| Commit message (Collapse) | Author | Age | Files | Lines |
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specific classes for non Android platforms.
Adapt to GlueGen commits: b3c9951006f9bd863244f1db3d54ac7866d66f0a, 86c1df6fdca183454ff544857f4236b646c4730d
Ensure same Java JAR content regardless of build target (fix).
Separate Android compilation results: jogl.all-android.jar and jogl.test-android.jar
avoiding generating different content w/ non android builds.
Adding ${android.abi} to APK target name (jogl.all-android.apk -> jogl.all-android-armeabi-v7a.apk)
if not generic.
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w/o GLEventListener
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.. also adding missing (c) of other graph unit test.
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1. Drawable, 2. GLContext
Remove deadlock situation where thread-1 (Animator Thread) holds the GLContext-Lock
and acquires the Surface-Lock, while thread-2 (UI/Main/EDT) holds the Surface-Lock
and attempts to create the GLContext and hence acquires the GLContext-Lock.
A GLContext-Lock and hence makeing the GLContext current requires to hold
the Surface-Lock. The prev. code acquired the locks in reverse order and
allowed the deadlock as described above.
This fix acquires the locks in the proper natural order
1 - Surface-Lock
2 - GLContext-Lock
This fix also renders the use of the non-synchronized behavior invalid,
since it is bogus not to wait for the GLContext lock where it waits for the
Surface lock. It also seems nonsense not to wait for any of both locks
and our code always waited for both (synchronized := true).
The GLContext [set/is]Synchronized(..) methods are removed
and waiting for the lock per default is the correct behavior.
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one holding the surfaceLock acquiring ctxLock where ctx acquires the surfaceLock
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cbc77718f01a8190e1a8aa0e9afdc2a3a3403358)
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ProjectFloat Matrix Multiplication of gluUnProject(..) impl.
ProjectFloat's previous gluMultMatricesf(..) used row-major order,
but the replacement multMatrixf(..) uses column-major order (like OpenGL, ..).
Note: The replaced 'gluMultMatrixVecf' by multMatrixVecf() already
used column-major order.
Fix: Reverse the arguments of matrix multiplication
m1 x m2 -> m2 x m1
Added proper API documentation in FloatUtil -> Column Major Order of Linear Matrix Layout
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window order on main-thread.
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- Based on Andres Colubri's initiative and commit 218d67fc0222d7709b21c45792d44501351939c4.
- Reading real screen refresh rate ('stolen' from NEWT)
- Properly handling swap-interval and vsync-to in native code
- Increasing accuracy vsync-to to microseconds
Tested manually w/ TestGearsES2AWT.
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and custom lib path; MovieCube: '-wait' to wait for debugger.
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devices. Our ARMhf build is high profile.
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The Java classes already slipped through in
commit 10935e1ec0d8ed677bc3fddfaa8cd73898a3bcbf - oops.
Since we cannot provide a Libav binary (even though Google does in Android and Chrome)
due to legal uncertainities .. we dynamically link to an existing Libav / FFmpeg library
in a 'relaxed' manner. Ie. we allow certain recent functions to be absent to be able
to run on a wider range of Libav versions.
Currently tested on Debian Linux and Windows7 64bit/32bit
Binaries for Win/OSX:
- Windows http://ffmpeg.zeranoe.com/builds/
- OSX http://www.ffmpegx.com/
Features:
- Dynamic relaxed linking to Libav (see above)
- YUV420P texture lookup function shader stub (conversion to RGB)
- 1-copy only (decoder buffer to texture)
- simple
- uses libavformat's network streaming
- fixes some odd PTS values
TODO:
- Audio output (Should use OpenAL, duh)
- Seek works poorly
- Offthread multi-texture fetching for smoother animation
- Maybe more pixelformat conversions
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General enhancments.
For details about TextureSequence/GLMediaPlayer shader collaboration w/ your own shader source,
see TextureSequence and TexCubeES2 / MovieSimple demo.
TextureSequence allows implementations to provide their own texture lookup function
which may provide color space conversion (YUV) .. or other runtime hw-accel features.
Have a look at the next commit, which provides an Libav/FFMpeg implementation w/ YUV/RGB shader conversion.
MovieCube adds keyboard control (Android: firm touch on display to launch keyboard, don't break it though :)
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Texture
- Add TextureSequence, base interface of GLMediaPlayer to genralize texture streams
- TextureSequence / GLMediaPlayer: Use inner classes for event and texture data
- getLastTexture() shall never return 'null', initialization of TextureSequence (initGLStream(..), etc)
shall provide a TextureFrame w/ the stream's dimension.
- GLMediaPlayerImpl.createTexImageImpl() y-flip defaults to 'false'
impl. shall define y-flip, if required.
- Added MovieCube demo
- Fix Texture: initialize aspectRation for 'wrapping' ctor
-
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incl. unit tests; Test/Demos: Use PNG snapshots.
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- Factory falls back to NullGLMediaPlayer allowing to test on platforms where no player is available.
- MovieSimple (c) to JogAmp since it is no more derived from the old project.
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Activity adds 2 NEWT GLWindow's in a ViewGroup,
one main view and one small HUD view.
Both GLWindow contain one GLEventListener playing the same stream using GLMediaPlayer
one with no effect, one w/ a gradient color effect.
The stream's URL is currently hardcoded 'file:///mnt/sdcard/Movies/BigBuckBunny_320x180.mp4'.
Upper half of main window:
- click start/pause video
- drag rotate video
Lower half of main window:
- drag bwd/fwd in the stream (seek)
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Reusing the native EGLConfig handle of another EGLDisplay is invalid,
hence the EGLCapabilities cfg-handle value shall be 'refreshed'
using the immutable cfg-id and the new EGLDisplay.
Also fix EGLError value in createSurface() exception
and don't override EGLCapabilities transparency value for a given EGLConfig ID.
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Threading*:
- add invoke(..) generalizing the Therading decision
GLCanvas:
- remove 'manual' Threading decision, simply call Threading.invoke(..)
- use anonymous Runnable instances
- remove drawable lock, drawable is volatile instead
GLJPanel:
- remove 'manual' Threading decision, simply call Threading.invoke(..)
- use anonymous Runnable instances
- DEBUG: Use getThreadName() prefix
GLContextImpl:
- Remove GLWorkerThread idle command on makeCurrent(),
no holding of context in worker thread while idle.
- DEBUG: Use getThreadName() prefix
X11GLXContext:
- DEBUG: Use getThreadName() prefix
TODO: Validate whether it's OK for GLCanvas and GLJPanel to set Threading.Mode.MT as the default mode!
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Modified Daniel Balog's unit tests, covering GLWindow (NEWT), GLCanvas (AWT) and GLPBuffer
to fail immediatly when more than 1 open X11 Display is open.
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0cfc7847c58b51c9a26b50d905b592d1fc4c8578)
- Remove jogl.android-launcher.apk in favor of generic jogamp.android-launcher.apk
- All Android test code resides in jogl.test.apk (initial launcher and delegated 'real' one)
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- BOOTCLASSPATH - see gluegen commit 227ad20f6bf10d5d28073dfbd3fac363e3a09531
- Move jogl.test.apk creation in build-test.xml
- Enable and fix 'junit.run.remote.adb' target
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- Most of the android build work is done by gluegen ant files. Changes
made to gluegen in support of NDK r7 need to be reflected here:
- New/fewer environment variables.
- Specifying android.abi for packaging.
- Cross-compilation script cleaned up to look like gluegen's cross
compile script for consistency.
- Renamed install/re-install adb helper scripts to be ARM specific.
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junit.run.remote.ssh -> junit.run.remote.ssh.all
added junit.run.remote.ssh.newt
added junit.run.remote.ssh.awt
junit.run.tests issues 'junit.run.remote.ssh.newt' only for now.
manual remote ssh unit test invocation:
bash scripts/make.jogl.all.linux-armv7-cross.sh -f build-test.xml junit.manual.run.remote.ssh.newt
bash scripts/make.jogl.all.linux-armv7-cross.sh -f build-test.xml junit.manual.run.remote.ssh.awt
bash scripts/make.jogl.all.linux-armv7-cross.sh -f build-test.xml junit.manual.run.remote.ssh.all
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Fix GLWindow/SWT-GLCanvas: set context synchronized
- GLWindow fix commit a0177c8a1048683e5d43f4712f8f9e37091d4e85.
Removed explicit recursive surface lock requires
recursive context locking, otherwise concurrent rendering fails.
The implicit recursive surface lock within context makeCurrent()
is applied after the context lock itself.
Misc Changes
- Fix TestPBufferDeadlockAWT, which was not using the unique profile string reference
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*GraphicsConfiguration) ; ...
NativeVisualID: New interface for Capabilities implementations,
allowing retrieval of the native 'visual id'.
Impl. by WGL, X11 and EGL.
JAWTWindow.lockSurface()
- Detect surfaceHandle change an return LOCK_SURFACE_CHANGED (see: LOCK_SURFACE_CHANGED)
EGLDrawable:
- Impl. updateHandle() (see: LOCK_SURFACE_CHANGED)
- use NativeVisualID for EGLGraphicsConfiguration selection to respect a native 'visual id'
EGLContext.createContextImpl: Use NIO for attributes
EGLDisplayUtil: Enhance eglGetDisplay w/ DEBUG code and NativeSurface / EGL_DEFAULT_DISPLAY variation
EGL, XGL, WGL GraphicsConfiguration:
- Don't set ALPHA_SIZE and STENCIL_SIZE if not requested in attribute list
for context creation.
- toString() shows proper identification, eg.: egl, x11, win32 ..
EGLGraphicsConfigurationFactory:
Daisy chain GraphicsConfigurationFactory for native device type (currently only X11).
This allows choosing the EGLGraphicsConfiguration and hence native visual id based on EGL
when invoked via the factory model (generic).
In case EGLGraphicsConfigurationFactory is not suitable or doesn't produce a native visual id,
it falls back the the original one.
X11AWTGraphicsConfigurationFactory and X11Window:
Use generic NativeVisualID which allows EGLGraphicsConfiguration implicit.
*GraphicsConfiguration's DEBUG flag is pushed up to DefaultGraphicsConfiguration
LOCK_SURFACE_CHANGED:
- commit 006e9fe402a0a47b45fd2c4af51296aef895e8b5
- commit a0177c8a1048683e5d43f4712f8f9e37091d4e85
Impact:
- Fixes EGL/GLES (wrapper/native) usage on X11, proper Xvisual selection w/ EGL
- Fixes EGL/GLES (wrapper/native) usage on Windows, ANGLE works w/ NEWT and forced ES2
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favor a more detailed request than getDefault().
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common name win32 (same as stub_include)
Utilizing dlopen/dlsym in an efficient way relaxes the platform requirement of having Xinerama available.
This allows using Nokia N9 MeeGo out of the box.
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screen size if 0.
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(Gallium) as software rasterizer. Check for NULL and issue warnings (TRIAGE THIS).
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Shared-Context and more 'known' test cases for ES.
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fixes recursion on fallback GraphicsConfigurationFactory
.. also validate the X11 GraphicsConfigurationFactory in X11GLXGraphicsConfigurationFactory and fail fast
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int -> int[]
"texWidth desired texture width for multipass-rendering.
The actual used texture-width is written back when mp rendering is enabled, otherwise the store is untouched."
This allows the 'backend' to correct the texSize, ie in regards to GL_MAX_TEXTURE_SIZE .. etc.
Without this write-back, it would re-create the FBO for every frame.
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gluegen commit 0dce3191754bd73138ff6a72e576a2af05f850ba
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