| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
threading (-> FIXME)
|
| |
|
|
|
|
|
|
| |
entry w/ AWT GLCanvas functionality.
-
|
|
|
|
| |
header; Remove dummy comments
|
| |
|
| |
|
|
|
|
|
|
|
| |
atomic java JAR)
- GLProfile, NWJNILibLoader, NEWTJNILibLoader:
Issue Platform.initSingleton() upfront within priviledge block.
|
|
|
|
|
|
|
|
|
|
|
| |
AbstractGraphicsConfiguration, if delegation is used.
This change restricts the usage of AbstractGraphicsConfiguration's getNativeGraphicsConfiguration()
to NativeSurface implementations and hence reduces complexity.
NativeSurface implementations are adapted and access to it's AbstractGraphicsConfiguration
is controlled via get/set method avoiding flawed usage (read/write), since read access shall
return the delegated AbstractGraphicsConfiguration, if used.
|
|
|
|
|
|
|
| |
- AnimatorImpl: evaluate double negation
if(!skipWaitForCompletion(Thread)) -> if(blockUntilDone(Thread))
- Simplify finishLifecycleAction() and reduce timeout
|
|
|
|
|
|
|
|
|
|
|
|
| |
While impl. recreation for offscreen surfaces @ WindowImpl.setSize(),
commit 51ad6992e068f25d86d2c9e085bd7ec6f49d2432, it appears Animator deadlocks in some cases.
finishLifecycleAction() [blocks until pause() .. is accomplished]
queries whether we are even able to wait using skipWaitForCompletion().
The latter method can only query if we are on the animation thread or AWT-EDT, etc,
but not if we have traversed through a 3rd party thread, eg NEWT EDT.
This patches limits the wait with a timeout of 20frames @ 60Hz (20*16ms).
|
|
|
|
|
|
| |
features, used by pbuffer drawable before a current context.
- Also extract getNextPowerOf2() -> GLBuffers (remove redundancy)
|
| |
|
|
|
|
|
|
|
| |
subarrays
- Add GLArrayHandlerFlat gives better distinction of semantics
- update sub-array VBO name, if parent's interleaved array initializes it.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
cycles 45% -> 5% (from GearsES2 100%)
- NIO direct access from Java is expensive
- default is now array-backed non-direct NIO,
which guarantees array useage for Java computation (especially the inverse calculation)
- only update Mvi and Mvit if requested in the first place
- moved all local matrices to float[]
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Graph Shader Simplification
- remove enable factor and 2nd 'discard' branch
- use build-in 'max'/'clamp' functions, supposed to be faster
Graph Shader 'a'/'b' redefined
- 'a' is 1-pass shader only
- 'b' is 2-pass incl. (1st pass + 2nd pass)
- Works well on ARM Mali-400 MP (Galaxy S2).
- Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's),
however 2-pass on mobile seems to be overkill for now.
We may create a workaround (switch shader ..).
GraphUI 2-pass demo;
- Propagate renderModes and texSize to UIShape's render(..)
- TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model
- Adding GarpUI 2-pass launcher (Android and Standalone)
|
| |
|
|
|
|
| |
; Use generics
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
commit cfb9e118e020707842e6b5136b07f5ab149540c1
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
cstr and add interleaved seg.
vboTarget is required in case of interleaved segments to allow eg. interleaved indices.
|
|
|
|
| |
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
|
|
|
|
| |
NativeWindow/Newt Version since we use *all* targets
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(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)
-
tests:
- RedSquare -> RedSquareES1/RedSquareES2
- Gears ES1 fixed + ES2 added. Both work properly and share common Gears VBO construction
- Added TestMapBuffer01NEWT, testing glMapBuffer
|
|
|
|
| |
(Android)
|
|
|
|
|
|
|
|
| |
Refines spec GLArrayData and it's implementations.
see commit 76f7552c4a219b116e86949f271e613ba0f6f160
see commit 4d33a2df1e991ab75817dcb44061d88d3c499cdb
see commit 2dbd16fc3edf29b39ba37a11b9fbf1b2aad75c45
|
|
|
|
|
|
|
| |
Refines spec GLArrayData and it's implementations.
see commit 4d33a2df1e991ab75817dcb44061d88d3c499cdb
see commit 2dbd16fc3edf29b39ba37a11b9fbf1b2aad75c45
|
|
|
|
| |
Turns out some GL impl. use VBO names like 0xa2d67443, which is (int) < 0.
|
|
|
|
|
|
|
| |
Fix wrapFixedFuncEmul():
- only wrap if ES2 and (!ES1 || force)
- return same profile if ES1
- otherwise throw exception
|
| |
|
|
|
|
|
| |
Indicates whether this GL object is compatible with OpenGL ES2,
i.e. has the extension <code>GL_ARB_ES2_compatibility</code>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
subdivde overlaping triangles for the case when 2 triangles intersect
either by vextex of Traingle A in Triangle B
or an edge in A intersects an edge in B
VectorUtil:
-added tri2triIntersection test (not optimized)
-added seg2segIntersection test (not optimized)
|
|
|
|
|
|
|
| |
subdivde overlaping triangles for the case of vertex inside
a off-curve boundary triangle.
added vertex in triangle test (using barycentric coordinates)
|
|\ |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- 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()
|
|\| |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
CDTriangulation moved to impl (jogamp.graph), where additional triangulations
or a wrapper to GLU triangulation can be added to triangulator.
TWO_PASS_RENDERING renamed to VBAA (algorithm name)
misc comments cleanups
|