| Commit message (Collapse) | Author | Age | Files | Lines |
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Reduce text contrast by 1/10th allowing better AA ; GPUUISceneGLListener0A uses proportional window height font size and one label w/ 10pt
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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/>
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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
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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 ..
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- 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)
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- 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
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Demos: Use local GLRegion for uncached text (perf.) ..
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on uncached text line
Performance Note: ~800-1200 fps on uncached text line
Compared to c3621221b9a563495b4f54fe60e18e8db8cc57fb: ~600 fps
and previous impl. ~60fps.
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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
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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.
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Concludes commit f51933f0ebe9ae030c26c066e59a728ce08b8559
w/ final fixes on merge commit 3352601e0860584509adf2b76f993d03893ded4b.
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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
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that commands shall be off-loaded on another thread!
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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'
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Add reshapeNotify(..) for NOP PMV reshape notification
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- 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
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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.
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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.
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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)
+++
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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
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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)
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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)
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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.
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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.
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Re-adding 'equals(..)' method erroneously removed with commit 8457bf35fee253d9af29ff1150a9671f6896fc17.
'equals(..)' is important to allow the HashMap<> for glMapBuffer(..) work properly!
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visibility helping robostness of test case.
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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
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'grey', which is used for the filename
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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'.
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- Utilizing layer element 2000 for PointerIcon
- Using NEWT PointerIcon code
- Using MouseListener to update PointerIcon position
- FIXME: Check whether we shall intercept sendMouseEvent directly (lag)
Misc:
- Properly open, assign and close the BCM display handle
- Properly destroy the window (BCM element)
- Prepare for multiple windows, set position and size
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Conversion Utilities (Allowing 'arbitrary' PointerIcon data input)
Commit fe28bc125429b38cdcd016746081f4a6d521c6fd added the notion of toolkit agnostic PixelFormat and conversion utilities,
utilized and further tested by this patch.
+++
- PointerIcon is a PixelRectangle
and hence holds the decoded data.
This allows on-the-fly conversion if required
as well as recreation w/o PNG re-decoding.
- Using array-backed PointerIcon data where possible,
allowing better performance when converting PixelFormat etc.
- NEWT Display adds 'createPointerIcon(final IOUtil.ClassResources pngResource...'
method to support agnostic PointerIcon creation.
- NEWT Display adds methods to allow users to avoid PixelFormat and
Buffer NIO type forced conversion:
- PixelFormat getNativePointerIconPixelFormat()
- boolean getNativePointerIconForceDirectNIO()
+++
PNGImage -> PNGPixelRect
Deleted: com.jogamp.opengl.util.texture.spi.PNGImage
Added: com.jogamp.opengl.util.PNGPixelRect
(We hope nobody was using PNGImage directly since it was a service-plugin for TextureIO)
PNGPixelRect is a PixelRectangle
PNGPixelRect actually is implemented OpenGL agnostic,
however - since our PNGJ support lives under package 'jogamp.opengl.util.pngj'
it cannot be moved up (yet).
PNGPixelRect now handles all PixelFormat for the target format
and also added support for grayscale+alpha (2 channels).
The latter is force-converted to RGB* - similar to paletted.
Further more, PNGPixelRect allows simply passing an OutputStream to write the PNG data.
Used by: TextureIO and NEWT
+++
- OffscreenSurfaceLayer's setCursor(..) uses the agnostic PixelRectangle
instead of a PNG resource.
- AWTMisc uses the PixelRectangle to produce the AWT Cursor
and converts it to the required format.
Hence same pixels are used for NEWT and AWT pointer/cursor icon.
- TestGearsES2Newt and NewtAWTReparentingKeyAdapter 'tests'
iterate over 3 custom PointerIcon when pressed 'c'.
- JOGLNewtAppletBase uses the new custom PointerIcon
'newt/data/crosshair-lumina-trans-32x32.png', which is included in NEWT (213 bytes only).
-
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and Issues
- Refine Display.PointerIcon: Complete type allowing re-creation
- Add associated Display reference
- Add used IOUtil.ClassResources reference
- Add isValid()/validate() methods for recreation
- Refine API doc
- Move Display.destroyPointerIcon(PointerIcon) -> PointerIcon.destroy()
- Move DisplayImpl.PointerIconImpl -> PointerIconImpl (own source file)
- Creation/Destruction and setting of PointerIcon happens on EDT
- DisplayImpl.shutdownAll() and Display.destroy() calls destroyAllPointerIconFromList
- WindowDriver.setPointerIconImpl: Validates PointerIconImpl (i.e. re-creates if required)
- Fix 'initial' window.setPointerIcon(..) before createNative(..),
tested w/ TestGearsES2NEWT
- OSX Native Code:
- Move mouse and pointer-state handling from NewtMacWindow -> NewtView class
to retain states (pointer handle, pointer visibility, etc) when reparenting.
Reparenting will move an exisiting NewtView into a new NewtMacWindow.
- Enable all mouse move events:
- NewtView::mouseEnter [nsWin makeFirstResponder: nsView];
- NewtView::mouseExited if( !mouseConfined ) { [nsView resignFirstResponder]; }
- NewtView::mouseMoved issued [myCurser set] if required, fixing
OSX issue not updating NSCursor properly.
- MacWindow:
- Test NewtMacWindow, NewtView and NSCursor handles before usage
- Fix DBG_PRINT(..) warnings
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Pointer Icons
- Utilizing JOGL's PNG decoder for all icons, if available.
- Application/window icons:
- Providing default application/window icons in 16x16 and 32x32 size
- NewtFactory.setWindowIcons(..) or property 'newt.window.icons' maybe used to override default icons.
- Using icons at application/window instantiation
- Display.PointerIcons:
- NativeWindow Win32 WindowClass no more references a default cursor
in favor of fine grained cursor control [in NEWT]
- Display provides create/destroy methods,
where display destruction also releases open PointerIcon references.
- Window.setPointerIcon(..) sets custom PointerIcon
- Implemented Platforms
- X11
- Windows
- OSX
- Manual Test: TestGearsES2NEWT (Press 'c')
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- Map ES2 -> ES3 GLProfile, if available
- EGLDrawableFactory: Don't query ES2 if ES3 is available
- Fix queries and get methods (GL, GLContext and GLProfile):
- glES3.isGLES2()==true and glES3.getGLES2()!=null
- ctxES3.isGLES2()==true,
- glES3Profile.isGLES2()==true
- Enhance Unit test: TestGLProfile01NEWT
- Test all GLProfile availability combinations
based on implementing GLProfile
- Test all GLProfile's isGL*()
based on highest GLProfile identity
- Test all GL's isGL*()
based on highest GL identity.
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EGL_OPENGL_ES3_BIT_KHR
Add Quirk 'GLES3ViaEGLES2Config': ES3 Context is used via EGL_OPENGL_ES2_BIT and 'version 2' for create context attributes.
- GLContextImpl.setGLFunctionAvailability(..)'s ES version validation
only fails if requested major version == 1 and doesn't match.
Hence requesting major==2 and having version 3 is tolerated.
- GLContextImpl.setGLFunctionAvailability(..)'s Quirks:
requested-major < has-major -> Adding GLES3ViaEGLES2Config
- EGLDrawableFactory.mapAvailableEGLESConfig(..):
Reflects has-major version, i.e. GLES3ViaEGLES2Config situation where
an ES2 request leads to an ES3 version.
Note: All workarounds can be found via lookup of GLES3ViaEGLES2Config (as usual when using quirks).
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attempt)
Commit c8726ef04b94ad8e66e1191a06ff793b908d130c reinforced ALWAYS_ON_TOP in native reconfig code
issued at reparenting call, which might be too early for the WM.
Perform ALWAYS_ON_TOP reinforcement from java side when reparenting CHILD -> TOP was successful
and visibility is reached. X11 only!
NewtAWTReparentingKeyAdapter: Add 'a' alwaysOnTop toggle to test w/o applet code.
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- 'tempInvisible' shall be also performed for top windows, solves Unity-WM background refresh issue
- Rename local field 'fullscreen' -> '_fullscreen' to avoid confusion
- Proper insets handling: Set 'WindowImpl.this.fullscreen = _fullscreen' only before reconfiguring,
otherwise wrong position maybe used due to wrong insets value.
Tested w/ WMs: KWin + Unity
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visibility state not restored @ detach
Commit ebed9f0322e2a2279a525e04ee3875c9034a7f45 (fix for Bug 906) causes a regression
to fix for Bug 816, Bug 849 and Bug 889 (OSX CALayer Positioning and JAWTWindow visibility).
The commit adds the JAWTComponentListener instance 'jawtComponentListener'
to the component before it's assignment (duh!).
+++
Further more, detaching the JAWTComponentListener shall restore
the component's original 'local visibility state', which might got overridden
by it's 'hierarchyChanged' implementation.
+++
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; Fallback for EOS Detection ; MovieSimple uses full GLEventListener for 'Audio Only' as well to test seek
Determine StreamWorker usage after init
- To support audio only files, we need to determine to use StreamWorker
after completion of stream-init.
Fix seek(..)
- FFMPeg: pos0 needs to use aPTS for audio-only
- Clip target time [0..duration[
Fallback for EOS Detection
In case the backend does not report proper EOS:
- Utilize 'nullFramesCount >= MAX' -> EOS,
where MAX is number of frames for 3s play duraction
and where 'nullFramesCount' is increased if no valid packet is available
and no decoded-video or -audio in the queue.
- Utilize pts > duration -> EOS
MovieSimple uses full GLEventListener for 'Audio Only' as well to test seek
- Matroska seek for audio-only leads to EOS ..
http://video.webmfiles.org/big-buck-bunny_trailer.webm
- MP4 audio-only seek works
http://download.blender.org/peach/bigbuckbunny_movies/BigBuckBunny_320x180.mp4
MovieSimple/MovieCube:
- Use audio-pts in audio-only to calc target time
Tested:
- A, V and A+V
- Pause, Stop and Seek
- GNU/Linux
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'getNextTexture(..)' is issued here!
Thanks to Xerxes to analyze this issue thoroughly.
TODO: Implement EOS for 'Audio Only' and test seek, pause, etc .. - Apply manual tests in MovieSimple
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REPARENT_HINT_BECOMES_VISIBLE hint via new method variant using hints; Deprecate other reparentWindow(..) variants w/o hints.
NEWT Window.reparentWindow(..): Provide REPARENT_HINT_BECOMES_VISIBLE hint via new method variant using hints:
- Add REPARENT_HINT_FORCE_RECREATION, covering 'old' forceDestroyCreate boolean argument
- Add REPARENT_HINT_BECOMES_VISIBLE, Claim window becomes visible after reparenting, which is important for e.g. preserving the GL-states in case window is invisible while reparenting.
Deprecate other reparentWindow(..) variants w/o hints.
Use only new variant using hints w/o semantical change.
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Platform.currentTimeMicros() for accuracy
ReflectionUtil usage:
TestShutdownCompleteNEWT -wait -initOnly
Hotspots:
- MakeCurrent 5.3% - Called 52 times
- ClassLoader.findClass(..) 3.1% - Called 486 times .
- ReflectionUtil: 13 times ~ 0.3%
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considered in AWTTilePainter: 'Origin of GL image is still on Bottom'
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