| Commit message (Collapse) | Author | Age | Files | Lines |
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profiles via property 'jogl.disable.openglcore'
Also moved all GL profile properties to GLProfile class and made them public for better documentation.
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uniforms -> re-use es3_default_precision_vp; Fixes PointsDemoES2
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allow FixedFunctionHook to properly determine it's identity
BuildComposablePipeline: Handle synthetic isGL* and getGL* more generic, allow using a prologue hook
as needed for FixedFunctionHook's 'isGL*core()', 'isGLES*Compatible()' and 'getGLProfile()' methods.
The latter FixedFunctionHook take the emulated GL profile GL2ES1 into account,
allowing JOGL code to assume only having GL2ES1 available.
Otherwise methods like Texture.enable(..) would skip the glEnable(TEXTURE_2D)
call and FixedFunctionHook could not enable it's usage.
GLProfile received a 'public static GLProfile createCustomGLProfile(final String profile, final GLProfile profileImpl)'
allowing utilities like FixedFunctionHook to create a generic profile.
BuildComposablePipeline sorts the methods before emitting for better readability.
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Commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b added a workaround for
NVidia's Windows Driver Threaded optimization bug
existing in NVidia driver 260.99 for Window from 2010-12-11.
Commit 007f120cd8d33e4231ef4d207b85ed156d1e0c82
fixed the workaround and made it optional, default: turned off!
Rational of turning the workaround off was due to testing
against the original test-case 'Applet and Webstart'
with drivers >= 266.58 from 2011-01-24,
which did not reproduce this issue.
However, our unit tests reproduced the issue,
e.g. test: com.jogamp.opengl.test.junit.jogl.caps.TestTranslucencyNEWT
Hence we have to re-enable the workaround per default.
Added the following documentation of the issue:
+++
Since NV driver 260.99 from 2010-12-11 a 'Threaded optimization' feature has been introduced.
The driver spawns off a dedicated thread to off-load certain OpenGL tasks from the calling thread
to perform them async and off-thread.
If 'Threaded optimization' is manually enabled 'on', the driver may crash with JOGL's consistent
multi-threaded usage - this is a driver bug.
If 'Threaded optimization' is manually disabled 'off', the driver always works correctly.
'Threaded optimization' default setting is 'auto' and the driver may crash without this workaround.
If setting the process affinity to '1' (1st CPU) while initialization and launching
the SharedResourceRunner, the driver does not crash anymore in 'auto' mode.
This might be either because the driver does not enable 'Threaded optimization'
or because the driver's worker thread is bound to the same CPU.
Property integer value <code>jogl.debug.windows.cpu_affinity_mode</code>:
0 - none (no affinity, may cause driver crash with 'Threaded optimization' = ['auto', 'on'])
1 - process affinity (default, workaround for driver crash for 'Threaded optimization' = 'auto', still crashes if set to 'on')
+++
Note: WindowsThreadAffinity does _not_ work.
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use an FBO TextureAttachment if required
We only require an FBO TextureAttachment if using GLSL vertical flip,
otherwise we simply requires a color renderbuffer.
Further, the 'FBO fboFlipped' in GLSL vertical flip mode also simply requires a color renderbuffer.
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for a Colorbuffer, also make DEPTH optional.
API Change
+++
In certain cases a TextureAttachment for the FBO's color buffer
is not desired, either for performance reasons where texture functionality
is not required or to avoid texture restrictions like size, etc.
+++
GLFBODrawable shall use TextureAttachment for the FBO's color buffer
and a DEPTH buffer per default.
However, the user shall be allowed to use a plain ColorAttachment (renderbuffer)
and also no DEPTH buffer.
+++
FBObject Details:
- Colorbuffer interface exposes Attachment details
like format, size, etc as well as it's implementation
specifics, isTextureAttachment() and getTextureAttachment() allowing a clean cast and type query.
- Allow ColorAttachment to be used for non MSAA
- Make TextureAttachment optional for method 'use(GL, TextureAttachment)'
- Only validate size against MAX_TEXTURESIZE if using a TextureAttachment
- API Change:
- rename: getColorAttachmentCount() -> getColorbufferCount()
- add: getTextureAttachmentCount()
- change 'TextureAttachment getSamplingSink()' -> 'Colorbuffer getSamplingSink()'
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display/screen of a NativeSurface
Currently GLDrawableFactoryImpl's gamma settings are performed
only on the main screen.
Allow passing a NativeSurface, so it's display/screen
gamma values will be changed.
Further, promote low-level gamma settings to GLDrawableFactory
for direct usage.
Change com.jogamp.opengl.util.Gamma to use a GLDrawable
instead of a GL object to clarify that we use the drawable.
Also add a GLAutoDrawable variant, allowing proper locking
of its 'upstream-lock' to guarantee atomicity.
+++
Tested manually w/ TestGearsES2NEWT on X11 and Windows
using the 'g' and 'G' to modify gamma.
Value is properly reset on exit.
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avoiding race conditions.
GLAutoDrawable (API CHANGE) allowing atomic operations:
- Add class API-doc chapter about 'GLAutoDrawable Locking'
- Add method invoke(..) API-doc description about throwing IllegalStateException in case of a detected deadlock situation ahead
(Note: Implemented in GLDrawableHelper.invoke(..) for all implementations)
- Add new methods for proper multithread handling:
- public RecursiveLock getUpstreamLock();
- public boolean isThreadGLCapable();
+++
GLEventListenerState/GLDrawableUtil:
- Perform operation in a atomic fashion,
i.e. lock GLAutoDrawable during whole operations:
- GLDrawableUtil.swapGLContext(..)
- GLDrawableUtil.swapGLContextAndAllGLEventListener(..)
- GLEventListenerState.moveFrom(..)
- GLEventListenerState.moveTo(..)
- ReshapeGLEventListener:
- Moved from GLEventListenerState.ReshapeGLEventListener -> GLDrawableUtil.ReshapeGLEventListener
- Takes 'displayAfterReshape' case into account.
+++
javax.media.opengl.Threading Clarifications:
- Public 'enum Mode', i.e. Threading.Mode
- Public getMode()
- Clarified 'isOpenGLThread()':
- Take 'singleThreaded' into account directly,
i.e. always return 'true' if singleThreaded == false
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Adapt to GlueGen commit f5c48efcf546ba4e08e197ccced6df83b57e1755
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'setSharedAutoDrawable(sharedAutoDrawable)' where possible; Fix/Refine API doc.
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Removed Deprecated Class:
- com/jogamp/opengl/util/TGAWriter.java
- Use TextureIO w/ .tga suffix
- com/jogamp/opengl/util/awt/Screenshot.java
- Use:
- com.jogamp.opengl.util.GLReadBufferUtil, or
- com.jogamp.opengl.util.awt.AWTGLReadBufferUtil
The latter for reading into AWT BufferedImage
See: TestBug461FBOSupersamplingSwingAWT, TestBug605FlippedImageAWT
- javax/media/opengl/GLPbuffer.java
- Use:
caps.setPBuffer(true);
final GLAutoDrawable pbuffer = GLDrawableFactory.getFactory( caps.getGLProfile() ).createOffscreenAutoDrawable(null, caps, null, 512, 512);
- See: TestPBufferDeadlockAWT, ..
Removed Deprecated Methods:
- Constructor of AWT-GLCanvas, SWT-GLCanvas, AWT-GLJPanel
with argument 'final GLContext shareWith'
See GLSharedContextSetter, i.e. glCanvas.setSharedContext(..) !
- GLDrawableFactory.createOffscreenAutoDrawable(..)
with argument 'final GLContext shareWith'
See GLSharedContextSetter, i.e. offscreenAutoDrawable.setSharedContext(..) !
- GLDrawableFactory.createGLPbuffer(..),
see above!
- com.jogamp.opengl.util.av.AudioSink 'enqueueData(AudioDataFrame audioDataFrame)',
use 'enqueueData(int, ByteBuffer, int)'
- GLSharedContextSetter.areAllGLEventListenerInitialized(),
migrated to GLAutoDrawable !
- GLBase's
- glGetBoundBuffer(int), use getBoundBuffer(int)
- glGetBufferSize(int), use getBufferStorage(int).getSize()
- glIsVBOArrayBound(), use isVBOArrayBound()
- glIsVBOElementArrayBound(), use isVBOElementArrayBound()
- NEWT MouseEvent.BUTTON_NUMBER, use BUTTON_COUNT
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oculusvr-sdk java distortion-mesh calculation if available
StereoDeviceFactory support new GenericStereoDeviceFactory, with it's GenericStereoDevice and GenericStereoDeviceRenderer.
GenericStereoDevice maintains different configurations, triggered either by passing a GenericStereoDevice.Config
instance directly or by the device-index parameter:
- 0: monoscopi device: No post-processing
- 1: stereoscopic device SBS: No post-processing
- 2: stereoscopic device SBS + Lenses: Distortion post-processing
(only available w/ oculusvr-sdk sub-module)
Producing a 'GenericStereoDevice.Config' instance is self containing
and may extend if supporting more device types like top-bottom, interlaced etc.
StereoDemo01 handles all use-cases and may be used as a test-bed
to add and experiment with stereoscopy, devices and settings.
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Conflicts:
make/scripts/tests.sh
(build.xml: Using <copy tofile=".."/> instead of producing new jar files via <jar> to keep identity)
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Renamed:
jogl-core.jar → jogl.jar
nativewindow-core.jar → nativewindow.jar
The build scripts have been edited to produce sets of natives for
each "module" (as opposed to producing one set of natives and then
have each module point to them via aliasing).
Bug: 1023
Bug: 1024
Depends on 46faa59d439ef235d7691fc64d56eedc600ffa1a from gluegen.
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'com.jogamp.opengl.util.stereo' contains all public interfaces/classes
Renamed interfaces:
CustomRendererListener -> CustomGLEventListener
StereoRendererListener -> StereoGLEventListener
New vendor agnostic 'stuff' in com.jogamp.opengl.util.stereo:
1 - StereoDeviceFactory
To create a vendor specific StereoDeviceFactory instance,
which creates the StereoDevice.
2 - StereoDevice
For vendor specific implementation.
Can create StereoDeviceRenderer.
3 - StereoDeviceRenderer
For vendor specific implementation.
4 - StereoClientRenderer
Vendor agnostic client StereoGLEventListener renderer,
using a StereoDeviceRenderer.
Now supports multiple StereoGLEventListener, via add/remove.
- MovieSBSStereo demo-able via StereoDemo01
can show SBS 3D movies.
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GLEventListener2 (WIP); Refine FloatUtil
- GLEventListener2 extends GLEventListener adds refined control:
- display w/ flags, i.e. repeat, don't clear
- setProjectionModelview(..)
- FloatUtil.* Add return value for chaining, where missing
+++
- jogamp.opengl.oculusvr.OVRDistortion
- Handles all OVR related data and maps it to shader + GL buffers
- display method
- com.jogamp.opengl.oculusvr.OVRSBSRendererSingleFBO implements GLEventListener
- Simple OVRDistortion renderer using single FBO
- Using upstream GLEventListener2 (the content)
- com.jogamp.opengl.oculusvr.OVRSBSRendererDualFBO implements GLEventListener
- Simple OVRDistortion renderer using two FBOs
- Using upstream GLEventListener2 (the content)
Manual Test: com.jogamp.opengl.test.junit.jogl.stereo.ovr.OVRDemo01
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Issue was that 'com.jogamp.opengl.util.PNGPixelRect'
was included in jogl-core.jar and that NEWT assumes
PNG conversion is possible having this class available.
However, PNGPixelRect requires 'jogamp.opengl.util.pngj'
which is only included within jogl-util.jar.
Moved PNGPixelRect from jogl-core.jar to jogl-util.jar.
+++
Added manual test launch 'testnoawtatomics' in make/scripts/tests.sh
to test atomic usage.
Works now w/ com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NEWT,
showing that the window/application icon is _not_ set due to not having PNG* available.
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0bded476868c5fdfe44502bfd55957469d0d72bb
FloatUtil optimizations (unroll and linear memeory access):
- transposeMatrix
- invertMatrix (diff algo as well - 50% speed bump)
- multMatrix
- multMatrixVec
FloatUtil added
- matrixDeterminant(..)
FloatUtil removed
- Certain FloatBuffer variants are removed
or at least marked deprecated.
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Mingw64 ; Solve static linkage of stdc++)
- Bring-up on Windows w/ Mingw64
- Bumped oculusvr-sdk to commit 70e44b846ceaf9eebc336b12a07406c3a418a5c3
- Added required mingw64 linker statments
- Builds and runs on x86_64 and i386
- Solve static linkage of stdc++
- "-Wl,-Bstatic -lstdc++ -Wl,-Bdynamic" MUST come AFTER all object files!!
- No more manual '--undefined=symbol' required .. puhh :)
- Cleanup linker cfg ..
- Still runs on GNU/Linux x86_64 and i386
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Bring-up test only initializes the ovrHmdHandle
data structure by OVR native code.
See com.jogamp.oculusvr.OVRVersion
Current evaluation build compiles all OVR-SDK source
files itself w/o using provided libovr.a.
We also skip the GL dependent renderer of the SDK,
i.e. we prefer to utilize our JOGL 'barrel distortion' renderer.
This eases the 'chicken-egg' problem of OVR SDK dependencies,
i.e. libGL, libGLESv2 .. etc
Since the OVR source code is C++, we may still have to figure out
how to / and whether we shall link libstdc++ statically
to remove platform dependencies.
Right now we link libstdc++ statically if using GCC,
see make/build-oculusvr.xml (hackish .. TODO: better way to include all symbols).
Same consideration applies to GNU/Linux and libudev.so dependency,
since there are:
- libudev.so.0 and (Older distri's)
- libudev.so.1 (Debian8, ..)
...
Produced JAR artifacts are
- jar/atomic/oculusvr.jar
- jar/atomic/oculusvr-natives-<os.and.arch>.jar
i.e. only in 'atomic' variants to not bloat the default 'all' JAR files.
....
make/build-oculusvr.xml Notes:
- Currently native build only enabled on GNU/Linux (isLinux)
- Force disable native build via property 'c.build.oculusvr.skip'
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c3054a01990e55ab35756ea23ab7d7c05f24dd37, completes JOGL commit 68ca3ae8fcce28c62034299bc6e6f7eaab50bd1f
Add handling of 'initializeImpl()' of generated GLU* classes:
- GLU : no 'initializeImpl()' <- no libs
- GLUgl2es1: no 'initializeImpl()' <- no libs
- GLUgl: call 'initializeImpl()' in manual static init impl.
Further more, we shall not initialize the GLU* classes in GLU
static init method, querying GLU* class availability.
Tested via OlympicES1.
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41190c3830157abdf9649cbf7767e57108f55075 (Bug 975)
Commit 41190c3830157abdf9649cbf7767e57108f55075,
fix for 'Bug 975 GLJPanel's OffscreenDrawable double swap',
caused a regression of commit c427ed22244df44b71a0f1f000b0f93e56c283c2,
fix for 'Bug 826: GLJPanel: Fully restore TextureState and Viewport'.
Commit 41190c3830157abdf9649cbf7767e57108f55075 issues offscreenDrawable.swapBuffers()
and hence modifying the texture unit settings before saving the TextureState,
the whole purpose of commit c427ed22244df44b71a0f1f000b0f93e56c283c2.
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DisplayImpl.runOnEDTIfAvail(..) issues EDTUtil.start()
while holding it's object-lock - if the EDT is not running,
then invokes the given task.
EDTUtil.start() impl. holds it's own edt-lock
while starting, then releases it's edt-lock while issuing a null-task.
If another thread injects a blocking task right in-between
which also acquires the display's object-lock it deadlocks.
Simply remove issuing the null-task, so EDTUtil.start()
can return immediatly (releasing edt-lock)
and allowing DisplayImpl.runOnEDTIfAvail(..)
also to release it's object-lock.
The other threads task then can be executed,
where the 'starting task' would come second - which is OK,
even though a rare occasion.
Above situation was triggered via AWT/NEWT reparenting w/ forced recreation
via TestParenting01dAWT.
+++
The null-task at EDTUtil.start() was remaining code to ensure
that the EDT completed starting, which is redundant.
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crashes the app
The 'magic' MyNSOpenGLContext::dealloc (MacOSXWindowSystemInterface-calayer.m)
of force destroying the underlying CGLContextObj of it's associated
NSOpenGLContext as introduced as a remedy of Bug 691 is plain wrong.
It was added in commit f6e6fab2a7ddfb5c9b614cb072c27ff697629161
to mitigate the experience behavior of delayed GL context
destruction when creating/destroying them multiple times
as exposed in unit test TestGLCanvasAddRemove01SwingAWT.
While this 'hack' worked for some reason on some OSX versions,
it caused a 'access/modify after free' issue exposed under some circumstances
and crashes the application.
The actual culprit of the delayed GL context destruction is different.
The offthread CALayer detachment and hence final destruction
issued on the main-thread is _not_ issued immediately
due to some referencing holding by NSApp.
Issuing an empty event on the NSApp (thread) will wake up the thread
and release claimed resources.
This has been found while realizing that the GL context
are released if the mouse is being moved (duh!).
This issue is also known when triggering stop on the NSApp (NEWT MainThread),
same remedy has been implemented here for a long time.
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animating GLEventListenerButton
Analyze issue w/ OSX and NewtCanvasAWT when rendering / animating GLEventListenerButton.
FBO of main 'window' is _not_ updated ..
Probably related to CALayer - FBO - FBO* (of this button) ..
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Macro redefine 'texture2D -> texture'
was added _after_ the custom texture lookup insertion
causing GL3-core to fail.
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OpenAL/JOAL (works using openal-soft default on all platforms now)
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surface DPI ; Add NEWT Window.getPixelsPerMM(..) to query surface DPI
With HiDPI and surface scale, we need knowledge of the native surface's pixel-scale
matching the monitor's pixel-per-millimeter value.
Preserving the queried native pixel-scale and exposing it via
ScalableSurface.getNativeSurfaceScale(..) to compute surface DPI.
Add NEWT Window.getPixelsPerMM(..) to query surface DPI.
Surface DPI is demonstrated in GraphUI's GPUUISceneGLListener0A .. and TestRulerNEWT01, etc ..
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entry, fixed NewtCanvasAWT use-case
We require the requested pixelScale in NewtCanvasAWT if the NEWT window (child)
is not yet realized, so the JAWTWindow can receive the request,
since realized/current pixelScale is still 1.
Remove return value (requested pixel scale):
- public int[] setSurfaceScale(final int[] result, final int[] pixelScale);
+ public void setSurfaceScale(final int[] pixelScale);
Add API hook to query requested pixel scale:
+ int[] getRequestedSurfaceScale(final int[] result);
Unique name for get[Current]*:
- public int[] getSurfaceScale(final int[] result);
+ public int[] getCurrentSurfaceScale(final int[] result);
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which also fixed JAWTWindow getSurfaceScale() issue on Windows
Let setSurfaceScale(..) return the validated requested values
and getSurfaceScale(..) always the current values.
This removes complication and solves a bug w/ JAWTWindow on Windows,
where we used 'drawable' as an indicator for 'previous locked' state.
The latter is not true since on Windows 'drawable' is set to null in unlock,
getWindowHandle() should be taken instead.
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OSX impl.
Add ScalableSurface interface
- To set pixelScale before and after realization
- To get pixelScale
- Implemented on:
- NEWT Window
- Generic impl. in WindowImpl
- OSX WindowDriver impl.
- Also propagetes pixelScale to parent JAWTWindow if offscreen (NewtCanvasAWT)
- AWT WindowDriver impl.
- JAWTWindow / OSXCalayer
- AWT GLCanvas
- AWT GLJPanel
- NEWTCanvasAWT:
- Propagates NEWT Window's pixelScale to underlying JAWTWindow
- WrappedSurface for pixelScale propagation
using offscreen drawables, i.e. GLJPanel
- Generic helper in SurfaceScaleUtils (nativewindow package)
- Fully implemented on OSX
- Capable to switch pixelScale before realization,
i.e. native-creation, as well as on-the-fly.
- Impl. uses int[2] for pixelScale to support
non-uniform scale.
Test cases:
- com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NEWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2AWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2GLJPanelAWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NewtCanvasAWT
- Press 'x' to toggle HiDPI
- Commandline '-pixelScale <value>'
- Added basic auto unit test (setting pre-realization)
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dpi), add all modes to applet test-page
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AWTNewtEventFactory (e.g. for NewtCanvasAWT)
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'Rotated Viewport window-units' / Refine API doc in MonitorModeProps
Regression of commit 56d60b36798fa8dae48bf2aa5e2de6f3178ab0d1
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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
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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
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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
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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!
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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)
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See GlueGen commits:
- c06288d2a12586ab8df3715cf130549fdd7499fb
- 64615f17a8c63f692159235e169dbdd14d30b737
- 1a504fa682e6f28c5543da4d5885c7f2ff4ed3f1
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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.
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openjdk + ant
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validation (libavutil)
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test-ntsc01-28x16.png asset ; Generalize TextureSequenceDemo01 -> SingleTextureSeqFrame ; Unit tests use test-data, not assets.
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- 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
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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)
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