i.e. Applets.
* FFMPEGMediaPlayer / FFMPEGv10Natives: Fix libav-10 and ffmpeg-2.x version ↵Sven Gothel2014-05-091-3/+3
| | | | validation (libavutil)
* manual tests: Add exp. gluegen-rt-alt.jar to 'ALT' classpathSven Gothel2014-05-091-0/+2
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* Manual test scripts: Pass classpath via '-cp' instead of env CLASSPATHSven Gothel2014-05-091-23/+24
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* Bug 801: Region Dirty Update; TextureSequence GLMediaPlayer Fix; Blending Fix ;Sven Gothel2014-04-091-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Region Dirty Update - Split dirty -> ShapeDirty + StateDirty, where StateDirty forces re-rendering content w/o geometry update as req. for 2-pass mode. - Fix TextureSequence (GLMediaPlayer) usage in RegionRenderer / GLRegion* - handle GL_TEXTURE_EXTERNAL_OES incl. Android ES3 bug - inject TextureSequence's shader stubs - shader: Use abstract lookup 'texture2D' -> 'gcuTexture2D' - flip scaled colorTexBBox if TextureSequence 'tex.getMustFlipVertically()' - TODO: Handle multiple TextureSequence shader programs! - Fix Blending: GLRegion* / RegionRenderer / RenderState - Disable/Enable depth-writing w/ blending - Region impl. sets proper glBlendFunc*(..), i.e. 2-pass: - render2FBO: glClearColor(0f, 0f, 0f, 0f) glBlendFuncSeparate(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA, GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA) - renderFBO: glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA) - User code shall not set glClearColor(..) for 2-pass anymore - Graph-UI Demo - UIShape: - Add MouseGestureListener, combining MouseListener + GestureListener - EventDetails -> PointerEventInfo - PointerEventInfo contains objPos (ray-intersection) and glWin-pos - Toggle: - Separate color (on/off) if enabled - Toggle on click if enabled - SceneUIController - Use PinchToZoomGesture and propagete same gesture to UIShape - Use AABBox.getRayIntersection(..) using 'real' shape coordinates for 1st picking. - Use shape PMV for secondary picking (drag, zoom 2-pointer, etc), see windowToShapeCoords(..) - Sort shapes according to z-value (render: ascending; picking: descending) - Only 'drag' if pointerId matches 1st pressed pointer
* Bug 801: Cleanup shader-program location/data update ; Add COLORTEXTURE + ↵Sven Gothel2014-04-041-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | TextureSequence to Region (Demo: TextureButton) Cleanup shader-program location/data update - GLUniformData: - Allow lazy data setup, as used for RenderState.ProgramLocal, see below - RenderState - Separate data (pmv, weight, colorStatic) from program-local uniforms -> add class ProgramLocal. Reduces uniform location lookups, since ProgramLocal is bound to Region impl. - ProgramLocal.update(..) needs to write uniform data always, since data is being used in multiple programs! - No 'dirty' tracking possible, removed - see above. - RegionRenderer - Fix shader-selection: 2-pass programs differ from 1-pass! - No shader-setup at init +++ Add COLORTEXTURE + TextureSequence to Region - Create color-texture coords in vertex-shader via region's bounding box (pass-1) - Use color-texture unit in pass-1 if enabled (own shader program) - Use TextureSequence in Region impl. providing all required data (unit + texture-name) - Demo: TextureButton (a UIShape)
* Bug 801: WIP 2/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-021-2/+1
| | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - Due to shader-switching, 'renderModes' are now local to Region, e.g. UIShape etc - Remove RegionRenderer.renderModes - VBORegion2P*: - Use simple 2x float matrix for orthogonal P+Mv - Cleanup shader
* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-011-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - ShaderCode - add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path) - insertShaderSource(..): pos==-1 -> append code - VectorUtil - add isVec3InTriangle3(..., float epsilon) - add testSeg2SegIntersection(..., float epsilon) - add testTri2SegIntersection(..., float epsilon) - AffineTransform: Return result for chaining - Font - Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)' - Rename getString*() -> getMetric*() - OTGlyph: Release _points field, no more used - - Graph Triangulation - Count additional vertices in: Triangulator, CDTriangulator2D - OutlineShape: - Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()' - Clarify cleanup ot outlines in same method 'cleanupOutlines()' - Count additional vertices .. - Graph Shader: - Start splitting and segmenting shader code for: - pass1 / pass2 - features, i.e. sampleCont, color-channel, ..
* Bug 801: Adjust Tests: GPUUIScene* use window proportional button size; Add ↵Sven Gothel2014-03-251-1/+1
| | | | Android MovieCubeActivity0a for 'no text' version
* Bug 801: Use allsamples 'brute force' for VBAA (best quality) ; Demos: ↵Sven Gothel2014-03-251-1/+3
| | | | Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
* Bug 801: Revise Graph VBAA (Add border dropping MSAA; Test diff. AA modes ↵Sven Gothel2014-03-221-8/+6
| | | | | | | | | | | | | | | | | | | | incl. FXAA2) ; Test exp. LineAA ; Misc Changes - Revise VBAA - Add border to FBO dropping MSAA - This automatically gives AA for edges on FBO boundary - Correcting ceil-diff, use object-diff instead of win-diff (diff := ceil(a)-a, w/ float a) - Reorg shader - using includes to test diff. AA modes: - [poles, wholeedge] * [equalweight, propweight] - fxaa2 - Exp. LineAA (disabled) - Test ROESSLER-2012-OGLES for detected rectangles only - Test boundary line detection See screenshots: <http://jogamp.org/files/screenshots/graphui/20140322/>
* Bug 801: Revisit UIShape/SceneController (Ray-Picking, Full Object/Model ↵Sven Gothel2014-03-161-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | driven, ..) TODO: Transformations SceneUIController handles shapes generic: Rendering, selecting and event traversing. All data (transforms ..) are provided by UIShape. UIShape: - Dispatching NEWT MouseEvent's on MouseEventListener - Separates the 2d-transforms for shape/region and 3d transform, scale and rotation GPUUISceneGLListener0A Demo code merely aggregates the shapes and attaches listener, hence includes the 'application logic'. Working: - picking any shape - dragging, zooming, actions TODO: - Fix transformations, actually the rotations (button) look odd probably due to 'unlucky' rotation center and axis. +++ RegionRenderer: Removed Matrix ops, which shall be applied on PMVMatrix
* Bug 801: Add Frustum support to Region; Misc ..Sven Gothel2014-03-141-2/+2
| | | | | | | | | | | Region: Add Frustum support, to drop 'out of sight' shapes RenderState: Add hints, e.g. BITHINT_BLENDING_ENABLED, allowing user code to toggle background color etc Demos: Incomplete - WIP - Reuse mapped object to window coords computed at reshape - TODO: Use minimal Scenegraph for Graph-UI ..
* Quaternion: Fix and enhance class incl. Extensive Unit Tests (all passed)Sven Gothel2014-03-141-2/+4
| | | | | | | | | | | - Add documentation incl references (Matrix-FAQ, Euclideanspace, ..) - Compared w/ other impl., i.e. WildMagic, Ardor3D, .. and added missing functionality incl unit tests. - PMVMatrix: Added convenient Quaternion 'hooks' - glRotate(Quaternion) - glLoadMatrix(Quaternion)
* Merge branch 'master' into 2.2-trainSven Gothel2014-03-071-0/+1
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| * Test script: Add TestGLReadBuffer01GLCanvasAWTSven Gothel2014-03-071-1/+2
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* | Bug 801: Refine 'blend' usage and modes (API-doc and demo-code)Sven Gothel2014-03-051-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | - RegionRenderer: Make 'blend' setup pluggable via new GLCallbacks - 'GLCallback's for enable/disable, passed via 'create' method. Add 'defaultBlendEnable' and 'defaultBlendDisable', replacing previos fixed calls. - GLRegion.draw(..) added API-doc notes about: - Decorating call with RegionRenderer.enable(..) - glClearColor impact and blending - VBORegion2P*: Remove fixed glClearColor(..) call
* | Bug 801: Add MSAA_RENDERING_BIT ; VBAA: Uses GL_NEAREST (good result) ; ↵Sven Gothel2014-03-021-2/+3
| | | | | | | | Demos: Use local GLRegion for uncached text (perf.) ..
* | Bug 801: TypecastRenderer: Disable DEBUG ; Performance Note: ~800-1200 fps ↵Sven Gothel2014-02-281-1/+1
| | | | | | | | | | | | | | | | | | on uncached text line Performance Note: ~800-1200 fps on uncached text line Compared to c3621221b9a563495b4f54fe60e18e8db8cc57fb: ~600 fps and previous impl. ~60fps.
* | Merge branch 'master' into 2.2-trainSven Gothel2014-02-261-1/+1
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| * Bug 984 - Fix GLBufferObjectTracker.mapBuffer(..)'s mapBufferImpl(..) ↵Sven Gothel2014-02-261-2/+2
| | | | | | | | | | | | | | | | | | parameters for mapBufferRange(..) and mapNamedBufferRange(..) GLBufferObjectTracker.mapBuffer(..) variant for mapBufferRange(..) and mapNamedBufferRange(..) used wrong parameters in it's mapBufferImpl(..) call. Fixed and added mapBufferRange(..) test in TestMapBufferRead01NEWT
* | Bug 802: Graph TextRenderer Performance Part-1 (incomplete, rendering artifacts)Sven Gothel2014-02-241-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Strategy Change: - Font.Glyph itself holds it's OutlineShape with it's default scaling. Triangulation is done only once per glyph! - A CharSequence produces a Region by translating and scaling each Glyphs's OutlineShape. This removes the need for re-triangulate - see above. See: TextRendererUtil - The indices of re-added Triangles are offset to the new vertices (FIXME, seems not be be accurate yet). - OutlineShape's vertices and triangles are reused if 'clean'. - Simplified code - Reduced copies API Changes: - OutlineShape, Region, ...: See above - Removed TextRenderer, GlyphShape and GlyphString: Redundant - Added TextRendererUtil to produce the Region from CharSequence Result: - Over 600 fps while changing text for each frame. Previously only ~60fps max. TODO: - Region shall not hold the triangles itself, but the indices instead. This will remove the need to swizzle w/ vertices in the Region Renderer impl and easies reusage of OutlineShapes.
* | Bug 801: Graph TextRenderer Cleanup Part-1b (clean)Sven Gothel2014-02-231-9/+6
| | | | | | | | | | Concludes commit f51933f0ebe9ae030c26c066e59a728ce08b8559 w/ final fixes on merge commit 3352601e0860584509adf2b76f993d03893ded4b.
* | Merge branch 'master' into stash_glyphcacheSven Gothel2014-02-231-161/+559
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: make/scripts/tests.sh src/jogl/classes/com/jogamp/graph/curve/OutlineShape.java src/jogl/classes/com/jogamp/graph/curve/Region.java src/jogl/classes/com/jogamp/graph/curve/opengl/GLRegion.java src/jogl/classes/com/jogamp/graph/curve/opengl/RegionRenderer.java src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java src/jogl/classes/com/jogamp/graph/curve/opengl/TextRenderer.java src/jogl/classes/com/jogamp/graph/font/Font.java src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java src/jogl/classes/jogamp/graph/curve/text/GlyphShape.java src/jogl/classes/jogamp/graph/curve/text/GlyphString.java src/jogl/classes/jogamp/graph/font/typecast/TypecastFont.java src/jogl/classes/jogamp/graph/font/typecast/TypecastGlyph.java src/jogl/classes/jogamp/graph/font/typecast/TypecastRenderer.java
| * Bug 927 - Multithreading (MT) - GLMediaPlayer.GLMediaEventListener: Remind ↵Sven Gothel2014-02-221-3/+5
| | | | | | | | that commands shall be off-loaded on another thread!
| * Bug 927: Fix minor MT issues w/ libav/ffmpegSven Gothel2014-02-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | Issue: [NULL @ 0x35bde60] insufficient thread locking around avcodec_open/close() Decorating said libav functions w/ mutex lock/release. Abstract impl. to either use pthread or JNI Monitor, but using the latter to reduce dependencies (ming64 windows). FFMPEGNatives is now an abstract class containing the 'static final Object mutex_avcodec_openclose'
| * Graph: RendereState: Create own PMVMatrix if passed value is null; Renderer: ↵Sven Gothel2014-02-151-3/+3
| | | | | | | | Add reshapeNotify(..) for NOP PMV reshape notification
| * Bug 927 - Multithreading (MT) issues with ALAudioSink (openal-soft)Sven Gothel2014-02-151-4/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | - Using update openal-soft (commit 7297c3214a4c648aaee81a9877da15b88f798197) - Analyzed openal-soft threading issues: - a global-lock would have removed the issue - turns out that using ALC_EXT_thread_local_context's alcSetThreadContext(..) instead of alcMakeContextCurrent(..) solves the issue - Cleaned up al*GetError() queries and handling - Simplified flush/dequeue buffers
| * Bug 975 - GLJPanel's OffscreenDrawable shall not double swap - Use default ↵Sven Gothel2014-02-141-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | auto-swap mechanims Refines commit 908ebd99d1eb57ce773a1fdd67c76886da86b9e6 Note that the test case decide whether to auto-swap (after read-pixels) or not auto-swap (manual swap before read-pixels). See UITestCase.swapBuffersBeforeRead(GLCapabilitiesImmutable chosenCaps): Determines whether the chosen GLCapabilitiesImmutable requires a swap-buffers before reading pixels. Usually one uses the default-read-buffer, i.e. GL.GL_FRONT for single-buffer and GL.GL_BACK for double-buffer GLDrawables and GL.GL_COLOR_ATTACHMENT0 for offscreen framebuffer objects. Here swap-buffers shall happen after calling reading pixels, the default. However, multisampling offscreen GLFBODrawables utilize swap-buffers to downsample the multisamples into the readable sampling sink. In this case, we require a swap-buffers before reading pixels. Returns: chosenCaps.isFBO() && chosenCaps.getSampleBuffers() +++ - GLJPanel: - Remove SurfaceUpdatedListener mechanism in favor of default auto-swap-buffer via GLDrawableHelper. This removes complexity. - postGL does not need to perform explicit swapBuffer operation, but rely on GLDrawableHelper and the default mechanism. This is also compatible w/ J2D backend. - Use GLDrawableHelper for setAutoSwapBufferMode(..) and getAutoSwapBufferMode() +++ UnitTests: - UITestCase: - Add 'boolean swapBuffersBeforeRead(GLCapabilitiesImmutable chosenCaps)' to determine whether swapBuffers() must occure before read-pixels. See above. - GLReadBuffer00Base* - remove explicit addSnapshotGLEL/removeSnapshotGLEL - add TextRendererGLEL, to display frame-count and -dimension - SnapshotGLEL* - simply toggle auto-swap in their init(..) and dispose(..) method! - clear back-buffer if 'swapBuffersBeforeRead' to test whether the right buffer is being used for read-pixels.
| * Bug 975 - GLJPanel's OffscreenDrawable shall not double swap (custom swap by ↵Sven Gothel2014-02-131-1/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GLEventListener using [AWT]GLReadBufferUtil) When utilizing [AWT]GLReadBufferUtil it is usually desired to read from the front-buffer instead the back-buffer. The latter may not be defined, e.g. when using MSAA. A GLEventListener utilizing [AWT]GLReadBufferUtil, must perform the drawable.swapBuffers() to be able to read from the front-buffer. Usually GLAutoDrawable.setAutoSwapBuffer(false) should be called here, to avoid a double swap - however GLJPanel does not support toggling auto-swap since it requires to control swap for it's own read-pixels. Remedy for GLJPanel: - GLJPanel issues helper.setAutoSwapBufferMode(false) - immutable - Enable GLJPanel.swapBuffer() if initializes This was previously disabled. - GLJPanel's OffscreenBackend listens to surfaceUpdated, to be notified whether postGL needs to swap buffer or the drawable.swapBuffer() was already called between preGL and postGL. See unit tests adding/removing a snapshot GLEventListener performing swapBuffers() and setting auto-swap accordingly.
| * Bug 962 - AWTGLReadBufferUtil should use aligned BufferedImage [for resized ↵Sven Gothel2014-02-131-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | images]; Fix GLReadBufferUtil GL_PACK_ROW_LENGTH AWTGLPixelBuffer is being reused when used via AWTGLPixelBufferProvider even when resized. AWTGLPixelBufferProvider uses GLPixelBufferProvider's requiresNewBuffer(..) which returns true if - allowRowStride==true and pixel-buffer size < required-size, or - allowRowStride==false and pixel-buffer size < required _or_ width doesn't match otherwise it returns true, i.e. the AWTGLPixelBuffer is reused. Hence the used BufferedImage might need to be aligned, i.e. using AWTGLPixelBuffer's getAlignedImage(..). +++ GLReadBufferUtil shall use current texture-data width for GL_PACK_ROW_LENGTH, not the static GLPixelBuffer's width, which may not reflect image dimension (resize) +++
| * Bug 972 - Reduce ClassLoader Lookup, i.e. Class.forName(..): GLProfile, ↵Sven Gothel2014-02-121-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | GLContextImpl, DisplayImpl GLProfile, GLContextImpl: - ReflectionUtil.DEBUG_STATS_FORNAME: Dump forName stats if set - Cache GL*Impl and GL*ProcAddressTable Constructor<?> for GLContextImpl's createInstance(..) - Remove off-thread early classloading thread which only adds complications DisplayImpl: - Remove one redundant availability test
| * Bug 927 - Enhance GLMediaPlayer/FFMPEGMediaPlayer MovieSimple to run ↵Sven Gothel2014-01-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | multiple instances in parallel Tested on GNU/Linux x86_64, Result: Plays well here audio and video, i.e. audio is actually mixed from both movies. Even if one movie (below) stops and restarts (AL buffer reset), it didn't crash. +++ LIB_AV Codec : 54.92.100 [cc 54] LIB_AV Format : 54.63.104 [cc 54] LIB_AV Util : 52.18.100 [cc 52] LIB_AV Resample: 1.0.1 [cc 1, loaded true] LIB_SW Resample: 0.17.102 [cc 0, loaded true] LIB_AV Device : [loaded true] LIB_AV Class : FFMPEGv09Natives +++ (enable MovieSimple in scripts/tests.sh) bash scripts/tests-x64.sh -loop -windows 2 \ -urlN 0 http://download.blender.org/peach/bigbuckbunny_movies/big_buck_bunny_720p_surround.avi \ -urlN 1 http://video.webmfiles.org/elephants-dream.webm +++ 2 Streaming threads, i.e. decoder threads: "Thread-5-StreamWorker_1" daemon prio=10 tid=0x00007f994c102000 nid=0x5826 in Object.wait() [0x00007f996fa37000] at jogamp.opengl.util.av.GLMediaPlayerImpl$StreamWorker.run(GLMediaPlayerImpl.java:1231) "Thread-4-StreamWorker_0" daemon prio=10 tid=0x00007f99600ed000 nid=0x5825 in Object.wait() [0x00007f996cd09000] at jogamp.opengl.util.av.GLMediaPlayerImpl$StreamWorker.run(GLMediaPlayerImpl.java:1231)
| * TestPerf001*Init0*: Add INIT_TIMEOUT for perf. loop (10s)Sven Gothel2014-01-251-3/+3
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| * Bug 948 - Autodetect GLRendererQuirks.SingletonEGLDisplayOnlySven Gothel2014-01-241-1/+1
| | | | | | | | | | | | | | | | | | Refines commit fbe00e6f5dca8043b40dd96f096fecc9424e0cc3 Instead of querying driver artifacts (vendor, platform, version ..) we simply can autodetect this quirk by trying to get a second egl-display handle when initializing the EGLDrawablFactory's default device: EGL.eglGetDisplay(EGL.EGL_DEFAULT_DISPLAY)
| * Bug 948 - NVIDIA 331.38 (Linux X11) EGL impl. only supports _one_ EGL ↵Sven Gothel2014-01-241-17/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Display via eglGetDisplay(..) NVIDIA 331.38 (Linux X11) EGL impl. only supports _one_ EGL Display via eglGetDisplay. - Subsequent eglGetDisplay(..) calls fail. - Using the same 'global' egl-display does work though Remedy: Add 'GLRendererQuirks.SingletonEGLDisplayOnly' Detection of quirk is done as usual in GLContextImpl.setRendererQuirks(..), and EGLDrawableFactory passes the quirk, if detected, down to EGLDisplayUtil. The latter implements the singleton eglDisplay handle. EGLDisplayUtil: Cleaned up .. - EGLDisplayRef employs the reference handling incl. eglInitialize(..) and eglTerminate(), as well as the new singleton quirk. - Mark all internal methods 'private', to remove possible [untested] sideffects.
| * Bug 942: GLBufferObjectTracker: Tracking GLBufferStorage accurately, ↵Sven Gothel2014-01-211-2/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | synchronized and secure [1/2] GLBufferSizeTracker becomes GLBufferObjectTracker and tracks the buffer's data store, GLBufferStorage, accurately, synchronized and secure. Synchronization is required, since the GLBufferStorage can be shared across many GLContext on multiple threads. This requires all GLBufferStorage lifecycle affecting GL functions to utilize synchronized GLBufferObjectTracker methods while passing a native GL-func callback. These GL functions are: - glBufferData, glBufferStorage (GL 4.4), glNamedBufferDataEXT Creating the GLBufferStorage object - glMapBuffer, glMapBufferRange, and their *Named*EXT variants - glUnmapBuffer, glUnmapNamedBufferEXT 'glDeleteBuffers' can simply notify the GLBufferObjectTracker No more HashMap is required to associate the mapped buffer address to the mapped ByteBuffer. GLBufferObjectTracker simply utilizes a buffer-name (int) -> GLBufferStorage map. +++ The security aspect shall be implemented by validating all arguments whether they match the required GL constraints, as well as validating tracked states like 'size'. The following functions will throw an GLException accordingly: - glBufferData, glNamedBufferDataEXT * @throws GLException if size is less-than zero * @throws GLException if a native GL-Error occurs - glBufferStorage (GL 4.4) * @throws GLException if size is less-or-eqaul zero * @throws GLException if a native GL-Error occurs - glMapBuffer, and it's *Named*EXT variant * @throws GLException if buffer is not bound to target * @throws GLException if buffer is not tracked * @throws GLException if buffer is already mapped * @throws GLException if buffer has invalid store size, i.e. less-than zero - glMapBufferRange, and it's *Named*EXT variant * @throws GLException if buffer is not bound to target * @throws GLException if buffer is not tracked * @throws GLException if buffer is already mapped * @throws GLException if buffer has invalid store size, i.e. less-than zero * @throws GLException if buffer mapping range does not fit, incl. offset - glMapBufferRange, and it's *Named*EXT variant Only clear mapped buffer reference of GLBufferStorage if native unmap was successful. Further more special error handling shall be applied to: - glMapBuffer, and it's *Named*EXT variant, glMapBuffer, and it's *Named*EXT variant - A zero GLBufferStorage size will avoid a native call and returns null - A null native mapping result indicating an error will not cause a GLException but returns null This allows the user to handle this case.
| * JAWTWindow DEBUG: Dump all JAVA_VERSION* informationSven Gothel2014-01-141-2/+3
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| * Bug 938 - MemoryObject.java has no more equals() methodSven Gothel2014-01-141-2/+2
| | | | | | | | | | | | Re-adding 'equals(..)' method erroneously removed with commit 8457bf35fee253d9af29ff1150a9671f6896fc17. 'equals(..)' is important to allow the HashMap<> for glMapBuffer(..) work properly!
| * TestParenting01dAWT: Add waitForVisible after toggling NEWT child window ↵Sven Gothel2014-01-131-3/+3
| | | | | | | | visibility helping robostness of test case.
| * Bug 937 - JAWTWindow: Unsatisfying Visibility ComputationSven Gothel2014-01-121-7/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Simplify JAWTComponentListener's HierarchyListener: - Don't interfere w/ Component's visibility anymore! This shall reduce sideeffects. Utilize 'isShowing' in each Component specialization, i.e. GLCanvas. - On SHOWING_CHANGED if a parent caused a change of the tracked components showing state, propagate it to the offscreen-layer! - Remove all other complicated states! GLCanvas, GLJPanel: - Instead of 'isVisible()' use 'showing state', since only the 'showing state' reflects 'true' visibility throughout the hierarchy. - Add HierarchyListener and track volatile showing state to be used instead of 'isVisible'. Using a cached showing state is more efficient than quering 'isShowing()' all the time! NewtCanvasAWT: - Use 'isShowing()' instead of 'isVisible(), see above
| * Fix PNGTstFiles: Typo of new PNG icons .. used AE's 'gray' instead of BE's ↵Sven Gothel2014-01-091-2/+2
| | | | | | | | 'grey', which is used for the filename
| * NEWT Rasp.Pi: Add Support for multiple Windows, dynamic set size and positionSven Gothel2014-01-091-2/+2
| | | | | | | | | | | | | | | | Impl. manages up-to 32 windows (BCM layer elements) - dunno whether this is a proper value. Note: Layer 2000 is reserved for out PointerIcon. Removed 'dead code'.