| Commit message (Collapse) | Author | Age | Files | Lines |
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SliderAdapter.clicked() as dragged is always called
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shared GLContext, removing resource restrictions
In a use case with hundreds of GLMediaPlayer instances,
this causes the application to bail out due to running out of resources.
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GLMediaPlayer exposes resource restrictions and locking related
with the created off-thread shared GLContext
due to its newly created NativeWindow *GraphicsDevice instance (on X11).
On the X11 platform, the *GraphicsDevice actually uses a native resource (X11 Display handle) and hence creating such device is costly and limited.
To operate an off-thread GLContext w/o actual X11 input handling,
it is *NOT* required to use a new instance.
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Further more, the device is using locking.
To operate an off-thread GLContext, it is *NOT* required to use locking on it
as it does not perform actual X11 input handling etc.
All operations are performed on the shared GL context.
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Solution is to create a shared non-locking device clone
compatible with the source.
A share counter shall determine that the last one actually gets destructed.
The usual ..
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[initStreamImpl - destruction]
initStreamImpl() calls ffmpeg natives.setStream0(..), which in turn callsback to the GLMediaPlayerImpl
and FFMPEGPlayer and hence requires a valid moviePtr. In total, it covers a longer time period.
This patch uses a moviePtrLock object avoiding destruction while within initStreamImpl.
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DefaultGraphicsDevice: Move ownership (Object) code into base class ensuring same code
NativeWindowFactory.createDevice(..) w/ unitID
- Allows cloning a device instance with same parameter.
DefaultGraphicsDevice: Move ownership (Object) code final into base class ensuring same code
- Rename DefaultGraphicsDevice.swapDeviceHandleAndOwnership() -> swapHandleAndOwnership()
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actual tc_w_1 = (float)getWidth() / (float)texWidth value as hardcoded within the shader.
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Pass2-AA, revise Pass2 AA Quality parameter ..
Misc:
- Graph VBORegion2PVBAAES2: Drop unused FBO rescale
- Move MIN/MAX QUALITY/SAMPLE from GraphUI Scene -> Graph Region
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Quality -> Pass2 AA Quality
- Drop quality field in region
- Pass quality to GLRegion.draw(..) similar to sampleCount
for dynamic shader and switch
- TODO: Pass quality parameter in TextRegionUtil's functions
Fix RegionRenderer Shader Mapping
- Use ShaderKey class to properly implement the hash value and equals method
- For this, TextureSequence.getTextureFragmentShaderHashID() has been added
to provide actual shader-snippet for the equals function
- All required criterias are included in the hash value and equals method
Fix AABBox Clipping for Pass-2 AA
- Clipping in pass2-AA must happen in pass2 on actual gcu_PMVMatrix01 (not ortho)
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GraphUI GraphShape
- Rename: [get,set]{->AA}Quality()
GraphUI Scene
- Rename: mark{All->}ShapesDirty(), set{AllShapes->}Sharpness(), set{AllShapes->AA}Quality()
- Fix setSampleCount(..), i.e. markStatesDirty() not markShapesDirty()
- Fix setAAQuality(), markShapesDirty() and markStatesDirty(): Use forAll(..) to traverse through all shapes and groups.
GraphUI Group
- Add setFixedSize()
- Add setClipOnBox()
- Document setRelayoutOnDirtyShapes(), isShapeDirty()
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com.jogamp.common.av.PTS.millisToTimeStr(..)
Chapter metadata is now supported via our FFMPEGMediaPlayer implementation.
Added public method: 'Chapters[] GLMediaPlayer.getChapters()'
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d99c2d8b28470d335ab5b30124ef8b0607b3b90f
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information (if any), FFMPEG* utilizes NativeLibrary.get[Native]LibraryPath()
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library path, support throughout DynamicLibraryBundle[Info]
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misleading and wrong info (e.g. on mute)
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disruption after pause(flush:=false)
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i.e. ignore audio_queued_ms in such case (Fixes video sync on SCR w/o audio)
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direct user-exposure and potential data-race
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w/o video-frame (fixes 'massive' seek'ing)
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Left behind hacking for AV sync ..
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!hasVideoFrame upfront, simplifying sync-block
Fix playSpeed > 1: dt_v (keep playSpeed factor), allow drop frame on no-frames w/ playSpeed > 2
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stream is not yet initialized or playing, cached clipped value and set at initGL(..)
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user from selecting video or audio PTS.
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(multiple of) audio_dequeued_ms
The case of lagging audio to the audio master-clock (by experience) is a rare and probably synthethic case
of the AV async videos, was
dt_a > MAX_VIDEO_ASYNC && d_apts > 0
now with increased threshold max_adelay = Math.max( 4*audio_dequeued_ms, 4*MAX_VIDEO_ASYNC )
dt_a > max_adelay && d_apts > 0
In conjunction the video-repeat case (video pts > SCR) shall use a higher threshold _when_
detecting, i.e. min1_audio_queued_ms = Math.max( 2*audio_dequeued_ms, 2*MAX_VIDEO_ASYNC )
to ensure enough buffered audio exists (2 audio-frames) before the next getNextTexture()
hits within vsync.
This early detection and min1_audio_queued_ms threshold
is double of the late threshold for video-repeat min0_audio_queued_ms = Math.max( audio_dequeued_ms, MAX_VIDEO_ASYNC ),
when the to-be repeated frame shall be displayed within getNextThreshold().
Failing this requirement (1 audio-frame) will discard it and gather the next video-frame,
allowing to fill the audio-buffer. A subsequent AV sync shall correct the difference.
Strategy is less intervention on less buffered-audio.
This shorter tolerance also reduces some video lag or stuttering on 24fps -> 60fps films.
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resample: Use swr_get_out_samples(..) to calculate the required output sample count
Notable when playing audio with e.g. 24k sample rate on a 48k OpenAL ALAudioSink,
the sample duration was cut in half due to erroneous resampling missing half the required samples.
Using swr_get_out_samples(..) resolves this issue pre swr_convert(..), the resampling.
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master-clock, enabling proper AV sync w/ untouched audio
We can finally utilize the added pass through audio PTS, see commits
- GlueGen 52725b4c6525487f93407f529dc0a758b387a4fc
- JOAL 12029f1ec1d8afa576e1ac61655f318cc37c1d16
This enables us to use the audio PTS as the master-clock and adjust video to the untouched audio.
In case no audio is selected/playing or audio is muted,
we sync merely on the system-clock (SCR) w/o audio.
AV granularity is 22ms, however, since the ALAudioSink PTS may be a little late,
it renders even a slightly better sync in case of too early audio (d_apts < 0).
Since video frames are sync'ed to audio, the resync procedure may result
in a hysteresis swinging into sync. This might be notable at start
and when resumed audio or after seek.
We leave the audio frames untouched to reduce processing burden
and allow non-disrupted listening.
Passed AV sync tests
- Five-minute-sync-test.mp4
- Audio-Video-Sync-Test-Calibration-23.98fps-24fps.mp4
- Audio-Video-Sync-Test-2.mkv
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Using `-Djogl.debug.GLMediaPlayer.AVSync -Djogamp.debug.AudioSink` to trace AVSync issues for now.
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FFMPEGMediaPlayer: This also effectively reduces the audio buffer size from 3000ms -> 768ms,
the new default for audio streams with video.
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custom name against GLSL internal 'texture2D', add missing VideoPixelFormat conversions
Always use own textureLookupShader, avoiding confusion or even race conditions.
Validate textureLookupShader custom name against GLSL internal 'texture2D' (illegal override)
Add missing VideoPixelFormat conversions:
- RGB24, ARGB, RGBA, ABGR, BGRA
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a native dispatch'ed event like key/mouse/touch input
SIGSEGV on use after free of native X11 Display* at XEventsQueued in DisplayDriver.DispatchMessages0.
This potentially happens when an application destroys
the NEWT Window/Display from an action being called directly
from DisplayDriver.DispatchMessages0 (itself), i.e. keyboard or mouse input.
DisplayDriver.DispatchMessages0 stays in the event loop and the next
XEventsQueued call causes a SIGSEGV due to already deleted
display driver connection and hence invalid native X11 Display*.
This issue also exist for other Windowing System drivers,
where the native (dispatch) method sticks to a loop
and still (re)uses the window or display handle.
One is WindowsWindow, where touch events are looped,
but such handler could have closed the window.
Querying the status of a window / display instance before dispatching
is not be good enough
- resource could already be GC'ed, so we also would need to query jobject status
- would imply an addition Java callback
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This fix: Having the Java callbacks return
a boolean with the value Window.isNativeValid().
This way the dispatch logic
- can bail out right away w/o using the resource anymore
- must be reviewed by myself due to changed Call{Void->Boolean}*(..)
invocation change.
This review shall resolve potential similar issues.
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Tested on X11/Linux/GNU, Windows and MacOS
with new TestDestroyGLAutoDrawableNewtAWT,
which tests all destruction invocation variants.
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VideoPixelFormat conversion for easier debugging
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mute and play on un-mute)
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audio-volume if not initialized and set it when AudioSink becomes available
Setting the audio volume before initialization shall impact GLMediaPlayer when it becomes initialized.
Further add a query if audio is muted, merely based on volume.
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77eab439147af69089fa3ebf07d64ee3b4d67bfd
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WorkerThread, helping to simplify code
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agnostic (PMVMatrix, Matrix4f, Vec4f, ..)
Math functionality (PMVMatrix, Matrix4f, Vec4f, ..)
- shall be used toolkit agnostic, e.g. independent from OpenGL
- shall be reused within our upcoming Vulkan implementation
- may also move outside of JOGL, i.e. GlueGen or within its own package to be reused for other purposed.
The 'com.jogamp.opengl.util.PMVMatrix' currently also used to feed in GLUniformData
via the toolkit agnostic SyncAction and SyncBuffer
shall also be split to a toolkit agnostic variant.
An OpenGL PMVMatrix specialization implementing GLMatrixFunc can still exist,
being derived from the toolkit agnostic base implementation.
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Initial commit .. compile clean, passing most unit tests.
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certain debug output to keep most silence for debugAll()
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TODO: Full cleanup perhaps
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over ownership and allows destroy() to delete it, otherwise not. Fixes GraphUI's GLButton.
GraphUI's GLButton uses the offscreen's FBO texture and hence can't pass over ownership of the texture.
Hence the Texture instance is created w/o handing over ownership!
GLMediaPlayerImpl does hand over ownership of the generated and passed texture to the Texture ctor.
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shall handle null streamWorker, i.e. when using NullGLMediaPlayer
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for tracking of blending states)
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AudioSink.setChannelLimit() ..
May be utilized to enforce 1 channel (mono) downsampling
in combination with JOAL/OpenAL to experience spatial 3D position effects.
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2b339721a4d6dd4f3af129a4654375b15c7ea340)
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270172bcbd91f96d4a38a3d73e23d744f57a25b8) and joal (commit 03f4bb63ce8a358b1c2ef303480e1887d72ecb2e)
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(regression to initial implementation)
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with EventMask.Bit/EventMask
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