| Commit message (Collapse) | Author | Age | Files | Lines |
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jogamp.<module> (2/2) - edit files
- com.jogamp.opengl.impl -> jogamp.opengl
- com.jogamp.opengl.util.glsl.fixedfunc.impl -> jogamp.opengl.util.glsl.fixedfunc
- com.jogamp.nativewindow.impl -> jogamp.nativewindow
- com.jogamp.newt.impl -> jogamp.newt
This sorts implementation details from the top level, ie skipping the public 'com',
allowing a better seperation of public classes and implementation details
and also reduces strings.
This approach of public/private seperation is also used in the OpenJDK.
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due to possible diff function ptr of sw impl (NV/Win7)
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WGL and EGL)
- GLDrawableFactory exposes:
public final List/*GLCapabilitiesImmutable*/ getAvailableCapabilities(AbstractGraphicsDevice device)
- GLCapabilities platform specialization containing native ids (XVisual/FBConfig, PFD, EGLConfig, ..)
- GLCapabilities setPbuffer(true) disables onscreen
- Capabilities setOnscreen(true) disables pbuffer
- Capabilities implements Comparable
- *Capabilities: enhanced 'toString(..)'
- CapabilitiesChooser.chooseCapabilities:
'CapabilitiesImmutable[] available' -> 'List /*<CapabilitiesImmutable>*/ available'
- VersionApplet, GLCanvas.main, GLWindow.main, GLProfile/debug: dumps all available GLCaps
- WGLGLCapabilities: proper non-displayeble (pbuffer) pfdid handling
TODO: ES/EGL test with emulation
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Similar to JFrame's closing behavior,
the following components window closing follow the new WindowClosingProtocol:
- GLCanvas
- GLJPanel
- NEWT Window, GLWindow
- NEWT NewtCanvasAWT
The implementation obeys either
1) the user value set by this interface,
2) an underlying toolkit set user value (JFrame, ..)
3) or it's default, eg. {@link #DO_NOTHING_ON_CLOSE DO_NOTHING_ON_CLOSE} within an AWT environment.
If none of the above determines the operation,
this protocol default behavior {@link #DISPOSE_ON_CLOSE DISPOSE_ON_CLOSE} shall be used.
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In conjunction with the gluegen investigation (gluegen: fbdedff789077b5ffa07811590f771b6f9a4f3a7),
on Windows the type LONG is always 32bit, hence we have to declare:
typedef __int32 LONG;
Besides, WGL_DRAW_TO_PBUFFER_ARB and WGL_DRAW_TO_BITMAP_ARB were missing in the
WGL/ARB attribute query, and the latter was not set in caps -> attributes.
Added fail safe exception for null chosen caps, if X11/WGL algo fails to determine.
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Compile posted Issue* Bug* snippets
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(X11 error on nvidia); reenable GLJPanel test
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Read Drawable feature reflects the make context current API
having a seperate read drawable next to the write drawable (default).
glXMakeContextCurrent(write, read, ..)
On X11 a ready drawable is only supported for GLX >= 1.3,
on Windows only if extension WGL_ARB_make_current_read is available,
on EGL it's always supported, on OSX not at all.
API cleanup GLContext:
changes: setGLDrawableRead(GLDrawable) -> setGLReadDrawable(GLDrawable)
new: isGLReadDrawableAvailable()
new: getGLExtensionsString();
Access qualifier cleanup.
GLContextImpl: GLVersionNumber moved out.
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robust, doc Java2D/AWT properties.
On X11 disableBackgroundErase() must happen before native peer creation,
this patch issues it before and after super.addNotify().
Make drawable creation more robust, ie only create a drawable in case the size is > 0x0
and do this check/create at display/paint in case size it not yet determined.
Add documentation about Java2D/AWT properties impact on GLCanvas.
Make JUnit tests on AWT/GLProfile's more robust, while adding frame validate()
ensuring 1st paint will have a size, hence will create the drawable.
This is necessary for eg. AMD GPU's and GL context > 3.
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pause()/resume() so it becomes a non critical to multithreading, hence display() or state change needs to be synced
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Consider use cases with many drawables and no drawables at start,
this had to be reflected all over this patch set, implementation,
usage and test cases.
- GLAnimatorControl
- refine API doc / states
- add 'void remove(GLAutoDrawable drawable);'
- Animator*:
- using RecursiveLock 'stateSync' for all actions out of the big synchronized (animator) block:
- get status methods (thread, isPaused, ..), hence no more synchronized
- display drawables change, utilizing synced ArrayList swap
This removes the need for volatiles usage shouldPause/shouldStop within the display method.
- added blocking wait for state change for add(GLAutoDrawable)/remove(GLAutoDrawable) method
- remove flawed double checked locking in anim thread (pause/idle condition)
- thread is now a daemon thread, hence it won't hinder the JVM from shutdown
-
- Animator use change:
- Always resume after pause, except in case of final destroy -> NEWT invalidate / GLCanvas,
this considers use cases with many drawables and no drawables at start.
- GLDrawableHelper: Don't pause at implicit dispose()
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for Canvas. ; Adding FSAA test.
Canvas/X11:
The Canvas GraphicsConfiguraton should be chosen before the native peer is being created.
Choosing AWT GraphicsConfiguration (all platforms):
Don't filter our capabilities with 'AWTGraphicsConfiguration.setupCapabilitiesRGBABits(capsChosen, gc)',
not necessary (see above) and it would remove ourrequired alpha channel.
Canvas display():
Don't render if drawable is not realized (yet).
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NEWT WindowsWindow GetRelativeLocation() native implementation to GDI as well.
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NEWT's removed:
Window: destoy(boolean unrecoverable)
Display/Screen: get/set DestroyWhenUnused(boolean)
We behave as follows:
- Window.destroy() always decr Screen's reference counter,
which issues destruction when reached zero.
Then Screen does the same for Display ..
- Window.destroy() keeps alive all references,
hence it can be always recreated via setVisible(true).
- Window.destroy() ensures Display's EDT is stopped
if display is destroyed.
- Window.invalidate() actually removes all Object reference,
hence it cannot be recreated or used after it.
This method exist to support a way to cleanup memory, GC.
All test passed on Linux/X11 and Windows
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AWT wait period.
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(visibility, displayed)
Ensure that at least one frame has been rendered after returning from the functions.
This removes the hack of polling a while for a rendered frame.
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device.
AbstractGraphicsDevice's 'connection' and 'type' attribute is used as a unique key
to map GLProfiles and GLContext's major/profile -> major/minor/profile mapping.
Eager initialiaztion as well as lazy is supported to maintain a simple API.
This is currently tested on X11, where one app display NEWT/GL window and content
on the local and remote device.
See TestRemoteWindow01NEWT.java and TestRemoteGLWindows01NEWT.java
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comments
Seperated unit tests (newt/awt/headless)
- no more *CORE* tests
- junit.run.newt.headless: all NEWT headless (no-AWT) tests,
without any AWT classes and with -Djava.awt.headless=true.
Disabled for 'isOSX'.
- junit.run.newt: all NEWT non AWT tests (same as above),
but with full AWT. This test is not enabled via junit.run.
Disabled for 'isOSX'.
- junit.run.awt: all AWT tests without NEWT
- using newt.event.jar to add AWT agnostic NEWT event adapter
- junit.run.newt.awt: all NEWT + AWT tests
- junit.run: junit.run.newt.headless,junit.run.awt,junit.run.newt.awt
- swizzling around a few tests to achieve the above:
TEST rules:
- A runnable unit test must start with 'Test'
- Only pure NEWT tests must have 'NEWT' in their name
- AWT tests must have 'AWT' in their name.
- AWT + NEWT tests must have '.newt.' in their package name, hence
- Pure AWT tests (without NEWT) must not have '.newt.' in their package name
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Lifecycle.reparentActionPre()/reparentActionPost() -> pauseRenderingAction()/resumeRenderingAction()
for a more generic use, ie reparenting and screen mode change.
ScreenMode change: No more visibility/fullscreen changes, no more locking,
just pause/resume animation.
X11 ScreenMode set: move from thread/wait to simple polling over time (timeout)
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DEBUG strings w/ thread name
nativewindow.TraceLock -> nativewindow.debug.ToolkitLock.TraceLock
Sync Xmisc (DummyWindow) with NEWT's creation
test scripts: awt and non-awt usage
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focus click won't be counted
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Fix ScreenMode
- Avoid NPE/Out-of-memory: Return zero sized NewIntArrays instead of NULL.
Fix Windows Build
- ScreenMode still has a regression
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- 'destroyAction' -> 'destroyActionPreLock' 'destroyActionInLock',
to be able to stop animation before locking.
GLDrawableHelper.invokeGL() dispose case (initAction == null):
- pause animator if animating before makeCurrent (locking)
GLCanvas/GLJPanel dispose: recreate case
- resume animator if was animating
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