| Commit message (Collapse) | Author | Age | Files | Lines |
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protected field name w/o breaking backward compatibility
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fashion ; Don't use arbitrary shared context as 'master'.
GLContext* passes the shared-master to GLContextShareSet,
which only creates a sets of shared contexts
without differentiating the master context.
GLContext*'s shared-slave attempts to lock
the realized shared-master's surface at creation.
Currently only an arbitrary shared context is selected
due to the missing 'master' identity.
The arbitrary shared context's surface is locked
and its shared context handle used to create the slave context.
Lacking of using the user given shared-master
can lead to deadlock situations - and locking a 'wrong' surface.
+++
The patch:
- Allows query the user given shared-master!
- Use the user given shared-master for locking and it's
context handle for the slave's creation.
- The shared-context mapping maps each shared-master
to a shared-slave within one shared-context-set,
allowing deterministic and individual shared-master queries.
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drawable; Review null checks and synchronization/locking.
'drawable' field of GLContextImpl is mutable via setGLDrawable(..),
which requires high-level locking as documented.
The required high-level locking allows us to _not_ add special
synchronization to this field (and drawableRead).
A simple null-check in makeCurrent() shall be sufficient,
plus ensuring mentioned high-level locking is applied.
GLContextImpl 'drawable' and 'drawableRead' synchronization:
- commit ad79bd072b600a3f2416cc6f0c61e2925000069d check of null drawable is sufficient
- Add GLAutoDrawable upstream-lock locking to:
- AWT GLCanvas setupPrint/releasePrint
- AWT GLJPanel (was missing)
Misc:
- validate shared-context native-surface locking, throw exception if not successful
- pixelDataEvaluated does not need to be synchronized, since it's being called while context is current, locking
- GLDrawableHelper.recreateGLDrawable(..): Remove redundant glFinish() call
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complete notes in all implementations)
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GLAnimatorControl.UncaughtExceptionHandler
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GLAutoDrawable processing [part-3]
Add GLAnimatorControl.UncaughtGLAnimatorExceptionHandler interface to optionally handle
uncaught exception within an animator thread by the user.
Implementation also requires to flush all enqueued GLRunnable instances
via GLAutoDrawable.invoked(..) in case such exception occurs.
Hence 'GLAutoDrawable.flushGLRunnables()' has been added.
Only subsequent exceptions, which cannot be thrown are dumped to System.stderr.
+++
Handling of exceptions during dispose()
Exception in NEWT's disposeGL*() are also caught and re-thrown after
the NEWT window has been destroyed in WindowImpl.destroyAction:
- GLEventListener.dispose(..)
- GLDrawableHelper.disposeAllGLEventListener(..)
- GLDrawableHelper.disposeGL(..)
- GLAutoDrawableBase.destroyImplInLock(..)
- GLWindow.GLLifecycleHook.destroyActionInLock(..)
- WindowImpl.destroyAction on NEWT-EDT
- WindowImpl.destroy
Further more, exceptions occuring in native windowing toolkit triggered destroy()
are ignored:
- GLAutoDrawableBase.defaultWindowDestroyNotifyOp(..)
It has to be seen whether such exception handling for
dispose() shall be added to AWT/SWT.
+++
TestGLException01NEWT covers all GLEventListener exception cases
on-thread and off-thread (via animator).
+++
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GLAutoDrawable processing [part-2]
In case of an exception thrown within an GLEventListener
called off-thread by Animator:
- Animator shall stop
- Animator shall forward the exception
GLDrawableHelper shall also flush all queued GLRunnable tasks
in case of an exception, so that another thread waiting until it's completion
is notified and continues processing.
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GLAutoDrawable processing [part-1]
Implements Specification as described on 'Bug 1039 Comment 1'
<https://jogamp.org/bugzilla/show_bug.cgi?id=1039#c1>
TODO:
- Offthread exception handler
++++
GLDrawableHelper is used in all GLAutoDrawable implementations
and for most operations.
GLAutoDrawable/GLDrawableHelper invoke(..) method:
- invoke(..) forwards a caught exception
- if blocking, it forwards an exception
happening within the passed GLRunnable(s).
Here the exception is caught, printed
and then thrown by invoke itself.
- if non-blocking, an exception
happening within the passed GLRunnable(s)
will be thrown in the thread issuing it's execution,
i.e. display() call.
Here the exception is not caught and simply thrown
by the GLRunnable.
GLAutoDrawable.destroy() -> GLDrawableHelper.disposeGL(..) method:
- disposeAllGLEventListener() being invoked by disposeGL(..),
catches exception thrown by GLEventListener.dispose(..)
and prints them to stderr.
The first caught exception is re-thrown at the end as an GLException.
- disposeGL() catches re-thrown GLException by disposeAllGLEventListener()
for GLEventListener.dispose(..)
and re-throws it when operation is complete.
- disposeGL() catches an exception thrown at context destruction or release
and re-throws it when operation is complete.
An early exception at context.makeCurrent() is _not_ caught,
since it is the first operation which simply shall unwind the stack.
GLAutoDrawable.display() -> GLDrawableHelper.invokeGLImpl(..) method:
- invokeGLImpl(..) for display() follows disposeGL() mechanism, i.e.
it catches exception thrown at
GLEventListener's init(..), reshape(..) and display(..) methods
and re-throws it when operation is complete.
It also catches an exception thrown at context release
and re-throws it when operation is complete.
An early exception at context.makeCurrent() is _not_ caught,
since it is the first operation which simply shall unwind the stack.
++++
None of the above thrown exception shall be caught and suppressed
on the caller side.
If an operation must be completed while an exception is caught,
it shall be cached and re-thrown after the operations.
In case multiple exception at multiple places are caught within
an operation, they all shall be cached and the first one
shall be re-thrown.
In case of multiple exception from the same place,
i.e. a loop through all GLEventListener,
the first shall be cached and re-thrown after operation is completed.
It has to be determined, whether we like to dump the exceptions,
especially the ones who get suppressed in case of multiple exceptions.
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GLDrawableUtil.swapGLContextAndAllGLEventListener is safe: Add Accumulator Buffer bits
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In certain cases, it is required to read the user requested capabilities
from places other than the user code.
Hence adding public method to GLDrawable interface.
This removes the need to cast to private GLDrawableImpl,
which included such method.
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GLDrawableUtil.swapGLContextAndAllGLEventListener is safe (Doesn't work w/ pre MSAA onscreen drawable)
GLDrawableUtil.isSwapGLContextSafe(..) allows user to query whether 'we think' it's safe
to utilize swapping of GLContext between GLAutoDrawable instances.
Currently known unsafe cases are:
- between on- and offscreen and one of the following:
- MSAA involved, or
- STEREO involved
Enhanced unit tests in this regard:
- TestGLContextDrawableSwitch02AWT
- using GLContextDrawableSwitchBase0
- TestGLContextDrawableSwitch02NEWT
- using GLContextDrawableSwitchBase0
Utilized safe query for setupPrint(..) action in:
- AWT GLCanvas
- AWT GLJPanel
- NewtCanvasAWT
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'ARB_create_context'
Commit e5a55ede324ce500f50991d56491758803063a58 was incomplete,
i.e. it lacked the required mappings for the non ARB profile, i.e.:
GL4bc -> GL3bc, etc.
These profile mappings have been added now.
+++
Further more, GLContext's profile queries, isGL*()
test the ctxOptions for CTX_IS_ARB_CREATED.
This has to be removed to properly work w/ Skip 'ARB_create_context'.
To remove the risk of inconcistency, i.e. context created via ARB and non-ARB,
the 'GLX/WGL profile >= GL3 via non ARB' validation removed
in commit e5a55ede324ce500f50991d56491758803063a58 has been brought back
and refined. Note:
if( glp.isGL3() && createContextARBTried ) {
// We shall not allow context creation >= GL3 w/ non ARB methods if ARB is used,
// otherwise context of similar profile but different creation method may not be share-able.
.. THROW EXCEPTON ..
}
This limited validation removes the possibility of such having a context
of same profile, one created via ARB and one without.
Hence also validates the isGL*() change, where the CTX_IS_ARB_CREATED criteria is removed.
+++
Note regarding commit 7314b47ae1e42997e9e6974b84709640f0ac2a1b (revert):
While analyzing the mapping, it turns out that commit c8b99d197769eaec53c2def562c0ef3fc0e6a9d2
"Don't map compatibility profiles to core profile if the latter are not available (restrict profile aliasing)"
is not fully consistent with GLProfile's and GLContext's profile queries, i.e. isGL*().
We may reiterate over this change .. but have it be reverted for now.
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'ARB_create_context' context creation extension via property 'jogl.disable.openglarbcontext'; ...
Only allow the exclusions if platform OS is not OSX:
- jogl.disable.openglcore
- jogl.disable.openglarbcontext
Since on OSX they are known to work reliable and there is not other method
if receiving a higher GL profile than core and ARB.
This also removes the restrictions on X11 and Windows,
where profiles >= GL3 must be created using ARB_create_context.
Hence this is allowed now.
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profiles via property 'jogl.disable.openglcore'
Also moved all GL profile properties to GLProfile class and made them public for better documentation.
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allow FixedFunctionHook to properly determine it's identity
BuildComposablePipeline: Handle synthetic isGL* and getGL* more generic, allow using a prologue hook
as needed for FixedFunctionHook's 'isGL*core()', 'isGLES*Compatible()' and 'getGLProfile()' methods.
The latter FixedFunctionHook take the emulated GL profile GL2ES1 into account,
allowing JOGL code to assume only having GL2ES1 available.
Otherwise methods like Texture.enable(..) would skip the glEnable(TEXTURE_2D)
call and FixedFunctionHook could not enable it's usage.
GLProfile received a 'public static GLProfile createCustomGLProfile(final String profile, final GLProfile profileImpl)'
allowing utilities like FixedFunctionHook to create a generic profile.
BuildComposablePipeline sorts the methods before emitting for better readability.
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side vertex arrays
Commit 6136457f10d020c779adc78641d0048f77ab1635 defined hasNoDefaultVAO() as [ GL4, GL3, GLES3 ],
however ES 3.x still supports (deprecated):
- client side vertex arrays
- default vertex array object (VAO)
Setting a custom VAO leads to GL_INVALID_OPERATION for client side vertex arrays
used w/ glVertexPointer(..).
Hence removing GLES3 from hasNoDefaultVAO().
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use an FBO TextureAttachment if required
We only require an FBO TextureAttachment if using GLSL vertical flip,
otherwise we simply requires a color renderbuffer.
Further, the 'FBO fboFlipped' in GLSL vertical flip mode also simply requires a color renderbuffer.
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'jogl.debug.GLJPanel.Frames' is defined
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for a Colorbuffer, also make DEPTH optional.
API Change
+++
In certain cases a TextureAttachment for the FBO's color buffer
is not desired, either for performance reasons where texture functionality
is not required or to avoid texture restrictions like size, etc.
+++
GLFBODrawable shall use TextureAttachment for the FBO's color buffer
and a DEPTH buffer per default.
However, the user shall be allowed to use a plain ColorAttachment (renderbuffer)
and also no DEPTH buffer.
+++
FBObject Details:
- Colorbuffer interface exposes Attachment details
like format, size, etc as well as it's implementation
specifics, isTextureAttachment() and getTextureAttachment() allowing a clean cast and type query.
- Allow ColorAttachment to be used for non MSAA
- Make TextureAttachment optional for method 'use(GL, TextureAttachment)'
- Only validate size against MAX_TEXTURESIZE if using a TextureAttachment
- API Change:
- rename: getColorAttachmentCount() -> getColorbufferCount()
- add: getTextureAttachmentCount()
- change 'TextureAttachment getSamplingSink()' -> 'Colorbuffer getSamplingSink()'
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display/screen of a NativeSurface
Currently GLDrawableFactoryImpl's gamma settings are performed
only on the main screen.
Allow passing a NativeSurface, so it's display/screen
gamma values will be changed.
Further, promote low-level gamma settings to GLDrawableFactory
for direct usage.
Change com.jogamp.opengl.util.Gamma to use a GLDrawable
instead of a GL object to clarify that we use the drawable.
Also add a GLAutoDrawable variant, allowing proper locking
of its 'upstream-lock' to guarantee atomicity.
+++
Tested manually w/ TestGearsES2NEWT on X11 and Windows
using the 'g' and 'G' to modify gamma.
Value is properly reset on exit.
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avoiding race conditions.
GLAutoDrawable (API CHANGE) allowing atomic operations:
- Add class API-doc chapter about 'GLAutoDrawable Locking'
- Add method invoke(..) API-doc description about throwing IllegalStateException in case of a detected deadlock situation ahead
(Note: Implemented in GLDrawableHelper.invoke(..) for all implementations)
- Add new methods for proper multithread handling:
- public RecursiveLock getUpstreamLock();
- public boolean isThreadGLCapable();
+++
GLEventListenerState/GLDrawableUtil:
- Perform operation in a atomic fashion,
i.e. lock GLAutoDrawable during whole operations:
- GLDrawableUtil.swapGLContext(..)
- GLDrawableUtil.swapGLContextAndAllGLEventListener(..)
- GLEventListenerState.moveFrom(..)
- GLEventListenerState.moveTo(..)
- ReshapeGLEventListener:
- Moved from GLEventListenerState.ReshapeGLEventListener -> GLDrawableUtil.ReshapeGLEventListener
- Takes 'displayAfterReshape' case into account.
+++
javax.media.opengl.Threading Clarifications:
- Public 'enum Mode', i.e. Threading.Mode
- Public getMode()
- Clarified 'isOpenGLThread()':
- Take 'singleThreaded' into account directly,
i.e. always return 'true' if singleThreaded == false
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Adapt to GlueGen commit f5c48efcf546ba4e08e197ccced6df83b57e1755
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'setSharedAutoDrawable(sharedAutoDrawable)' where possible; Fix/Refine API doc.
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Removed Deprecated Class:
- com/jogamp/opengl/util/TGAWriter.java
- Use TextureIO w/ .tga suffix
- com/jogamp/opengl/util/awt/Screenshot.java
- Use:
- com.jogamp.opengl.util.GLReadBufferUtil, or
- com.jogamp.opengl.util.awt.AWTGLReadBufferUtil
The latter for reading into AWT BufferedImage
See: TestBug461FBOSupersamplingSwingAWT, TestBug605FlippedImageAWT
- javax/media/opengl/GLPbuffer.java
- Use:
caps.setPBuffer(true);
final GLAutoDrawable pbuffer = GLDrawableFactory.getFactory( caps.getGLProfile() ).createOffscreenAutoDrawable(null, caps, null, 512, 512);
- See: TestPBufferDeadlockAWT, ..
Removed Deprecated Methods:
- Constructor of AWT-GLCanvas, SWT-GLCanvas, AWT-GLJPanel
with argument 'final GLContext shareWith'
See GLSharedContextSetter, i.e. glCanvas.setSharedContext(..) !
- GLDrawableFactory.createOffscreenAutoDrawable(..)
with argument 'final GLContext shareWith'
See GLSharedContextSetter, i.e. offscreenAutoDrawable.setSharedContext(..) !
- GLDrawableFactory.createGLPbuffer(..),
see above!
- com.jogamp.opengl.util.av.AudioSink 'enqueueData(AudioDataFrame audioDataFrame)',
use 'enqueueData(int, ByteBuffer, int)'
- GLSharedContextSetter.areAllGLEventListenerInitialized(),
migrated to GLAutoDrawable !
- GLBase's
- glGetBoundBuffer(int), use getBoundBuffer(int)
- glGetBufferSize(int), use getBufferStorage(int).getSize()
- glIsVBOArrayBound(), use isVBOArrayBound()
- glIsVBOElementArrayBound(), use isVBOElementArrayBound()
- NEWT MouseEvent.BUTTON_NUMBER, use BUTTON_COUNT
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or due branching)
- AWT TextRenderer: Add throw new InternalError("fontRenderContext never initialized!"); FIXME!
- GLContextImpl.hasFBOImpl(): Fix serious NPE issue if extCache is null
- GLDrawableFactoryImpl.createOffscreenDrawableImpl(..):
- Fix NPE issue w/ null drawable
- Fix resetting GammaRamp by ensuring originalGammaRamp will be set at 1st setGammaRamp(..)
- AndroidGLMediaPlayerAPI14: Fix NPE: Use already resolved local referenced
- EGLDrawableFactory: Fix NPE: Only operate on non null surface!
- ALAudioSink.dequeueBuffer(..): Only resolve releasedBuffer elements if not null
-
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c47bc86ae2ee268a1f38c5580d11f93d7f8d6e74)
- Change non static accesses to static members using declaring type
- Change indirect accesses to static members to direct accesses (accesses through subtypes)
- Add final modifier to private fields
- Add final modifier to method parameters
- Add final modifier to local variables
- Remove unnecessary casts
- Remove unnecessary '$NON-NLS$' tags
- Remove trailing white spaces on all lines
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Refine API in regards to proper package names, interface
and high-level access to eye specific constant parameter
and variable eye movement.
+++
Commit 36327e24cf586b50bf18e87d7d13d53eb41cf1d9 introduced 'GLEventListener2'
Move javax.media.opengl.GLEventListener2
-> com.jogamp.opengl.util.CustomRendererListener
-> com.jogamp.opengl.util.stereo.StereoRendererListener
StereoRendererListener adds stereoscopic specific:
public void reshapeEye(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height,
final EyeParameter eyeParam, final EyePose eyePose);
.. see below.
++
Add com.jogamp.opengl.util.stereo:
- EyeParameter (Constant eye parameters, like IPD and FOV)
- EyePose (Current eye position and orientation)
+++
Add com.jogamp.opengl.math.FovHVHalves to support
non-centered bi-directional FOV for lenses.
Add respective FloatUtil.makePerspective(.. FovHVHalves fovhv ) variant.
+++
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GLEventListener2 (WIP); Refine FloatUtil
- GLEventListener2 extends GLEventListener adds refined control:
- display w/ flags, i.e. repeat, don't clear
- setProjectionModelview(..)
- FloatUtil.* Add return value for chaining, where missing
+++
- jogamp.opengl.oculusvr.OVRDistortion
- Handles all OVR related data and maps it to shader + GL buffers
- display method
- com.jogamp.opengl.oculusvr.OVRSBSRendererSingleFBO implements GLEventListener
- Simple OVRDistortion renderer using single FBO
- Using upstream GLEventListener2 (the content)
- com.jogamp.opengl.oculusvr.OVRSBSRendererDualFBO implements GLEventListener
- Simple OVRDistortion renderer using two FBOs
- Using upstream GLEventListener2 (the content)
Manual Test: com.jogamp.opengl.test.junit.jogl.stereo.ovr.OVRDemo01
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call-by-value extension), utilizing native JVMUtil_NewDirectByteBufferCopy(..)
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41190c3830157abdf9649cbf7767e57108f55075 (Bug 975)
Commit 41190c3830157abdf9649cbf7767e57108f55075,
fix for 'Bug 975 GLJPanel's OffscreenDrawable double swap',
caused a regression of commit c427ed22244df44b71a0f1f000b0f93e56c283c2,
fix for 'Bug 826: GLJPanel: Fully restore TextureState and Viewport'.
Commit 41190c3830157abdf9649cbf7767e57108f55075 issues offscreenDrawable.swapBuffers()
and hence modifying the texture unit settings before saving the TextureState,
the whole purpose of commit c427ed22244df44b71a0f1f000b0f93e56c283c2.
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surface DPI ; Add NEWT Window.getPixelsPerMM(..) to query surface DPI
With HiDPI and surface scale, we need knowledge of the native surface's pixel-scale
matching the monitor's pixel-per-millimeter value.
Preserving the queried native pixel-scale and exposing it via
ScalableSurface.getNativeSurfaceScale(..) to compute surface DPI.
Add NEWT Window.getPixelsPerMM(..) to query surface DPI.
Surface DPI is demonstrated in GraphUI's GPUUISceneGLListener0A .. and TestRulerNEWT01, etc ..
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entry, fixed NewtCanvasAWT use-case
We require the requested pixelScale in NewtCanvasAWT if the NEWT window (child)
is not yet realized, so the JAWTWindow can receive the request,
since realized/current pixelScale is still 1.
Remove return value (requested pixel scale):
- public int[] setSurfaceScale(final int[] result, final int[] pixelScale);
+ public void setSurfaceScale(final int[] pixelScale);
Add API hook to query requested pixel scale:
+ int[] getRequestedSurfaceScale(final int[] result);
Unique name for get[Current]*:
- public int[] getSurfaceScale(final int[] result);
+ public int[] getCurrentSurfaceScale(final int[] result);
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which also fixed JAWTWindow getSurfaceScale() issue on Windows
Let setSurfaceScale(..) return the validated requested values
and getSurfaceScale(..) always the current values.
This removes complication and solves a bug w/ JAWTWindow on Windows,
where we used 'drawable' as an indicator for 'previous locked' state.
The latter is not true since on Windows 'drawable' is set to null in unlock,
getWindowHandle() should be taken instead.
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OSX impl.
Add ScalableSurface interface
- To set pixelScale before and after realization
- To get pixelScale
- Implemented on:
- NEWT Window
- Generic impl. in WindowImpl
- OSX WindowDriver impl.
- Also propagetes pixelScale to parent JAWTWindow if offscreen (NewtCanvasAWT)
- AWT WindowDriver impl.
- JAWTWindow / OSXCalayer
- AWT GLCanvas
- AWT GLJPanel
- NEWTCanvasAWT:
- Propagates NEWT Window's pixelScale to underlying JAWTWindow
- WrappedSurface for pixelScale propagation
using offscreen drawables, i.e. GLJPanel
- Generic helper in SurfaceScaleUtils (nativewindow package)
- Fully implemented on OSX
- Capable to switch pixelScale before realization,
i.e. native-creation, as well as on-the-fly.
- Impl. uses int[2] for pixelScale to support
non-uniform scale.
Test cases:
- com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NEWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2AWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2GLJPanelAWT
- com.jogamp.opengl.test.junit.jogl.demos.es2.newt.TestGearsES2NewtCanvasAWT
- Press 'x' to toggle HiDPI
- Commandline '-pixelScale <value>'
- Added basic auto unit test (setting pre-realization)
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NativeWindow; [AWT|SWT]NewtEventFactory use NativeSurfaceHolder as source, fixes pixel unit conversion
- Add new NativeSurfaceHolder interface to GLDrawable and NativeWindow, allowing NativeSurface access (pixel unit conversion)
A NativeSurfaceHolder is e.g.:
- NativeWindow (is-a)
- NEWT [GL]Window
- GLDrawable (has-a)
- [AWT|SWT]GLCanvas
- [AWT|SWT]NewtEventFactory use NativeSurfaceHolder as source, fixes pixel unit conversion
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Remove GLES3Impl.glPixelStorei pname validation which was true for ES2 impl,
but is no more valid for ES3, which accepts more values than
GL_PACK_ALIGNMENT & GL_UNPACK_ALIGNMENT.
Revalidate GLPixelStorageModes:
- Properly support ES3 PixelStorageModes
- Revalidate PixelStorageModes for all GL profiles
- Properly reset values at save
- Separate PACK and UNPACK save/reset/restore implementation
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NEWT Support / Fix JAWT getPixelScale deadlock
- NativeWindow/Surface/NEWT API DOC: Define Coordinate System of Window and Screen
- OSXUtil: Add getPixelScale(..) via Screen index and 'windowOrView'
- JAWTWindow/JAWTUtil.getPixelScale(..): Use pre-fetched AWT GraphicsConfiguration to solve AWT-TreeLock (deadlock)
- [Virtual] Viewport of MonitorDevice and Screen:
- Properly calculate and expose [virtual] viewport in window and pixel units
- OSX Monitor viewports in pixel units are 'reconstructed'
- Window/Viewport to Monitor selection shall be perfomed via window units (unique)
- OSX NEWT Window create/init (native): Use given size and coordinates even in fullscreen mode
Don't override by quering NSScreen coordinates, trust given values.
- Fix test cases, i.e. usage of pixel- and window-units
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Refine commit f9a00b91dcd146c72a50237b62270f33bd0da98e
- Using comment tag 'FIXME HiDPI' to locate remaining issues
- Fix remaining 'getPixel*(..)' -> 'getSurface*(..)'
- UpstreamSurfaceHook
- Fix usage (one by one) of
- NativeWindow: getWindowWidth() / getWindowHeight()
- NativeSurface/GLDrawable: getSurfaceWidth() / getSurfaceHeight()
- mention window- or pixel units in API doc where required
- use 'setSurfaceSize(..)' where appropriate to match 'getSurface*()'
- GLFBODrawable
- GLOffscreenAutoDrawable
- UpstreamSurfaceHook.MutableSize
- NativeWindow's Point: Add API doc and 'Point scaleInv(..)'
- NativeSurface
Simplify new conversion methods and use single in-place storage
- 'int[] getWindowUnitXY(int[], int[])' -> 'int[] convertToWindowUnits(int[], int[])'
- 'int[] getPixelUnitXY(int[], int[])' -> 'int[] convertToPixelUnits(int[], int[])'
- NEWT Screen/Monitor
- Assume screen/window units
- TODO: Refine semantics - Monitor resolution probably is in pixel units ?!
- Including the Rectangle/Monitor association etc etc
- NEWT Window
- Add setSurfaceSize(..) for convenience
- Add 'Point convertToWindowUnits(final Point pixelUnitsAndResult)', etc ..
- All window ops are using window units (size, pos, ..),
but methods operating on the surface/drawable: windowRepaint(..) ..
- TODO: Consider changing method names 'window*(..)' to 'surface*(..)'
actually operating on surface/drawable
- Window.windowRepaint(..)
- GLAutoDrawableDelegate.windowResizedOp(..) (maybe all similar methods in here)
- NEWT Mouse/Pointer Events
- Using pixel units
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Add HiDPI for AWT GLCanvas w/ OSX CALayer
Core API Change:
To support HiDPI thoroughly in JOGL (NativeWindow, JOGL, NEWT)
we need to separate window- and pixel units.
NativeWindow and NativeSurface now have distinguished
access methods for window units and pixel units.
NativeWindow: Using window units
- getWindowWidth() * NEW Method *
- getWindowHeight() * NEW Method *
- getX(), getY(), ...
NativeSurface: Using pixel units
- getWidth() -> getSurfaceWidth() * RENAMED *
- getHeight() -> getSurfaceHeight() * RENAMED *
GLDrawable: Using pixel units
- getWidth() -> getSurfaceWidth() * RENAMED, aligned w/ NativeSurface *
- getHeight() -> getSurfaceHeight() * RENAMED, aligned w/ NativeSurface *
Above changes also removes API collision w/ other windowing TK,
e.g. AWT's getWidth()/getHeight() in GLCanvas
and the same method names in GLDrawable before this change.
+++
Now preliminary 'working':
- AWT GLCanvas
- AWT GLJPanel
Tested manually on OSX w/ and w/o HiDPI Retina:
java com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2AWT -manual -noanim -time 1000000
java com.jogamp.opengl.test.junit.jogl.demos.es2.awt.TestGearsES2GLJPanelAWT -manual -noanim -time 1000000
+++
TODO:
- NEWT
- Change Window.setSize(..) to use pixel units ?
- OSX HiDPI support
- Testing ..
- API refinement
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fixing AWTPrintLifecycle DPI evaluation
We also have to re-validating AWTPrintLifecycle's DPI semantics,
since we currently are based on pixel dimension w/ 72 dpi!
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TextureSequence to Region (Demo: TextureButton)
Cleanup shader-program location/data update
- GLUniformData:
- Allow lazy data setup, as used for
RenderState.ProgramLocal, see below
- RenderState
- Separate data (pmv, weight, colorStatic) from
program-local uniforms -> add class ProgramLocal.
Reduces uniform location lookups, since
ProgramLocal is bound to Region impl.
- ProgramLocal.update(..) needs to write uniform data always,
since data is being used in multiple programs!
- No 'dirty' tracking possible, removed - see above.
- RegionRenderer
- Fix shader-selection: 2-pass programs differ from 1-pass!
- No shader-setup at init
+++
Add COLORTEXTURE + TextureSequence to Region
- Create color-texture coords in vertex-shader via region's bounding box (pass-1)
- Use color-texture unit in pass-1 if enabled (own shader program)
- Use TextureSequence in Region impl. providing all required data (unit + texture-name)
- Demo: TextureButton (a UIShape)
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