| Commit message (Collapse) | Author | Age | Files | Lines |
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GLSL version if GLSL is n/a
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adding BufferedImage support; Demonstrating w/ unit tests.
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JPEGDecode (not general enough)
- TextureData: Add PixelAttributes and PixelBufferProvider
- PixelBufferProvider is intended as a pattern allowing
producers (i.e. GLReadBufferUtil) to utilize custom pixel buffer
for various intend.
- PixelAttributes can be chosen by PixelBufferProvider implementation
and groups the texture's pixel/data format and type.
TextureData uses PixelAttributes internally now.
- ColorSink back to JPEGDecode (not general enough)
- Partially reverts 94ea306d1809290db678d3181619bdc39d4334bb
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public use
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WindowsWGLDrawableFactory Quirks to GLRendererQuirks (NeedCurrCtx4ARBPixFmtQueries, NeedCurrCtx4ARBCreateContext); Bug 706: Confine NeedCurrCtx4ARBCreateContext to [Windows, ATI, driver < 12.102.3); Avoid possible NPE @ GLContext.getGLVendorVersionNumber()
- Simplify GLDrawableFactory's SharedResource Query Methods
- Moving common methods to GLDrawableFactory/GLDrawableFactoryImpl
while reusing common methods to SharedResourceRunner.Resource.
- All factories SharedResources impl. SharedResourceRunner.Resource.
- Move WindowsWGLDrawableFactory Quirks to GLRendererQuirks (NeedCurrCtx4ARBPixFmtQueries, NeedCurrCtx4ARBCreateContext)
- For better maintenance, move the mentioned quirks from the windows factory to our common place,
being detected within GLContextImpl after each context creation.
- Bug 706: Confine NeedCurrCtx4ARBCreateContext to [Windows, ATI, driver < 12.102.3)
- Before we added this quirk if [Windows, ATI],
however, we have hopes that the new drivers will suffice for all
as tested successful on my test machine (AMD Radeon HD 6300M Series, amd_catalyst_13.5_mobility_beta2).
- Avoid possible NPE @ GLContext.getGLVendorVersionNumber()
- GLContext.getGLVendorVersionNumber() never returns 'null' but a zero version instance instead!
- Add API doc.
- Use mixed case names in GLContextImpl.setRendererQuirks(..).
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surface.lock[ modify ] ]
GLEventListenerState:
New model for GLEventListenerState's transaction safety:
- Z Decorate-1: Animator.pause [ X ] Animator.resume
- X Decorate-2: Surface.lock [ Y ] Surface.unlock
- Instead of setting AbstractGraphicsDevice, just swap the handle and ownership.
- Issuing setRealized(..) only if required, i.e. having an upstream-surface (EGL..) depending on used device
- Utilizing setRealized(..) on the GLAD's delegated 'real' drawable, avoiding optional GLAD locking.
- Cleanup and above changes shall render impl. easier to read.
GLEventListenerState Unit Tests:
- If swapping/moving from AWT -> NEWT, use a NEWT dedicated Display
avoiding ATI driver XCB crash - read comment.
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Bug 719 - Windows BITMAP Offscreen Orientation is not propagated through API
Fix Bug 719 - Windows BITMAP Offscreen Orientation is not propagated through API
Depends on Bug 720, since cleaning up GLContextImpl* is required to move
property 'GLContext.isGLOrientationFlippedVertical()'
to 'GLDrawable.isGLOriented()' where it belongs!
Windows BITMAP GLDrawable impl. isGLOriented() shall return false,
while we keep the BITMAPINFOHEADER's height field negative
to remove the need for vertical flip when used w/ AWT or Windows, ..
Then property 'GLDrawable.isGLOriented()' has to be recognized throughout the
utility functions, i.e. TextureData's mustFlipVertically and hence TextureIO writer.
Fix Bug 720: Unify all platform specific GLContextImpl specializations
GLContextImpl shall have only _one_ unique platform derivative
to allow proper swapping of GLDrawables of any type via:
- 'GLAutoDrawable.setContext(GLContext newCtx, boolean destroyPrevCtx)', which calls
- 'GLContext.setGLDrawable(GLDrawable readWrite, boolean setWriteOnly)'
Exception: External context may be specialized.
All drawable specific property handling shall be provided
and implemented (if possible) via GLDrawable specializations.
- GLContext.isGLOrientationFlippedVertical() -> GLDrawable.isGLOriented()
- PNGImage.createFromData() takes 'isGLOriented' to properly handle vertical flipping simply by line ordering
- TextureIO's PNG writer passes TextureData's getMustFlipVertically() as isGLOriented to PNGImage.createFromData()
- GLReadBufferUtil respects GLDrawable's isGLOriented() when creating TextureData instance.
- Screenshot respects GLDrawable's isGLOriented()
- Screenshot is deprecated, use GLReadBufferUtil.
- Removed all PBuffer attributes, i.e. floatingPoint, RenderToTexture and RenderToTextureRectangle.
- Allows removal of special pbuffer handling in GLContext* implementations.
- Removed also from GLCapabilities*
- Removed from deprecated GLPbuffer
Impact:
- Low, users who desire to render into a texture shall use our FBO GLOffscreenDrawable.
- Only use case was the deprecated GLPbuffer
- floating point framebuffer technology is still patented anyways :)
- Removed Java2DGLContext, which was only used for OSX's GLJPanel Java2D bridge,
which is no more supported anyways.
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Mesa >= 8.0
Tested w/ kubuntu 12.04, Mesa 8.0.4 (glx/dri/gallium and X11 SW rasterizer)
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5b47372590ec715647ebbd75d70c41ec7a64485a ; Close X11 Display in isDeviceSupported()
- Moved GL vendor version parsing to GLVersionNumber
- Moved X11Util.markAllDisplaysUnclosable() trigger into SharedResource creation of
- X11GLXDrawableFactory
- EGLDrawableFactory
- GLProfile is back to pre 5b47372590ec715647ebbd75d70c41ec7a64485a,
i.e. contains no quirk artifact (clean)
- Close X11 Display in X11GLXDrawableFactory.isDeviceSupported()
Regression of 9a4fcc7ea4ec61e4ceed791acced734ac04ea270
- TODO: Remove X11Util markAllDisplaysUnclosable detection code ?
Notes to Martin:
- Use TAB == 4 SPACES
- No author names into source code, git commit log is enough.
- No need to tag your edits, the diff is enough.
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DontCloseX11DisplayConnection
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GLFBODrawableImpl.contextMadeCurrent(ctx, true): Throw exception if !initialized
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Signed-off-by: Harvey Harrison <[email protected]>
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Original JavaScript code from <https://github.com/notmasteryet/jpgjs/blob/master/jpg.js>,
author 'notmasteryet' <async.processingjs at yahoo.com>.
Ported to Java.
Enhancements:
* InputStream instead of memory buffer
* User provided memory handler
* Fixed JPEG Component ID/Index mapping
* Color space conversion (YCCK, CMYK -> RGB)
* More error tolerant
+++
Features:
JOGL AWT
RGB ok ok
YCCK ok Exception
CMYK ok Exception
YUV Store ok n/a
Need Y-Flip no yes
+++
Benchmark: TestJPEGJoglAWTBenchmarkNewtAWT
JOGL.RGB Loops 100, dt 1199 ms, 11.99 ms/l
JOGL.YUV Loops 100, dt 351 ms, 3.51 ms/l
AWT..... Loops 100, dt 2144 ms, 21.44 ms/l
File: jogl/src/test/com/jogamp/opengl/test/junit/jogl/util/texture/j1-baseline.jpg
Machine: GNU/Linux PC (AMD 8 core), JavaSE 6 (1.6.0_38)
.++++ UITestCase.setUp: com.jogamp.opengl.test.junit.jogl.util.texture.TestJPEGJoglAWTBenchmarkNewtAWT - benchmark
libEGL warning: DRI2: failed to authenticate
0: JPEGImage[261x202, bytesPerPixel 3, reversedChannels false, JPEGPixels[261x202, sourceComp 3, sourceCS YCbCr, storageCS RGB, storageComp 3], java.nio.DirectByteBuffer[pos=0 lim=158166 cap=158166]]
0: TextureData[261x202, y-flip false, internFormat 0x1907, pixelFormat 0x1907, pixelType 0x1401, border 0, estSize 158166, alignment 1, rowlen 0, buffer java.nio.DirectByteBuffer[pos=0 lim=158166 cap=158166]
JOGL.RGB Loops 100, dt 1199 ms, 11.99 ms/l
0: JPEGImage[261x202, bytesPerPixel 3, reversedChannels false, JPEGPixels[261x202, sourceComp 3, sourceCS YCbCr, storageCS YCbCr, storageComp 3], java.nio.DirectByteBuffer[pos=0 lim=158166 cap=158166]]
0: TextureData[261x202, y-flip false, internFormat 0x1907, pixelFormat 0x1907, pixelType 0x1401, border 0, estSize 158166, alignment 1, rowlen 0, buffer java.nio.DirectByteBuffer[pos=0 lim=158166 cap=158166]
JOGL.YUV Loops 100, dt 351 ms, 3.51 ms/l
0: TextureData[261x202, y-flip true, internFormat 0x1907, pixelFormat 0x80e0, pixelType 0x1401, border 0, estSize 158166, alignment 1, rowlen 261, buffer java.nio.HeapByteBuffer[pos=0 lim=158166 cap=158166]
AWT..... Loops 100, dt 2144 ms, 21.44 ms/l
++++ UITestCase.tearDown: com.jogamp.opengl.test.junit.jogl.util.texture.TestJPEGJoglAWTBenchmarkNewtAWT - benchmark
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destroys ; Recognizing all GLAutoDrawable's GLAnimatorControl for pause/resume ; Use GLAnimatorControl instead of Animator
- Add Support for GLStateKeeper
If !isFinishing() (HOME button), preserve the GLEventListener if an GLStateKeeper instance
- onPause() always destroys
onDestroy() is too late, i.e. surfaceDestroyed() already called
- Recognizing all GLAutoDrawable's GLAnimatorControl for pause/resume
pause/resume the GLAnimatorControl of all GLAutoDrawable instances
- Use GLAnimatorControl instead of Animator
We used an Animator reference .. duh!
Note: The EGL native WindowDriver (Android and BCM.IV) must retain their own copy of EGLGraphicsDevice,
which preserves the EGLDisplay handle due to EGLDisplayUtil reference counting per nativeHandleID.
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restauration for GLAutoDrawable
- New GLStateKeeper interface, package com.jogamp.opengl
Implemented by:
- GLAutoDrawableBase
Currently supported by:
- NEWT GLWindow
- GLEventListenerState package move:
com.jogamp.opengl.util -> com.jogamp.opengl
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DEBUG property 'jogl.debug.PNGImage'
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introduced w/ commit e2506d7663b752f00f0a98f793ebad52e65bd1e3
In case a reparent action takes place w/ recreate,
only preserve the GLEventListenerState if the window is valid and will become visible again (wasVisible).
Also add proper DEBUG log prefix to GLEventListenerState.
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(Part 4)
Note:
- GLEventListenerState preservs the GLAutoDrawable state,
i.e. GLContext, all GLEventListener and the GLAnimatorControl association.
- GLEventListenerState may be utilized to move the state from a dying GLAutoDrawable,
to be moved to a new created GLAutoDrawable at a later time.
- GLEventListenerState will be made public soon.
+++
Exessive unit tests cover the new feature, tested manually on GNU/Linux/X11 and OSX(Java6/Java7).
+++
- GLAutoDrawable
- Change 'setContext(..)' to allow the destruction of the unbound old context:
'setContext(GLContext newCtx)' -> 'setContext(GLContext newCtx, boolean destroyPrevCtx)'
- Implementations: Properly implement 'setRealized(..)' incl. obeying threading constraints if exists.
Method is being utilized at least for GLEventListenerState.moveTo(..)
to unrealize and realize the drawable resources.
+++
Fix propagation of GLContext/GLDrawable association change (Bottom -> Top):
GLDrawableImpl.associateContext
GLContextImpl.associateDrawable
GLContextImpl.makeCurrent
GLContextImpl.destroy
GLContext.setGLDrawable
...
GLDrawableHelper.switchContext
GLAutoDrawble.setContext
associateDrawable(..)/associateContext(..) unifies and hence:
- GLContextImpl.contextRealized() (removed)
- GLDrawableImpl.contextRealized() (removed)
- GLDrawableImpl.associateContext(..) (merged)
- MacOSXCGLContext.drawableChangedNotify(..) (removed)
+++
- EGLUpstreamSurfaceHook.evalUpstreamSurface() validates the surface's device for reusage,
which is valid in case of GLEventListenerState.moveTo(..)
- MacOSXCGLContext.NSOpenGLImpl: pixelFormat replaces NSOpenGLLayerPfmt and has simplified lifecycle [create..destroy],
while native NSOpenGLLayer code only holds the reference until released.
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mechanism
Due to a NEWT WindowClosing event regression cause by NewtCanvasAWT changes
a review of our WindowClosing event mechanism was required.
Important cleanups are marked w/ '(*)' below.
I would have preferred to change the 'WindowListener.windowDestroyNotify(WindowEvent)'
method to pass a WindowCloseEvent object exposing more information like
toolkit or programmatic destruction and passing whether a 'closing' or 'nop' action
will be performed based on the WindowClosingMode.
For now I postponed this idea .. since it would change the API again,
but may reconsider it after merging the Android 'closing' patch.
- InputEvent.consumedTag -> NEWTEvent.consumedTag
- Window
- (*) Promote setWindowDestroyNotifyAction(Runnable) to public,
former WindowImpl.setHandleDestroyNotify(boolean).
Using a Runnable action for WindowImpl.windowDestroyNotify(boolean)
allows a setting defined alternative for destroy() and gets rid
of [ab]using WindowListener.windowDestroyNotify(WindowEvent) for
lifecycle actions. Used in:
- GLWindow
- GLAutoDrawableDelegate impl.
- WindowImpl
- Respect NEWTEvent.consumedTag for WindowEvents as well
- (*) Impl. setHandleDestroyNotify(boolean) (see above)
- (*) destroy() simply sends out pre- and post- destruction Window events,
where windowDestroyNotify(boolean) sends out the pre-destruction event if NOP.
- (*) windowDestroyNotify(boolean) is public now, allowing other impl. details
to follow proper destruction using handleDestroyNotify Runnable (-> NewtCanvasAWT).
- AWTWindowClosingProtocol:
- addClosingListenerOneShot() -> addClosingListener()
- calling addClosingListener() at addNotify()
- calling removeClosingListener() at removeNotify()
- AWTWindowClosingProtocol ctor taking NOP runnable,
allowing to send WindowEvent.EVENT_WINDOW_DESTROY_NOTIFY at WindowClosingMode.DO_NOTHING_ON_CLOSE
- add/remove listener on AWT-EDT
- AWTWindowAdapter
- Add 'removeWindowClosingFrom(..)',
allowing to remove window closing event fwd.
- Also fwd windowClosed in window closing fwd'ing.
- NewtCanvasAWT
- (*) Utilize AWTWindowClosingProtocol NOP runnable (see above)
to fwd closing-NOP event to NEWT
- (*) Unify remove/destroy code in destroyImpl(..)
- !removeNotify -> destroy NEWT child programatic or as toolkit event
- removeNotify || windowClosing -> destroy jawtWindow
- (*) Remove AWTWindowAdapter/AWTParentWindowAdapter's windowClosingListener,
since we utilize AWTWindowClosingProtocol
- DisplayImpl
- Adding 'final void dispatchMessage(final NEWTEvent event)'
allowing to remove the NEWTEventTask wrapping for no reason
in enqueueEvent(..) if on EDT and waiting.
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GPU) to GLRendererQuirks and perform only if exists.
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If !visible, GLCanvas and GLJPanel's paint* and display method shall not render
as the other GLAutoDrawable impl. do (GLWindow, SWT GLCanvas).
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pausedIssued); Update TestGLWindows02NEWTAnimated (isPaused())
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FPSAnimator behavior), resume after add ifPaused()
- GLAnimatorControl: Refine API doc
- Animator.run():
- if( drawablesEmpt) { pausedIssued = true; } - Same behavior as FPSAnimator
- AnimatorBase.add(..)
- consider paused case if no drawablesEmpty, i.e. if ( isPaused() ) { resume(); }
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requirement in GL[Offscreen]AutoDrawableDelegate*
Compatible w/ 'before'.
TODO: Contemplate about GLDrawableFactory.createOffscreenAutoDrawable(..) whether it:
- should better return an unrealized [auto]drawable
- or adding another API method for such case
Goal: Allow passing vector of [device/context/..] for use cases
such as re-using an onscreen destructed surface and on-/offscreen hopping.
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application handling verbosity and debug output
The following cases were dumping states on stderr:
- FBOObject.isStatusValid() if false
-> Only dumps if DEBUG
- GLFBODrawableImpl.reset() if fboResetQuirk becomes true and 1st time in ClassLoader
-> Only dumps if DEBUG
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Changes allowing re-association (incl. null) of GLContext/GLDrawable:
- GLAutoDrawable: Refine API doc 'setContext(..)'
- GLContext: Refine API doc: 'setGLDrawable(..)' 'getGLDrawable()'
- GLContextImpl.setGLDrawable(): Handle null drawable
- GLAutoDrawableDelegate/GLAutoDrawableBase: Allow null GLContext
- GLDrawableHelper.switchContext(..)/recreateGLDrawable(): Balance GLContext.setGLDrawable(..) calls
- New GLEventListenerState, holding state vector [GLEventListener, GLContext, .. ]
impl. relocation of all components from/to GLAutoDrawable.
- GLDrawableUtil
- Using GLEventListenerState for swapGLContextAndAllGLEventListener(..)
+++
NEWT Window*:
- getDisplayHandle() is 'final', no more 'shortcut' code allowed
due to re-association incl. display handle.
- close*:
- close config's device (was missing)
- null config
+++
Changes allowing reconfig of Display handle as required
to re-associate pre-existing GLContext to a 'window':
- AbstractGraphicsDevice: Add isHandleOwner() / clearHandleOwner()
- Impl. in X11GraphicsDevice and EGLGraphicsDevice, NOP in DefaultGraphicsDevice
- DefaultGraphicsConfiguration add 'setScreen(..)'
- MutableGraphicsConfiguration
- Make DefaultGraphicsConfiguration.setScreen(..) public
- NativeWindowFactory add 'createScreen(String type, AbstractGraphicsDevice device, int screen)'
- Refactored from SWTAccessor
- NativeWindow x11ErrorHandler: Dump Stack Trace in DEBUG mode, always.
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would cap 'em (too long).
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ShaderState.uniform(..) returns false if no location available.
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uniforms/attributes); Refine API doc.
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GL3/GEOMETRY_SHADER unit tests. ; Simplified GLContext version number
- Adding GEOMETRY_SHADER support in ShaderCode, adding core GL3/GEOMETRY_SHADER unit tests
Chuck Ritola reported in December 2012 that we lack support of GEOMETRY_SHADER
and he provided a test case.
The latter is cleaned up to use GL3 core profile features only
tesing a pass-through and the flip-XYZ geometry shader.
ShaderUtil is fixed.
- Simplified GLContext version number
The OpenGL major/minor version is now hold in a VersionNumber instance
to simplify usage. Also expose it via getGLVersionNumber() while marking
getGLVersionMajor() and getGLVersionMinor() deprecated.
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AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD; FPSAnimator: Make transactions deterministic.
ExclusiveContextThread (ECT) allows user to dedicate a GLContext to a given thread.
Only the ECT will be allowed to claim the GLContext, hence releasing must be done on the ECT itself.
The core feature is accessible via GLAutoDrawable, while it can be conveniently enabled and disabled
via an AnimatorBase implementation. The latter ensures it's being released on the ECT and waits for the result.
Note that ECT cannot be guaranteed to work correctly w/ native (heavyweight) AWT components
due to resource locking and AWT-EDT access. This is disabled in all new tests per default and
noted on the API doc.
Note: 'Animator transaction' == start(), stop(), pause(), resume().
- Add ExclusiveContextThread (ECT) feature
- GLAutoDrawable NEW:
- Thread setExclusiveContextThread(Thread t)
- Thread getExclusiveContextThread()
- AnimatorBase NEW:
- Thread setExclusiveContext(Thread t)
- boolean setExclusiveContext(boolean enable)
- boolean isExclusiveContextEnabled()
- Thread getExclusiveContextThread()
- AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD
Allows user to pre-determine whether AWT rendering is expected before starting the animator.
If AWT is excluded, a more simple and transaction correct impl. will be used.
- FPSAnimator: Make transactions deterministic.
FPSAnimator previously did not ensure whether a transaction was completed.
A deterministic transaction is required to utilize ECT.
FPSAnimator now uses same mechanism like Animator to ensure completeness,
i.e. Condition and 'finishLifecycleAction(..)'. Both are moved to AnimatorBase.
Tested manually on Linux/NV, Linux/AMD, Windows/NV and OSX/NV.
- All new tests validated correctness.
- All new tests shows an performance increase of ~3x w/ single GLWindow, where multiple GLWindows don't show a perf. increase.
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behavior for Client/Server FFP usage.
- GLArrayDataWrapper's init() only validated and set the 'name' for VBO ARRAY_BUFFER usage and validates it,
regardless of FFP or GLSL usage.
- GLArrayDataWrapper's init() included the no-VBO case to the above 'name' set/validate code path.
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657)
One FloatStack for each, MV, P and T, with initialialSize zero to save memore
and growSizes: MV = 16 arrays, P = 2 arrays, T = 2 arrays,
with array = 16 floats.
This shall save performance due to the preallocated stack when used
and growing only in the above mentioned grow intervals.
We may finetune the growSize, if required.
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PROFILE_ALIASING compat -> core ; Fix setGLFunctionAvailability(..) failure path @ profile query
- Add GLRendererQuirks.GLNonCompliant, marking a GL context/profile non compliant.
Currently: 'Mesa DRI Intel(R) Sandybridge Desktop' && 3.1 compat profile
- Fix Bug 658 (Mesa 9.0 3.1 Intel compat quirk, 3.1 core only)
Detect case using new GLRendererQuirks.GLNonCompliant in setGLFunctionAvailability() and return 'false'.
- No PROFILE_ALIASING compat -> core
Use true core GL profiles / context if available to ensure
proper API behavior across platforms due to different functionality.
E.g. don't use GL3bc if GL3 is requested.
- Fix setGLFunctionAvailability(..) failure path @ profile query
Destroy temp context & zero result to cont. iterating through GL versions.
This missing cleanup lead to returning the faulty GL context handle and it's mapping/usage.
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GL2ES2.GL_MAX_COLOR_ATTACHMENTS
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