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* MacOSXCGLContext: Fix ShaderCode instantiation .. (duh!) ; Tested via ↵Sven Gothel2012-10-311-22/+9
| | | | reparenting TestParentingFocusTraversal01AWT
* Fix ProjectFloat (Bug 633): Adding missing offset of sliced buffer usage; ↵Sven Gothel2012-10-311-174/+153
| | | | | | reduce buffer usage (performance) in favor of float[]. Thomas De Bodt reported this error and provided the unit test.
* Add OSX CALayer OpenGL 3 (core) support: Derive pixelformat from parent ↵Sven Gothel2012-10-313-5/+109
| | | | | | | | (GL3), use GL3.2 compatible shader; Use VBO in general. Covered by: Auto unit tests: TestOffscreenLayer01GLCanvasAWT, TestOffscreenLayer02NewtCanvasAWT Manual: TestGearsES2AWT '-gl3 -layered'
* Shader: Add '#define texture2D texture' for GLSL >= 130 ; TestGearsES2AWT ↵Sven Gothel2012-10-311-0/+1
| | | | add forceGL3; TextureDraw01ES2Listener uses defaultShaderCustomization()
* Fix regression of commit e5692f615a8c40e7ca750261baf5e8ecdb0a34b8: ↵Sven Gothel2012-10-301-1/+2
| | | | CGL/CGLExt Robustness ..
* WGL/WGLExt Robustness: Use NIODirectOnly for all bindings. For these ↵Sven Gothel2012-10-305-170/+188
| | | | internal APIs, critical array is not required, hence redundant.
* CGL/CGLExt Robustness: Use NIODirectOnly for all bindings. For these ↵Sven Gothel2012-10-303-95/+96
| | | | internal APIs, critical array is not required, hence redundant.
* GLX/GLXExt Robustness: Use NIODirectOnly for all bindings. For these ↵Sven Gothel2012-10-308-159/+185
| | | | internal APIs, critical array is not required, hence redundant.
* EGL/EGLExt Robustness: Use NIODirectOnly for all bindings. For these ↵Sven Gothel2012-10-305-93/+70
| | | | internal APIs, critical array is not required, hence redundant.
* GLRendererQuirks.RequiresBoundVAO: Removed, it _is_ in the GL 3.2 core spec ↵Sven Gothel2012-10-291-9/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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. +++
* GLContextImpl GLRendererQuirks.RequiresBoundVAO: Use isGL3() instead of ↵Sven Gothel2012-10-291-1/+1
| | | | simple major version number check.
* FixedFuncPipeline: Use proper shader version and make GLSL code compatible ↵Sven Gothel2012-10-297-26/+57
| | | | w/ higher GLSL versions
* GLRendererQuirks: Add RequiresBoundVAO (w/ impl.), GLSLBuggyDiscard (todo) ; ↵Sven Gothel2012-10-281-4/+25
| | | | | | | | | | | | | | | | 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.
* GLContext: Produce and expose GLSL version as VersionNumber and version ↵Sven Gothel2012-10-241-1/+17
| | | | | | | | | string (for shader programs) Uses GL_SHADING_LANGUAGE_VERSION and parses it via VersionNumber, as well as having a static fallback using the GL context version. The value is valid and can be retrieved after ctx has been made current once.
* Adapt to GlueGen change 08a8defda8b6f49eb794cf787f688ba65bfe7b37 (VersionNumber)Sven Gothel2012-10-241-13/+13
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* FixedFuncPipeline: Require GLSL 1.20 (GL 2.1) due to GL driver bugs in OSX ↵Sven Gothel2012-10-231-3/+1
| | | | (gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
* FixedFuncHook/ImmModeSink: Fix *Pointer 'normalized' parameterSven Gothel2012-10-221-11/+10
| | | | | | | | | 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.
* FixedFuncPipeline GL_POINTS: Fix gl_PointSize (attribute data format), Add ↵Sven Gothel2012-10-224-97/+91
| | | | | | | | | | | | | | GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests) gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param. Due to efficiency, we use vec4[2] now and #defines in shader to easy readability. GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle. !GL_POINT_SOFT produces a proper square (billboard). Point-Vertex shader takes dist/fade attentuation into account.
* FFP-Emu: Adding simple POINTS shader ; Adding GLRunnable2 interface, ↵Sven Gothel2012-10-204-61/+241
| | | | | | | | | | | | allowing passing a GL action w/ custom argument and return value. Adding simple POINTS shader not regarding POINTS parameters and not using a texture (commented out). FIXME: Event thought it works using a texture and gl_PointCoord in frag shader, I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader .. otherwise nothing is seen on ES2.0. On Desktop POINTS are always shown as 1 pixel sized points!
* FixedFuncPipeline: Add GL_POINT* state tracking; Fix glDrawArrays(): Issued ↵Sven Gothel2012-10-193-49/+131
| | | | | | twice (duh!) almost halfed performance :) TODO: Create GL_POINT texture and render w/ glDraw*()
* Fix commit 48bcceaf611a17bb3795aa9fe25a0e0c726879f7, EGLDrawableFactory's ↵Sven Gothel2012-10-191-1/+0
| | | | | | ES1 impl. detection 'glBegin' is not ES1, duh!
* EGLDrawableFactory: Detect ES1 implementation within ES2 library, if not ↵Sven Gothel2012-10-191-2/+16
| | | | | | found in ES1 library This is the case in BCM-VC-IV blobs, tested on Raspeberry-Pi
* FixedFuncPipeline: Don't handle CullFace, ES2 impl. already takes care of ↵Sven Gothel2012-10-185-11/+20
| | | | discarding pixels of culled faces.
* FixedFuncPipeline: Cache current ShaderSelectionMode, update PMVMatrix ↵Sven Gothel2012-10-181-12/+25
| | | | according it's usage (update Mvi/Mvit only if lighting is being used)
* FixedFuncPipeline/Hook: Add glColor4ub() w/ value conversion, make ↵Sven Gothel2012-10-182-9/+24
| | | | glColor4f() more efficient, use pre-alloc NIO buffer
* Minor NEWT Display/Screen API docSven Gothel2012-10-171-2/+2
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* Merge remote-tracking branch 'hharrison/master'Sven Gothel2012-10-161-1/+1
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| * jogl: fix bad format string in PngChunkTIMEHarvey Harrison2012-10-151-1/+1
| | | | | | | | | | | | Missing format specifier for the first argument would lead to this throwing IllegalFormatException. Signed-off-by: Harvey Harrison <[email protected]>
* | ImmModeSink: Fix buffer grow (+1 element @ named buffer), enable DEBUG_* via ↵Sven Gothel2012-10-161-6/+13
|/ | | | properties, drawIndices QUAD w/ proper range and add uint; FixedFunctionHook: drawIndices QUAD w/ proper range and add uint
* FixedFuncColorTexture.fp: Remove unused local varSven Gothel2012-10-151-2/+0
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* FixedFuncPipeline: Use ES2/GL2 prelude and set default precision. Shader ↵Sven Gothel2012-10-146-37/+49
| | | | code: Remove precision for default precision types.
* FixedFuncPipeline: Use resource efficient texture shader in AUTO mode as wellSven Gothel2012-10-141-2/+18
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* FixedFuncPipeline: Optimize shader resource, if preset != ↵Sven Gothel2012-10-137-80/+206
| | | | ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
* FBO ResetQuirk: Dump only brief information (OS, GL, JOGL sha1), the latter ↵Sven Gothel2012-10-131-5/+11
| | | | becomes public method to JoglVersion
* Fix Windows ANGLE Workaround Regression of commit ↵Sven Gothel2012-10-133-13/+24
| | | | | | | | | | | | | | | | 923d9dd7f1d40db72d35ca76a761ca14babf147f We are aware that Google's ANGLE (Windows EGL/ES2 impl. based on D3D) crashes using eglInitialize(..) w/ EGL_DEFAULT_DISPLAY. Commit 923d9dd7f1d40db72d35ca76a761ca14babf147f moved the EGL device initialization into the EGLDrawableFactory ctor and hence slipped out ANGLE workaround to disable it per default. - Moving property static flags from GLProfile -> GLDrawableFactory - Moving ANGLE workaround right into EGLDrawableFactory (where it belongs) - Moving optional EGL/ES disable code to GLDrawableFactory (where it belongs) Tested on Windows w/ Java-32bit and latest Chrome ANGLE DLLs
* FixedFuncHook: Add ES2 alignment of certain GL functions, i.e. ↵Sven Gothel2012-10-121-3/+50
| | | | GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
* GLArrayData* VBO binding: Properly document and impl. bindBuffer(..) in ↵Sven Gothel2012-10-127-89/+122
| | | | | | | | | detail w/ data sync within GLArrayHandle, which also removed redundant code (VBO data sync and binding). Refines commit 8582ece7dc7f65271b3184261697a542766d9864 and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
* Enhance FixedFuncPipeline: Multi-Texture, Tex-Env, Alpha-Test, Lighting ↵Sven Gothel2012-10-1210-298/+880
| | | | | | | | | (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.
* Simplify GLArrayHandler and reduce VBO sideffectsSven Gothel2012-10-109-111/+76
| | | | | | | | | | 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.
* ImmModeSink: Fix bugs (use glBufferUsage, vboUsage, GL_POLYGON, GL_QUADS) ↵Sven Gothel2012-10-101-20/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Refine GLDrawable.swapBuffer() fix (AWT/SWT GLCanvas and GLAutoDrawableBase) ↵Sven Gothel2012-10-081-1/+3
| | | | | | of commit 455fed40391afe10ce5ffb9146ca325af63b0a49 Add drawable null check before using.
* Fix GLDrawable.swapBuffer() implementation in AWT/SWT GLCanvas and ↵Sven Gothel2012-10-081-10/+2
| | | | | | GLAutoDrawableBase Simply lock drawable and issue drawable.swapBuffers(), no need to make context current.
* Fix Bug 617 (part2): Workaround buggy GPU driver where FBO reattachment of ↵Sven Gothel2012-10-061-22/+43
| | | | | | | | | | | | | | | | | | | 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.
* EGL/X11 DummySurfaceHook: Lock display device at creation/destructionSven Gothel2012-10-051-11/+21
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* Refine ed7d5f2e3fc696d47b10c8d62a071643bf385588, set and restore FBO caps @ ↵Sven Gothel2012-10-051-7/+12
| | | | | | | setRealized(true/false) already, refine at initialize(true) Allowing to validate the on-/offscreen state after setRealized(true). Adding comment in GLFBODrawable.
* FBO/Offscreen: Use most simple GLCapabilities for GLFBODrawableImpl's ↵Sven Gothel2012-10-053-26/+36
| | | | | | | | | | | | | | | | | underlying dummy surface/drawable If stencil or MSAA has been selected, the underlying dummy drawable doesn't need to have this configuration, i.e. doesn't need to waste the resources. - Creation of the dummy surface/drawable uses a simple GLCapabilities - Requested FBO GLCapabilities is being passes down to the dummy drawable - GLFBODrawableImpl ctor leaves caps untouched - GLFBODrawableImpl.initialize(boolean realize) - realize == true: using the requested FBO caps and setting it in the parent dummy drawable - realize == false: restore the original caps of dummy drawable
* Use helper.isExternalAnimatorAnimating() instead of ↵Sven Gothel2012-10-051-2/+2
| | | | helper.isAnimatorAnimating() for decision whether to display() now; Minor API comments.
* Fix Bug 572 (2nd time): GLCanvas.validateGLDrawable() @ display() and ↵Sven Gothel2012-10-051-3/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* OSX Context: Fix caps determination for on-/offscreen since pformat's ↵Sven Gothel2012-10-041-22/+14
| | | | NSOpenGLPFAPixelBuffer is ambiguous
* Fix regression of commit a644d779ab19cb1d200ae4ba567b9c042c34b337, cannot ↵Sven Gothel2012-10-041-1/+1
| | | | | | compile FixedFuncHook due to removed 'isDirty()' - getModifiedBits() -> getModifiedBits(boolean clear)