| Commit message (Collapse) | Author | Age | Files | Lines |
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commit cfb9e118e020707842e6b5136b07f5ab149540c1
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GL context ; GLArrayDataClient-GLSL: Check if ShaderState is attached.
ShaderState Usage/Test: Add setShaderState(GL) for pre-use attachment to the GL context
- test cases utilize ShaderState before useProgram() was invoked,
hence we need an API entry to attach the ShaderState explictly
GLArrayDataClient-GLSL: Check if ShaderState is attached.
- catch error case of non bound ShaderState to GL context
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ShaderState.getShaderState(gl)
This removes the dependency of a GLSL GLDataArray object to a specific ShaderState
and enables sharing of this VBO data, i.e. via a shared context.
Test: TestSharedContextVBOES2NEWT
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cstr and add interleaved seg.
vboTarget is required in case of interleaved segments to allow eg. interleaved indices.
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VBO/attribute binding wasn't updated (VBO data written, shader change/switch attribute on same location) ; Optimized interleaved GLSL VBO binding, hence split up GLArrayHandler syncData/enableState
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NativeWindow/Newt Version since we use *all* targets
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(GearsES1/ES2)
rename/reloc:
- javax.media.nativewindow.util:
DimensionReadOnly -> DimensionImmutable
PointReadOnly -> PointImmutable
RectangleReadOnly -> RectangleImmutable
unified 'immutable' name as used within jogamp already
- remove array handler from public API
com.jogamp.opengl.util.GL*ArrayHandler -> jogamp.opengl.util.GL*ArrayHandler
- GLArrayData: Clarify method names
getComponentNumber() -> getComponentCount()
getComponentSize() -> getComponentSizeInBytes()
getElementNumber() -> getElementCount()
getByteSize() -> getSizeInBytes()
- FixedFuncPipeline: Moved def. array names to GLPointerFuncUtil
enhancement:
- GLArrayDataServer: Add support for interleaved arrays/VBO
- GLArrayData*.createFixed(..) remove 'name' argument (non sense for fixed function)
- PMVMatrix:
- one nio buffer
- removed 'Pmv' multiplied matrix
- removed 2x2 cut down 'Mvi' normal matrix (use 4x4 Mvi)
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tests:
- RedSquare -> RedSquareES1/RedSquareES2
- Gears ES1 fixed + ES2 added. Both work properly and share common Gears VBO construction
- Added TestMapBuffer01NEWT, testing glMapBuffer
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(Android)
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Refines spec GLArrayData and it's implementations.
see commit 76f7552c4a219b116e86949f271e613ba0f6f160
see commit 4d33a2df1e991ab75817dcb44061d88d3c499cdb
see commit 2dbd16fc3edf29b39ba37a11b9fbf1b2aad75c45
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Refines spec GLArrayData and it's implementations.
see commit 4d33a2df1e991ab75817dcb44061d88d3c499cdb
see commit 2dbd16fc3edf29b39ba37a11b9fbf1b2aad75c45
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Turns out some GL impl. use VBO names like 0xa2d67443, which is (int) < 0.
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Fix wrapFixedFuncEmul():
- only wrap if ES2 and (!ES1 || force)
- return same profile if ES1
- otherwise throw exception
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- Moved implementation of prev GL imageSizeInBytes(..) -> GLBuffers.sizeof() for all GL profiles
- GLBuffers.*: Added missing formats and types (GL2.1, GL3.3 and GL4.1)
- GLBuffers.sizeof(): Fail fast if format/type is unhandled, or alignment invalid
- Added unit test for GLBuffers.sizeof()
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a87c56c95099de5b6cbc9bd8bf6f1924a3dd6387)
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(screenshot etc) and GLPixelStorageModes
- Using GlueGen IOUtil, dropping StreamUtil and FileUtil
- Public (util) GLReadBufferUtil for screenshots and slow r2t (AWT less), as well as GLPixelStorageModes
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attachTexture2D(..) (MRT) w/ tex units
- plain initialization via init(GL)
- dedicated texture2D color buffer attachement attachTexture2D(..) w/ tex units (<GL_MAX_TEXTURE_UNITS),
which may happen up to max GL_MAX_COLOR_ATTACHMENTS to support MRT (multiple render targets)
- more API doc
- FBO/MRT/GLSL unit test w/ using 2 shader (decompose / compose)
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program: set prev. !inUse)
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prop is set
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Better toString formating
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function; switch program enh. ; Graph lifecycle
Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes,
not just active ones plus handling the lifecycle of the owned attributes (destroy).
This simplifies the lifecycle of all shader attributes.
Rename glFunction -> function .. well, the GL attribute marks them GL related already
Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation ..
Graph lifecycle cleanup using the above ..
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ShaderProgram:
- shaderCode's HashMap -> HashSet
- adding HashSet for attached ShaderCode
- link: allow relink, attachShader only if not yet attached
- new add(gl, ShaderCode, ..) method, allowing compile/attach pre linkage
- remove boxing of integer 'id', use generics style (warnings)
- rename: glReplaceShader -> replaceShader, glUseProgram -> useProgram
- fix: replaceShader
- hashCode _is_ 'id'
ShaderCode:
- remove boxing of integer 'id', use generics style (warnings)
- hashCode _is_ 'id'
ShaderUtil: Use generics style (warnings), static names
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API change)
- Don't fetch System.currentTimeMillis() by default and for every frame (performance)
- Default behavior is FPSCounter switched off
- Enable by frame interval, ie measure each 60 frames.
- FPSCounterImpl is default impl. used by impl. FPSCounter class (reduce code/redundancy)
- Might be promoted to GLAutoDrawable ?!
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- Pass the current GL context object where it's required
- Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region)
- Shader Cleanup: User import for common stuff; use req. version
- Reduce/remove data copy/recreation in *Region implementation
- UI/RIButton: Use defaults I like :)
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Capable of glBinAttribLocation(..)
Proper state check (has program, linked program, ..) for attrib/uniform methods.
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Added validation of FB/render buffer creation using glGetError(),
due to users trouble of determine the root cause of erroneous application behavior.
This change shall help tackling bug: 492 and 495
https://jogamp.org/bugzilla/show_bug.cgi?id=492
https://jogamp.org/bugzilla/show_bug.cgi?id=495
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+++
Remove GL parameter for
- createFixed(..)
- createGLSL(..)
validation at client/server array data happens at 1st enableBuffer() call,
no current context or profile required at creation time.
Added ShaderState for createGLSL(..) clarifying dependency to the ShaderState,
passing it down to the GLSLArrayHandler, which also removes the TLS GLContext.getCurrent() call.
+++
Partially reverted ab48dac3f4419ceac51fdf059f310f0f0499c4d7 factory methods:
removed added vboTarget parameter, since all createFixed and createGLSL are GL_ARRAY_BUFFER (VBO).
Adding createData(..) factory method in GLArrayDataServer allowing diff vbo targets,
ie GL_ELEMENT_ARRAY_BUFFER .. or none.
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new: 'public static String getRelativeOf(URL baseLocation, String relativeFile)',
capable of handling a JAR file/url.
Using File based relative locator, allowing better utilization in code:
old public static String getRelativeOf(String absoluteFileLocation, String relativeFile)
new public static String getRelativeOf(File baseLocation, String relativeFile)
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(remove GLContext.getCurrentGL() usage.
Using function signatures explicitly require the GL [current] instance clarifies
that the context must be current.
Removing GLContext.getCurrentGL() reduces TLS access of current thread
and hence possible performance hits.
The Texture class has been chosen for this conversion [not TextureIO yet],
since the enable/bind methods maybe used within a rendering loop.
User already 'complained' about lack of current GLContext clarity as well.
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target, comments, names)
VBO target: Allowing ELEMENT_VERTEX_ARRAY w/o corresponding GLSL/Fixed attribute
Names: Clarified method named.
Comments: Added and fixed comments
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before link stage.
This is required to allow proper usage of 'glBindAttribLocation()'.
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Allow parametrization of each component.
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- Remove unsafe double checked locking
- Annotate safe double checked locking (volatile)
- use 'static final' if possible
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- StringBuffer -> StringBuilder
- ReflectionUtil.getBaseName -> class.getSimpleName()
- cleanup imports, generics and @Override for all touched classes
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