| Commit message (Collapse) | Author | Age | Files | Lines |
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fixes recursion on fallback GraphicsConfigurationFactory
.. also validate the X11 GraphicsConfigurationFactory in X11GLXGraphicsConfigurationFactory and fail fast
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(X11GLX -> X11)
- GraphicsConfigurationFactory.registerFactory(..) returns previous mapped GraphicsConfigurationFactory.
This allows daisy chaining of GraphicsConfigurationFactory, in case one is not suitable.
- X11GLXGraphicsConfigurationFactory:
- Store the previously mapped factory as fallback
- choose*Impl(): If GLX is not available, use fallback
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'nativewindow.debug.GraphicsConfiguration')
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; Minor cleanups.
Before gathering GLX details and actually instantiate a X11/GLX shared resource,
we shall query whether GLX is actually available.
Since GLX availability is being queried on the server side,
more changes are required for the X11GLX* impl,
eg. not using X11GLXGraphicsConfigurationFactory and fall back to
X11GraphicsConfigurationFactory.
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since no profile was mapped.
GLDrawableFactory*:
- Initialize defaultDevice, even if impl. is not available (no GL libraries for impl.), hence
- getDefaultDevice() always returns a valid device
- getIsDeviceCompatible() only returns 'true' if device is supported _and_ drawable factory is functional
GLProfile:
- default-desktop-device becomes default-device even if the desktop-factory itself
is not functional. This is due to the fact that the subsequent EGL-factory
always handles desktop-devices (X11->EGL, GDI->EGL, etc).
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Added EGLDisplayUtil helper class managing the lifecycle of the EGL display handle recursively.
This class is required, due to implementation bugs within EGL where EGL.eglTerminate(long)
does not mark the resource for deletion when still in use, bug releases them immediatly.
This fixes unit test com.jogamp.opengl.test.junit.jogl.acore.TestInitConcurrentNEWT
on Linux ARM w/ Omap4 and Tegra2.
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massive '!!!' occurence
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chosen ones (x11,win32,..) - they are not fit
The previous chosen caps might come from GLX, WGL .. however, these caps doesn't reflect EGL's
capabilities - they may reflect less features.
This fixes missing MSAA on linux/armv7 w/ GLX enabled.
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- Subsume GL_EXT_texture_format_BGRA8888 -> GL,
Added GLContext.isTextureFormatBGRA8888Available()
- Movied generic isNPOTTextureAvailable() from GL -> GLContext, used by GL (desktop),
added simplified impl. in GLES1/GLES2 (false/true)
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GLProfile.get<Profile>() methods.
We need to distinguish between software and hardware accelerated OpenGL profiles
to allow choosing the proper profiles [default, GL2ES1, GL2ES2, ..]
on platforms where both, software and hardware implementations exist (GL, GLES2, ..).
Where no preference is being requested, hardware acceleration is favored:
GLProfile.getDefault()
GLProfile.getGL2ES1()
GLProfile.getGL2ES2()
Some method signatures needed to change
GLProfile:
getMaxProgrammable(AbstractGraphicsDevice device) ->
getMaxProgrammable(AbstractGraphicsDevice device, boolean favorHardwareRasterizer)
GLProfile adds: isHardwareRasterizer()
Determination whether a hardware acceleration is being used or not
is extended in GLContextImpl by querying the current context's
GL_RENDERER string. If the latter contains 'software' (case insensitive)
it is not hardware accelerated. At least this works w/ newer Mesa3D impl,
where GLX_SLOW_CONFIG is not set!
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ShaderState.attachShaderProgram(..)
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- Add multiple sources for create ShaderCode
- Add Shaderstate attachShaderProgram w/ enable flag
- Clarify doc
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ExtensionAvailabilityCache regression / enhancement:
- Set context version (w/o string) before caching.
This is required since we query the ctx version.
Regression from 4011e70eed8c88aee0fcd051a50ab3f15bb94f68
- Remove GLContextImpl state. Only use the passed value at initialization.
- Defined initialization, due to the 'new' cache/instantiation logic
Remove redundant GLContext profile bits:
- CTX_OPTION_ANY: implicit if !CTX_OPTION_FORWARD
- CTX_IMPL_ACCEL_HARD: implicit if !CTX_IMPL_ACCEL_SOFT
Cache key (ProcAddressTable, Extensions):
- Mask out GLContext.CTX_OPTION_DEBUG | GLContext.CTX_IMPL_ES2_COMPAT,
since they don't influence the cached values.
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(and clean up)
- GLContext
- Expose isFunctionAvailable(), isExtensionAvailable(),
getPlatformExtensionCount(), getGLExtensionCount()
- sort methods a bit
ExtensionAvailabilityCache:
- Favor StringBuilder instead of StringBuffer (faster)
- Resuse set's
- Hold dedicated counts of extensions, platform and GL
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- be verbose about features in DEBUG mode (RECT, NPOT, APPLE_float_pixels)
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Bug caused using wrong extension cache and probably the wrong procAddress table.
- do not reuse local field value if not cached
- issue resetState() after each createContextARBMapVersionsAvailable(..) query
- remove cache entry for extension (copy/paste bug)
- resetState() shall clean platform extProcAddressTable in specializations
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- GLProfile properly detects native EGL/ES1/ES2 on the 'desktop' device factory.
This allows usage of Mesa's EGL/ES or Imageon's PVR emulation, etc.
- GLProfile drops getDefaultDesktopDevice() and getDefaultEGLDevice()
since both are aligned by getDefaultDevice().
- Fix GL_ARB_ES2_compatibility detection and utilize
resulting isGLES2Compatible() where possible.
This allows ES2 compatible desktop profiles to use core ES2 functionality
(glShaderBinary() .. etc) even with a GL2ES2 desktop implementation.
- EGLDrawable: If createSurface(..) fails (BAD_NATIVE_WINDOW) w/ surfaceHandle
it uses windowHandle if available and differs.
This allows the ANGLE impl. to work.
- Properly order of EGL/ES library lookup:
ES2: libGLESv2.so.2, libGLESv2.so, GLES20, GLESv2_CM
EGL: libEGL.so.1, libEGL.so, EGL
- *DynamicLookupHelper reference will be null if it's library is not complete
(all tool libs, all glue libs and a ProcAddressFunc lookup function - if named).
- Enhance GL version string (incl. ES2 compatible, hw/sw, ..)
- GLBase: Fix docs and remove redundancies
- Prepared (disabled) DesktopES2DynamicLibraryBundleInfo
to be used for a real EGL/ES2 implementation within the desktop GL lib (AMD).
Sadly it currenly crashed within eglGetDisplay(EGL_DEFAULT_DISPLAY),
hence it's disabled.
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(implicitly loaded by NativeWindowFactory)
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performance issues.
Chris reported a better performance using glFlush() instead of glFinish()
while maintaining stability in respect to the NV bug on OSX 10.6.8.
Even though this is at release() where we would assume a passed GL sync point (swap buffers)
the driver may involve a whole I/O roundtrip .. well.
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GLContext.release's setCurrent(null) exception prone.
Catch releaseImpl's glFinish() exception (DebugGL)
glGetError() after glFinish() (eg. w/ debug pipeline) produced unknown error 0x0506
on OS X (10.7.2 NV).
Make GLContext.release's setCurrent(null) exception prone
Call setCurrent(null) in finalizer block to ensure it's 'released' out of the TLS
even when an exception is being thrown.
Make MacOSX Shared Resources 'destroy' more error prone (catch exceptions)
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no exception,
- bug 548: Another regression: pixelfmt failed for 10.6.7 and/or software OpenGL
- enforcing accelerated leads to no pixelformat,
- using the NSOpenGLView defaultPixelFormat causes to SIGSEGV
- ctx creation failure shall just lead to return null, no immediate exception
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header; Remove dummy comments
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More complete implementation of SWT GLCanvas
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already handled via the proxy surface factory). Needs testing
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version. Modified build to produce a jogl.swt.jar, and include this in jogl.all.jar. Presently there is no unit test (just a 'main' in the jogamp.opengl.swt.GLCanvas), and this does not support correct selection of GLCapabilities (FIXME and TODO tags in the source state why).
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before ctx release.
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is the default.
The following 5 GDI functions have their 'wgl' counterparts
which 'shall' being used in case the OpenGL DLL is being loaded dynamically.
(So reads the documentation & FAQ).
This seems to be required only in case the std. opengl32.dll is not being used.
This use case is called GDI/ICD.
If using a non std. OpenGL DLL, is called MCD.
We dynamically load the OpenGL DLL and fetch the address pointer.
Since we generally use the std. opengl32.dll, our use of the GDI callbacks
seems to be legal. However, to test using the 'wgl' method WGLUtil is introduced.
You can test using the 'wgl' variants
by defining the property: 'jogl.windows.useWGLVersionOf5WGLGDIFuncSet'.
In case you have troubles, ie crashes within pixelformat setup etc,
it might be interesting if this may impact your behavior.
- ChoosePixelFormat(long, PIXELFORMATDESCRIPTOR)
- DescribePixelFormat(long, int, int, PIXELFORMATDESCRIPTOR)
- GetPixelFormat(long)
- SetPixelFormat(long, int, PIXELFORMATDESCRIPTOR)
- SwapBuffers(long)
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makeCurrent()/release()/destroy() calls ; Enable context switch tracing ; GLCanvas: proper AbstractGraphicsDevice destruction
GLContext*/GLDrawableHelper: Fix consistency of recursive makeCurrent()/release()/destroy() calls
Utilizing volatile and lock.tryLock(0) for lockConsiderFailFast(),
reducing redundant synchronization and using RecursiveLock implicit sync.
GLContext 'early-out' is the case where the thread already holds the
context, ie. context is already current and the native makeCurrent is skipped.
makeCurrent()'s 'early-out' w/o incr. the recursive lock of GLContext
and it's NativeSurface could lead to asymetry in lock/unlock count
with release()/destroy() calls. The 1st release actually released the
native ctx already.
Properly utilize recursive lock/unlock in all cases and impl. 'early-out' after locking.
Following the above in GLDrawableHelper.invokeGL()'s 'early-out' case as well,
ie calling makeCurrent()/release() symmetrical.
Introduce GLDrawableHelper.disposeGL(), which issues dispose on all GLEventListeners
within a current context and issued context destruction directly.
This simplifies GLAutodrawable's destroy/dispose calls and ensures
that the above sequence of events happens atomically (lock is being hold until destruction).
Enable context switch tracing
If property 'jogl.debug.GLContext.TraceSwitch' is defined, trace context switch.
GLCanvas: proper AbstractGraphicsDevice destruction
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GLJPanel:
- fix dispose of backend
- proper J2DOGL thread
- no double dispose
- remove VERBOSE
- no dispose regenerate flag
- add @Overrride
- more safe createContext(..) impl
- setSynchronized(true); for all backends
- ensure AbstractGraphicsDevice close() is being called
GLDrawableHelper:
- Clarify w/ isDisposeAction = null==initAction
GLPbufferImpl:
- ensure AbstractGraphicsDevice close() is being called
Java2D:
- remove VERBOSE
-
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shared surface before using it's HDC for pbuffer creation
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realized or texture size is invalid.
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@ creation
GLDrawableFactory*.createOffscreenDrawable():
No implicit setRealized(true) @ creation, following deferred creation like onscreen drawables.
This allows using offscreen drawables in classes like GLCanvas, where realization is deferred due to pending valid size.
Only createGLPBuffer() realizes the offscreen pbuffer drawable immediatly to reduce the impact
on user-code.
GLDrawableFactoryImpl.createGLDrawable():
- Simplify OffscreenLayerSurface validation and check it first regardless of the chosenCaps
to get a chance to use pbuffer.
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signaling no extension is available.
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JVM/OpenGL-Driver issues
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12 -> 7 in initialization.
Reducing the calls to resetProcAddressTable() 12 -> 7 in initialization, saves:
Linux/AMD: 600ms -> 300ms
Linux/NV: 161ms -> 112ms
OSX 10.7/NV: 522ms -> 397ms
Still some freezes on OSX 10.6.8/NV .. further analysis is going on.
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hook or not
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'dead' thread (Applets)
GLDrawableFactory:
- clarify: public getWasSharedContextCreated(..) -> protected createSharedResource(..)
- add: getSharesResourceThread()
GLProfile:
- proper locking of initSingletion(..) path:
- Use RecursiveThreadGroupLock and add/remove GLDrawableFactory's sharesResourceThread
while creating it's the sharedResource.
This simplifies and fixes GLProfile's locking code.
- Fix and simplify initSingleton(boolean) API doc - mark it deprecated.
- Add initSingleton() for controlled initialization only, pairing w/ shutdown(..)
Remove initSingleton(boolean) calls in code and test!
+++
Fix SharedResourceRunner 'dead' thread (Applets)
In Applets, stopping an Applet makes the browser Java plugin interrupting
and killing all related threads, including our SharedResourceRunner thread.
- Validate whether the shared resource thread is alive
- Catch interruption in shared resource thread and assume it's a kill signal
- releaseSharedResource: clear devicesTried set
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Management
- Leave Platform, .. TempJarCache untouched.
- GLDrawableFactoryImpl*: Leave DynamicLibraryBundle(lib-binding) untouched,
for NativeLibrary, JNILibLoaderBase (JNI libs), .. consistency.
- SHARED_ONLY: shutdown shared GLDrawableFactoryImpl* resources and NativeWindowFactory
- COMPLETE: additionally shutdown GLContext*
Clear all cached GL/GLX proc-address and device/context mappings.
- Use new "GLProfile.shutdown(GLProfile.ShutdownType.SHARED_ONLY)" in Applets
- X11GLXDrawableFactory Shutdown: Uncomment close/destroy of shared resources.
- JAWTWindow.destroy(): Close the delegated device.
In case it's X11 this closes the exclusive opened X11 Display.
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(GLContextImpl)
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