| Commit message (Collapse) | Author | Age | Files | Lines |
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- remove duplicate code in branch
- Use Type.valueOf(primitive)
- Don't use array.toString() directly
- remove dead code
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EGLDisplayUtil.eglCreateEGLGraphicsDevice(..) call w/ uninitialized 'surface'
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unboxing
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instances.
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float. Base aspect-ratio on eyeTextureSize
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is safe!
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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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oculusvr-sdk java distortion-mesh calculation if available
StereoDeviceFactory support new GenericStereoDeviceFactory, with it's GenericStereoDevice and GenericStereoDeviceRenderer.
GenericStereoDevice maintains different configurations, triggered either by passing a GenericStereoDevice.Config
instance directly or by the device-index parameter:
- 0: monoscopi device: No post-processing
- 1: stereoscopic device SBS: No post-processing
- 2: stereoscopic device SBS + Lenses: Distortion post-processing
(only available w/ oculusvr-sdk sub-module)
Producing a 'GenericStereoDevice.Config' instance is self containing
and may extend if supporting more device types like top-bottom, interlaced etc.
StereoDemo01 handles all use-cases and may be used as a test-bed
to add and experiment with stereoscopy, devices and settings.
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tan(fovy), fix callers; Simplify FloatUtil.makePerspective(..FovHVHalves..)
Fix FloatUtil.makePerspective(..): The tan(fovy/2) shall be used, not tan(fovy), fix callers
- This bug didn't hit (yet), since callers already performed the division (degree -> radian)
by falsly claiming the passed value is in radian - where it was actually fov/2 in radians.
Simplify FloatUtil.makePerspective(..FovHVHalves..)
- Due to the fix above, it became pretty clear that the makeFrustum(..)
method can be utilized.
Simply apply all our tan-half-fov values on zNear.
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'com.jogamp.opengl.util.stereo' contains all public interfaces/classes
Renamed interfaces:
CustomRendererListener -> CustomGLEventListener
StereoRendererListener -> StereoGLEventListener
New vendor agnostic 'stuff' in com.jogamp.opengl.util.stereo:
1 - StereoDeviceFactory
To create a vendor specific StereoDeviceFactory instance,
which creates the StereoDevice.
2 - StereoDevice
For vendor specific implementation.
Can create StereoDeviceRenderer.
3 - StereoDeviceRenderer
For vendor specific implementation.
4 - StereoClientRenderer
Vendor agnostic client StereoGLEventListener renderer,
using a StereoDeviceRenderer.
Now supports multiple StereoGLEventListener, via add/remove.
- MovieSBSStereo demo-able via StereoDemo01
can show SBS 3D movies.
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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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0bded476868c5fdfe44502bfd55957469d0d72bb
FloatUtil optimizations (unroll and linear memeory access):
- transposeMatrix
- invertMatrix (diff algo as well - 50% speed bump)
- multMatrix
- multMatrixVec
FloatUtil added
- matrixDeterminant(..)
FloatUtil removed
- Certain FloatBuffer variants are removed
or at least marked deprecated.
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variations; PMVMatrix: Remove NIO buffer path, use backing-array only and FloatUtil direct.
- FloatUtil pptimized variants:
- mapObjToWinCoords (gluProject) passing 'P x Mv' for batch operations
- mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' for batch operations
- mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' and two winz values
for two ray picking resulting in two obj positions. (-> mapWinToRay)
- PMVMatrix
- dropped low performance NIO mode
- simply use common backing-array and fixed offsets directly
- drop ProjectFloat usage in favor of FloatUtil
- reduce number of temporary arrays
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crashes the app
The 'magic' MyNSOpenGLContext::dealloc (MacOSXWindowSystemInterface-calayer.m)
of force destroying the underlying CGLContextObj of it's associated
NSOpenGLContext as introduced as a remedy of Bug 691 is plain wrong.
It was added in commit f6e6fab2a7ddfb5c9b614cb072c27ff697629161
to mitigate the experience behavior of delayed GL context
destruction when creating/destroying them multiple times
as exposed in unit test TestGLCanvasAddRemove01SwingAWT.
While this 'hack' worked for some reason on some OSX versions,
it caused a 'access/modify after free' issue exposed under some circumstances
and crashes the application.
The actual culprit of the delayed GL context destruction is different.
The offthread CALayer detachment and hence final destruction
issued on the main-thread is _not_ issued immediately
due to some referencing holding by NSApp.
Issuing an empty event on the NSApp (thread) will wake up the thread
and release claimed resources.
This has been found while realizing that the GL context
are released if the mouse is being moved (duh!).
This issue is also known when triggering stop on the NSApp (NEWT MainThread),
same remedy has been implemented here for a long time.
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OpenAL/JOAL (works using openal-soft default on all platforms now)
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NullAudioSink shall return the last enqueued PTS in getPTS()
not causing a-v delta measure based on lagging audio in player.
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EGLUpstreamSurfaceHook) to generalize ProxySurfaceImpl.getUpstreamSurface()
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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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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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API stability
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TextureSequence's fragment shader hash-code
Adding TextureSequence.getTextureFragmentShaderHashCode() allowing to use a cached hash-code (performance, interface usability).
Implemented in GLMediaPlayerImpl and ImageSequence.
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private package.
jogamp.opengl.util.av.impl.FFMPEGNatives.SampleFormat -> jogamp.opengl.util.av.AudioSampleFormat
jogamp.opengl.util.av.impl.FFMPEGNatives.PixelFormat -> jogamp.opengl.util.av.VideoPixelFormat
.. to be reused for other decoders later-on.
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method from TextureIO
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validation (libavutil)
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pspec is never initialized, this would have always crashed.
Signed-off-by: Harvey Harrison <[email protected]>
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Signed-off-by: Harvey Harrison <[email protected]>
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test-ntsc01-28x16.png asset ; Generalize TextureSequenceDemo01 -> SingleTextureSeqFrame ; Unit tests use test-data, not assets.
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when source becomes ready
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withinGLVersionsMapping:=true if null == sharedContext
.. otherwise no quirk could be set on non ARB ctx GL implementations.
null == sharedContext, always for first context creation, i.e. indeed within GL version mapping.
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to Gallium/Nouveau Driver (TODO: Handle it in GLCapabilities Selection)
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- New simple type Ray, denominating a .. ray
- Added PMVMatrix.gluUnProjectRay(..) similar to gluUnproject(..)
however, result is a Ray.
- Added AABBox.intersectsRay(Ray) ..
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tests - Cleanup VectorUtil (vec2/3 naming, remove dedundant functions)
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- Added final qualifier where possible
- Refined API doc
- FloatUtil:
- Add machine EPSILON
- fixed value and runtime computed (real machEps)
- incl. isZero(..), isEqual(..)
- Add makeRotationAxis(..)
- Moved from PMVMatrix for reusage
- Add makeRotationEuler(..)
- New, not recommended due to Gimbal-Lock
- Add copyMatrix[Column|Row](..)
- Add more PI variations and trigo-func float mappings
- Removed cross and normalize, use VectorUtil!
VectorUtil:
- Add copyVec*
- Add equals and isZero w/ and w/o EPSILON
- Add distance[Square]
- Add length[Square]
PMVMatrix:
- Removed 'destroy' method in favor of making most fields 'final'.
AffineTransform:
- Added AABBox transform
- Public multiply
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Against OpenGL Bugs ; Fix glXGetFBConfigs
- glXChooseFBConfig(..)
- Remove NULL FBConfig pointer from result in native code,
which has been observed in Mesa 8.0.5-4 libgl1-mesa-swx11 (Debian-7).
- glXGetFBConfigs
- Add manual implementation similar to glXChooseFBConfig
- glXGetFBConfigAttrib(..)
- glXGetFBConfig(..)
- Returns boolean reflecting success, don't throw exception - caller handles error
- Caller ignore failure if not essential (i.e. already chosen config)
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parameters for mapBufferRange(..) and mapNamedBufferRange(..)
GLBufferObjectTracker.mapBuffer(..) variant for mapBufferRange(..) and mapNamedBufferRange(..)
used wrong parameters in it's mapBufferImpl(..) call.
Fixed and added mapBufferRange(..) test in TestMapBufferRead01NEWT
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(14:15:13) sgothel: @Xerxes: In doResume .. do a 'while( !isActive && !shallPause && isRunning ) {'
(14:15:52) sgothel: doPause: while( isActive && !shallPause && isRunning )
(14:31:55) sgothel: doPause only: while( isActive && isRunning ) {
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exception at destroy
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Add global synchronization around ALAudioSink constructor code,
which 'magically' solves the openal-soft multithreading issues ..
This is a workaround.
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FFMPEG Natives:
- Move 'mutex_avcodec_openclose' to local static and initialize at initSymbols0
- setStream0:
- Add another locked mutex block around:
- [ sp_avformat_open_input .. sp_avformat_find_stream_info ]
This solves the issue of:
[NULL @ 0x89d20c60] insufficient thread locking around avcodec_open/close()
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