| Commit message (Collapse) | Author | Age | Files | Lines |
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'Hisilicon Immersion.16')
Note: Even though Mesa Intel driver crashes w/ heavy multithreading (Bug 873),
it works well w/ our multithreaded GLMediaPlayer.
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multiple media textures (Android) or shared GL context are not usable.
- GLMediaPlayer:
- TEXTURE_COUNT_MIN is the new minimum: '1' - i.e. no multithreading, single threaded player
- TEXTURE_COUNT_DEFAULT is '4' - multithreaded
- GLMediaPlayerImpl:
- Add Single threaded mode, but perform initStreamImpl(..) off-thread.
-
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point values. Derived from http://mvn.io7m.com/ieee754b16, of which I am the original author.
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instance of GLArrayHandler of same type; Simplify GLArrayHandler inheritance.
Refines commit 9f2a9df0a4b7093925c8854b37fba053469a4b35
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field usage; GLDrawableImpl: Make read-only fields final.
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Refine GearsObject* GLArrayDataServer copying; GearsES*: Init VBO eagerly
Add copy-ctor to GLArrayData* w/ sliced Buffer to allow general sharing of VBO via these high-level types.
Refine GearsObject* GLArrayDataServer copying (commit bcfaa149b9803ce33c5a356cbcb45f7dfd3e4361):
Utilize new GLArrayData* copy-ctor.
GearsES*: Init VBO eagerly, allowing VBO usage after init(..).
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downstream.getGL*() [TraceGL* / DebugGL*] ; Simplify GLContextImpl's set Debug/Trace Pipeline
Regression of commit 0002fccdcd6383874b2813dc6bbe3e33f5f00924:
"Trace/Debug shall utilize downstream identification for isGL*() and getGL*() methods."
Using the downstream identification commit is right for the isGL*() case,
however, getGL*() returned the downstream object which makes the caller loosing the pipeline!
Instead, we shall produce !GEN_GL_IDENTITY_BY_ASSIGNABLE_CLASS:
"if( isGL<type>() ) { return this; }
throw new GLException("Not a <type> implementation");"
or for GEN_GL_IDENTITY_BY_ASSIGNABLE_CLASS:
"return this;"
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order) ; Fix unit tests (Shared Gears, wait for created context and destruction order)
- Add note about driver stability (destruction order)
- See GLSharedContextSetter: Don't destroy master context before slaves!
- Fix spec-overview.html#SHARED links, add link to GLSharedContextSetter in SHARED subsection.
- Fix unit tests (Shared Gears, wait for created context and destruction order)
- The GearsObject sharing was completly bogus!
It simply used the _same_ GLArrayDataServer instance for sharing,
but it should use a _copy_ of the shared GLArrayDataServer while
only preserving the VBO object!
Fixed, while adding required methods to GLArrayDataServer.
- Waiting for the created GLContext of a GLAutoDrawable required us
to pass the latter _and_ check whether it's GLContext exists and is natively created.
- Accomodated the destruction order - see above!
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; Fix GLContext memory contract (volatile)
(Unit test remarks see below)
- Add shared GLContext queries
- Refined GLContextShareSet:
- Use IdentityHashMap since GLContext's can only be identical w/ same reference (footprint, performance)
- Add API doc for clarification
- Add methods:
- ArrayList<GLContext> getCreatedShares(final GLContext context)
- ArrayList<GLContext> getDestroyedShares(final GLContext context)
- Use 'final' where possible
- Add GLContext methods:
- boolean isShared()
- List<GLContext> getCreatedShares()
- List<GLContext> getDestroyedShares()
- Add GLSharedContextSetter interface defining setting a shared GLContext
directly (GLContext) or via a GLAutoDrawable:
- setSharedContext(GLContext)
- setSharedAutoDrawable(GLAutoDrawable)
Both cause initialization/creation of GLAutoDrawable's drawable/context to be postponed,
if the shared GLContext is not yet created natively or
the shared GLAutoDrawable's GLContext does not yet exist.
Most of impl. resides in GLDrawableHelper
Implemented in:
- GLAutoDrawableBase, GLOffscreenAutoDrawable
- GLWindow
- AWT GLCanvas
TODO:
- GLJPanel
- SWT GLCanvas
- GLDrawableFactory:
- Add 'GLOffscreenAutoDrawable createOffscreenAutoDrawable(..)' variant w/o passing the
optional shared GLContext _and_ specifying lazy GLContext
creation. This allows to benefit from GLSharedContextSetter contract.
Lazy GLContext creation is performed at 2st display() call at the latest.
All JOGL code and unit tests use this new method now.
- Mark 'createOffscreenAutoDrawable(..)' w/ shared GLContext argument
and immediate GLContext creation deprecated - shall be removed in 2.2.0
- Make reference to GLContext and it's native handle volatile
Since we rely on the query 'GLContext.isCreated()' to properly allow GLAutoDrawable's to query whether
a shared GLContext is natively created (already), the handle must be volatile
since such query and the actual creation may operate on different threads.
+++++
- Add/Refine shared GLContext unit tests demonstrating diff. sharing methods.
All variants of using shared GLContext:
com.jogamp.opengl.test.junit.jogl.acore.TestSharedContextVBO*
Most convenient way to share via setSharedAutoDrawable(GLAutoDrawable):
com.jogamp.opengl.test.junit.jogl.acore.TestSharedContextVBOES2[NEWT|AWT]3
AWT use w/ JTabbedPane using setSharedAutoDrawable(GLAutoDrawable):
com.jogamp.opengl.test.junit.jogl.acore.TestSharedContextWithJTabbedPaneAWT
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GLDrawable (Shared Context)
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GLContext:
- Proper API doc for Version* fields
- getStaticGLSLVersionNumber(): ES3 -> Version300
- hasGLSL(): Add ES3
ShaderCode:
- addDefaultShaderPrecision():
- ES2 default precision: Don't 'tune up' default precision for fragment shader, use 'mediump'
- Add ES3 default precision (equal to ES2 default precision)
- requiresDefaultPrecision(): Shall returns 'true' for ES3 as well!
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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The indent was being reduced on glEnd/glEndList but was never being incremented.
The intent appeared to be to indent all statements between glBEgin/glEnd pairs to
show the nested context of those calls. Add the increment after printing the glBegin
trace statement.
Signed-off-by: Harvey Harrison <[email protected]>
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Make the indentation consistent in each function wrapper.
Signed-off-by: Harvey Harrison <[email protected]>
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This saves us a bit more code size as the String.format is now in the common
helper rather than in every GL wrapper function.
Signed-off-by: Harvey Harrison <[email protected]>
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Using a format String and arg list produces smaller class files for the Debug classes
as many of the format strings are identical and shared.
Signed-off-by: Harvey Harrison <[email protected]>
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Build the caller string directly and don't wrap it in an extra constructor.
Update the indentation level for the newly added if-block from the previous commit.
Signed-off-by: Harvey Harrison <[email protected]>
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- split the check for a GL error from the output of the error string
- only build the caller String when there is an error to report
- wrap String building in an if() block rather than using an early return as we
don't know the return type in the postDownstreamCallHook
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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This adds the @Override to methods in the GL implementations (debug, trace, etc) for methods
implementing a GL Profile. It also adds @Override for the toString() method.
Signed-off-by: Harvey Harrison <[email protected]>
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These were already here, enable them.
Signed-off-by: Harvey Harrison <[email protected]>
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commit:
d75835796900cac602f7e5789601ffba0a27efe2 (Graph: More std. functionality (equals, clone) / Better in-place transformation (cubic -> quadratic))
Added a clone method, but did not implement Cloneable, meaning Object.clone() will
always throw CloneNotSupportedException. This method never returns anythng but null.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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we do use the named device
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GLRendererQuirks: Quirk GL4NeedsGL3Request and 'sticky device quirks'
The 'sticky device quirks' are required to share quirks among devices
as collected while mapping the GL versions (audit).
Those are context independent and may only be detected for certain contexts.
They can be pushed/added to the context's quirks, but also queried at context
creation (after mapping) - before the local quirks are being created.
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For this case && and & work equivalently, but using && allows the second comparison
to be omitted if the first comparison is false. Likely just a typo.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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This block is falling through to the next cases where there two variables are
set to the same values. Just remove this block and let all cases fall through to
the same block.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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NativeWindow's util types.
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mp4 instead of webm, fix Camera URI)
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beginTile() throws an EOT IllegalStateException to avoid division by zero
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GLContext: isCPUSourcedAvail() -> isCPUDataSourcingAvail()
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core >= 3.0) ; GL2 cfg: Ignore GL2ES3 symbols (super)
Remove CPU sourced data API entries via new config 'BufferObjectOnly <name>',
listed in 'gl-common-gpubufferonly.cfg' and included in ES3 and all GL core >= 3 interfaces.
If BufferObjectOnly is defined for a function, only the 'long offset' variant is being emitted.
Due to limitations of GlueGen's 'ExtendedInterfaceSymbolsIgnore A.java', which only
identifies the function name and not the signature - all CPU sourced variants
are manually added to the compatibility and ES2 GL profiles via '*-common-cpubufferJavaCode.java' files.
GLContext: Added 'isCPUSourcedAvail()' to determine whether context allows CPU sourced data,
i.e. for GL2ES1 and GLES2 ctx.
GLContext/GLProfile/GL: isGLES2() now returns false if having a ES3 context due to 'CPU sourced'
incompatibility!
+++
GL2 cfg: Added ignore GL2ES3 symbols of it's superclass, removing duplicated symbols.
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GL_DRAW_INDIRECT_BUFFER, add VBO variant and range-check
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GLJPanel: Don't use GLSL flip if quirk GLSLNonCompliant is present.
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row-stride (regression of b33bdf41cf53f37203643a8551bf5d94b42a8fab)
SingleAWTGLPixelBufferProvider w/ allowing row-stride reuses the AWTGLPixelBuffer and it's BufferedImage
even w/ different width.
This leads to distortion if using the BufferedImage unhandled.
GLJPanel also set GL_PACK_ROW_LENGTH to pixelBuffer.width, which leads to an 'out-of-bounds'
exception if ReadPixels is used w/ panelwidth and panelHeight.
++
Introduce AWTGLPixelBuffer.getAlignedImage(width, height) which returns an aligned
BufferedImage while reusing the DataBuffer.
GLJPanel fetches a new alignedImage if required.
This allows a more efficient single buffer usage as intended, w/o the need of copying data.
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c8abb9d2c9a8c92f0c5c42aba13e3e80c69739dc: Test isSetup() _after_ running glEventListenerPre.
glEventListenerPre may be utilized to setup the TileRenderer.
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Sync issue w/ NEWT/AWT based GLAD
NEWT based GLDrawables may trigger GLAD display() via native repaint events.
If using in conjunction w/ AWT, i.e. NewtCanvasAWT and setupPrinting(..) has been called
and it's attched to the TR .. it could happen that display tries to issue beginTile()
before the TR is being setup.
This patch mitigates this issue (while not removing it) by querying whether setup is completed.
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functionality (reshapeTile(..), ..); Only process GLEventListener impl. TileRendererListener; attachToAutoDrawable -> attachAutoDrawable, etc.
-TileRendererNotify -> TileRendererListener
- Added methods:
- void reshapeTile(TileRendererBase tr,int tileX, int tileY, int tileWidth, int tileHeight, int imageWidth, int imageHeight);
- void startTileRendering(TileRendererBase tr);
- void endTileRendering(TileRendererBase tr);
allowing to clarify user code and API specification,
i.e. TR only processes GLEventListener which impl. TileRendererListener.
This also allows simplifying the API doc, while having a more descriptive
reshape method focusing solely on tile rendering.
Further more, the start/end TR methods allow certain GL related actions
while the context is current before and after iterating through the tiles.
This is even used for RandomTileRenderer (one tile only), to allow
to reuse same TileRendererListener for diff TRs.
- Fix language, attach and detach usage was vice versa. We do attach an GLAutoDrawable to a TR
- attachToAutoDrawable -> attachAutoDrawable
- detachFromAutoDrawable -> detachAutoDrawable
- Adapted unit tests.
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pre/post reshape in it's display method instead.
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In FBO mode save TextureState of current texture-unit,
as well as for the fbo texture-unit if the latter is a different.
In glslTextureRaster mode for verical flip (using FBO),
set the viewport to drawable size if before flipping and restore afterward - if equired.
TestGLJPanelTextureStateAWT fully tests use cases:
- Keep texture bound w/ same or other texture-unit
- Use 2 viewports within one drawable and keep it
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Add clipping of the image-size and hence differentiate the image-size and
the size the tile-renderer iterates through.
The original image-size is required for the opengl reshape and rendering,
where the clipping size may restrict the range of rendering.
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