| Commit message (Collapse) | Author | Age | Files | Lines |
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for success.
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- Setting up default VAO for all GL >= 3.2 core ctx.
Refines commit 9b6448b1d54716fd455c0cad0c6133c0edeb3bb8
Due to GL 3.2 core spec: E.2. DEPRECATED AND REMOVED FEATURES (p 331)
"There is no more default VAO buffer 0 bound, hence generating and binding one
to avoid INVALID_OPERATION at VertexAttribPointer."
More clear is GL 4.3 core spec: 10.4 (p 307):
"An INVALID_OPERATION error is generated by any commands which
modify, draw from, or query vertex array state when no vertex array is bound.
This occurs in the initial GL state, and may occur as a result of BindVertexAr-
ray or a side effect of DeleteVertexArrays."
+++
I just have read (same spec) 2.10 (p 46/47):
"An INVALID_OPERATION error is generated if any of the *Pointer commands
specifying the location and organization of vertex array data are called while zero
is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argu-
ment is not NULL."
.. which only constraints the *Pointer command use to _VBO_, not forcing a VAO.
+++
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w/ higher GLSL versions
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GLContextImpl: Bind default VAO if having quirk RequiresBoundVAO.
OSX w/ OpenGL >= 3 core context implementation requires a bound VAO for vertex attribute operations,
i.e. VertexAttributePointer(..). This has been experienced on OSX 10.7.5, OpenGL 3.2 core w/ Nvidia GPU
and in several forum posts. Such 'behavior' violates the GL 3.2 core specification,
which does not state this requirement, hence it is a bug. (Please correct me if I am wrong!)
GLContextImpl works around this quirk, by generating a default VAO and binds it at 1st makeCurrent (@creation)
and deletes it at destroy. This is minimal invasive since no action is required for subsequent makeCurrent or release.
We assume if a user uses and binds a VAO herself, she will mind this quirk.
Note: We could enhance this workaround by quering for a currently bound VAO at makeCurrent() and bind our default if none.
However, we refrain from this operation to minimize the workaround and complexity.
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GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
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EXT_packed_depth_stencil extension
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fourth element was invalid
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All *Pointer methods used 'normalized:=false', but we cannot assume
the fixed function code does use normalized (0f..1f) values.
On the contrary, it usually uses the native format value range.
Hence we have to pass normalized:=true for all fixed point data types
and normalized:=false for floating point data types.
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resize element count
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and size gross-net > PAGE_SIZE
Usually PAGE_SIZE is written within one DMA xfer command,
so if the gross buffer bulk transfer contains more unused data than PAGE_SIZE
we may win when transfering each single buffer at buffer update.
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imm. gl* functions; Default color padding is 1f; Make fields private.
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The readlong() method is attempting to build a 64bit value from two 32 bit reads.
The problem is that shifting an int only uses the lower 5 bits of the shift value,
so << 32 is the same as << 0. Cast to long and restore the original intention.
Signed-off-by: Harvey Harrison <[email protected]>
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properties, drawIndices QUAD w/ proper range and add uint; FixedFunctionHook: drawIndices QUAD w/ proper range and add uint
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ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
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becomes public method to JoglVersion
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GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
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required (similar sanity checks as enableBuffer())
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detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
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(fix, incomplete still), ShaderSelectionMode, Fix default values
Besides the above mentioned additional features towards completness of the FFP emu,
the ShaderSelectionMode allows fixating a shader program configuration,
i.e. AUTO switch (default) or choosing a static shader program to avoid heavy program switches
incl. uniform/attribute updates.
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issues UseProgram is enable==true, but no program switch.
More versatile toString(StringBuilder sb, boolean alsoUnlocated), by default don't dump uniforms/attributes
w/o valid location.
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is not more bound after enableBuffer(); Fix unit test (test VBO bound).
Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound.
See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements().
Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
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VBO: Always unbind VBO ASAP after data transfer (glBufferData())
and assignment (glVertexPointer(..), glVertexAttribPointer()).
It's a bug to leave it bound .. due to redundancy
and other calls which could have change the VBO binding.
Removed syncData(..), now it's only issued at enable
and hence migrated into the enable method.
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and add API docs. (API Change)
- Changed create*(..) factory methods (API Change)
- Drop passing GL instance, not needed
- allows creation of ImmModeSink as final field w/o GL context
- Use 'glBufferUsage' to determine whether to use VBO or not ( 0 == glBufferUsage )
- Use glBufferUsage in glBufferData(..) call (oops)
- Toggle vboUsage per object ( 0 == glBufferUsage ? nonVBO : VBO )
remove static VBO usage flag
- Fix render mode
- GL_POLYGON -> GL_TRIANGLE_FAN (not GL_LINES)
- GL_QUADS -> Looped GL_TRIANGLE_FAN (is !GL2) in draw(..) w/ and w/o indices
- Buffer usage
- documented
- allow creating sink w/ all components (vertices, color, normal and texCoords)
bit render and grow only used parts.
This allows proper usage of sink where it is not known
which types are being used.
- Added test case
- Manually tested w/ Jake2 ES1
Jake2 uses the FFP immediate mode rendering, where we utilize this sink
w/o rendering artifacts.
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byte-order for sliced result
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toString(..) from PMVMatrix to FloatUtil and make it more generic; GLUniformData toString() also dumps it's matrices.
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of commit 455fed40391afe10ce5ffb9146ca325af63b0a49
Add drawable null check before using.
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GLAutoDrawableBase
Simply lock drawable and issue drawable.swapBuffers(), no need to make context current.
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Colorbuffer w/ diff size leads to GL_FRAMEBUFFER_UNSUPPORTED.
This occured at least on:
- OS X 10.6.8
- GL_RENDERER NVIDIA GeForce 7300 GT OpenGL Engine
- GL_VERSION 2.1 NVIDIA-1.6.36
Remedy is to catch the exception @ GLFBODrawableImpl.reset(..) and switch over to
fallback 'reset' method:
FBO reattachment -> FBO complete recreation
Of course, the FBO recreation is noticable slower,
but at least it seems to work on the offending system.
Not tested on the offending system, but manually provoked GLException on FBOObject
to trigger fallback, which is working here.
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If DEPTH_STENCIL was selected, recreate destroyed the common buffer when stencil was being 'reset'.
To unify and simplify code, if DEPTH_STENCIL stencil == depth reference.
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reshape() ; GLCanvas.reshape() only if drawble valid ; GLCanvas.validateGLDrawable() also test isDisplayable() ; Fix size validation ; resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
- GLCanvas.validateGLDrawable() @ display() and reshape()
To help users using GLCanvas w/ having a realized GLCanvas/Drawable,
validateGLDrawable() is also called at reshape().
This shall ensure a valid drawable after even a non AWT-EDT issued first setVisible().
- GLCanvas.reshape() only if drawble valid
Otherwise offscreen reshape attempts would happen even on unrealized drawable,
which is not necessary.
- GLCanvas.validateGLDrawable() also test isDisplayable()
To make sure the native peer is valid, also test isDisplayable()
- Fix size validation
Since we have experienced odd size like 0 x -41
test each component, i.e. 0 < width && 0 < height.
This is done through all JOGL/NEWT components.
- resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
In case method is called w/ odd size, i.e. 0 x -41,
the safe size 1x1 is used. However, we cannot validate this size.
Dump WARNING if odd size is detected.
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compile FixedFuncHook due to removed 'isDirty()'
- getModifiedBits() -> getModifiedBits(boolean clear)
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similar to GLContext change 6d241fc2a46413ee478985d676d2481c5a7ed119
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get-Mvi/Mvit-Matrix operation. (Minor API change)
Using bitmask for requested Mvi and Mvit matrices,
same as dirty-bits to ease matching and update operation.
Update of Mvi and Mvit will be performed only if it's dirty-bit and request-bit set within update().
The individual dirty bit is cleared only if it's matrix update is performed.
Update is also issued at get-Mvi/Mvit-Matrix operations
to ensure proper values w/o update call w/o clearing the modified-bits.
update() returns true if the Mvi or Mvit matrix got updated
_or_ one of the modified bits is set. update() clears the modified-bits.
Adding explicit getModifiedBits() to get and clear it's state.
Adding unit test.
Lots of API docs ..
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compilation ; ...
Adding [dead] native source files for NEWT/X11:
- X11Event and XCBEvent
- X11ScreenRandR11 X11ScreenRandR13
They are currently excluded from compilation, however I like do version them for later use.
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- Enh. Debug output a bit
- FBObject: Detect glError @ syncFramebuffer MSAA blit, throw GLException if glError to fail-fast
- TODO: May add Mesa NoFBOMSAA Quirk to disable even trying it ..
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reshape
Adding boolean sendReshape argument to be set to false, if subsequent display won't reshape.
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setSwapInterval() after changing the context's drawable w/ 'Mesa 8.0.4' dri2SetSwapInterval/DRI2 (soft & intel)
Analyzing 'TestGLContextDrawableSwitchNEWT' crash at setSwapInterval -> dri2SetSwapInterval
after retargeting the context (new drawable association).
Turns out Mesa's dri2SetSwapInterval may have a bug.
+++
GLContext TRACE_SWITCH: Add drawable handle to debug/trace output.
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syncFramebuffer(..) -> syncSamplingSink(..)
- reset(..) adds a new argument, boolean resetSamplingSink, allowing to trigger a reset
on the samplink sink as well. Use cases are documented.
- made public: resetSamplingSink()
- Rename syncFramebuffer(..) -> syncSamplingSink(..) to clarify semantics
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freeAllColorbufferImpl(gl)
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Add GLRendererQuirks:
- Contains centralized 'tagged' workarounds for GL renderer bugs (quirks)
- Accessible via GLContext and GLDrawableFactory
- Initialized in GLContext.setAvailability*
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Simplify GLGraphicsConfigurationUtil.fixOffscreenGLCapabilities(..) & use Quirks
- use quirks
- instead of passing booleans for each config, pass factory & device
Fix shared EGL/ES resources:
- GLProfile needs to initialize EGLDrawableFactory's shared resources before desktop,
so EGLDrawableFactory can use the fallback defaultDisplay & defaultSharedResource
for host mapped sharedResources (hack).
- If using defaultSharedResources for host mapped ones,
do not go through initialization cycles - simply map (sharedResource + context).
- EGLDrawableFactory: Use device's unique-key instead of connection only,
since the latter causes a collision (EGL-connection == X11-connection).
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redundancy, adding quirk.
Strings: Cleanup status strings; More verbose TextureAttachment toString()
Simplified re-attachment: Using simple switch/case block to recreate renderbuffer instead of task list (duh!)
Removed redundant calls to bind(gl)
Adding quirk for re-attachment: detach all 1st, then recreate. Disabled per default.
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increase robustness $ glReadPixels and Get NUM_SHADER_BINARY_FORMATS
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