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* Fix GLAutoDrawable.dispose(): Dispose drawable even w/o context; ↵Sven Gothel2012-11-082-112/+102
| | | | | | | | | | | | | | | | | | | JAWTWindow.lockSurface(): Check AWT component's native peer - Fix GLAutoDrawable.dispose(): Dispose drawable even w/o context - It is possible to have the GLContext not being created (not made current), so drawable shall be disposed independent. - Merge Runnable 'postDisposeOnEDTAction' to dispose Runnable for clarity - GLDrawableHelper: Split disposeGL from invokeGLImpl for clarity - JAWTWindow.lockSurface(): Check AWT component's native peer - W/o a native peer (!isDisplayable()), JAWT locking cannot succeed. - On OSX OpenJDK 1.7, attempting to JAWT lock a peer-less component crashes the VM - MacOSXJAWTWindow.lockSurfaceImpl(): Remove redundant null checks
* GLFBODrawableImpl: Following suit w/ commit ↵Sven Gothel2012-11-061-1/+1
| | | | | | | b83b068c0f426f24a58e2bd9f52de9ebd0c7876d, sync GL command stream before FBO reconfig Even though we currently have no bug experienced on this, it seems to be a good idea for highly concurrently GL driver implementations.
* Fix GLDrawableHelper.recreateGLDrawable(..): Sync GL command stream before ↵Sven Gothel2012-11-061-4/+9
| | | | | | | destruction of drawable Lack of finishing the GL command stream lead to a SIGSEGV on Windows w/ Nvidia driver where probably pending GL commands were still being processed concurrently.
* GLAutoDrawable: Refine API change of commit ↵Sven Gothel2012-11-052-3/+49
| | | | | | | | | | c002e04f848116922a1ed7bd96ead54961649bbd As suggested by Julien Gouesse, align 'enqueue(..)' method w/ 'invoke(..)': - public void enqueue(GLRunnable glRunnable); + public boolean invoke(boolean wait, List<GLRunnable> glRunnables);
* GLAutoDrawable: Fix GLEventListener lifecycle and expose more user control ↵Sven Gothel2012-11-042-70/+285
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (API Change) ; Added GLDrawableUtil A GLEventListener resides in two states, initialized and uninitialized. When added to a GLAutoDrawable, it is uninitialized. A first 'display()' will issue GLEventListener's 'init(..)' which renders it initialized. This is usually accompanied by 'reshape(..)' propagating the drawable's dimension. Destruction of the GLAutoDrawable will issue GLEventListener's 'dispose(..)' which renders it uninitialized. It turns our these means of GLEventListener controls are not sufficient in case the user requires to remove and add them during the lifecycle and rendering of their GLAutoDrawable host. GLAutoDrawable 'removeGLEventListener(..)' merely removes the GLEventListener from the list, but does not complete it's lifecycle, i.e. issues 'dispose(..)' if initialized to realease GL related resources. Hence the following essential API changes are made to complete the lifecycle: + public GLEventListener disposeGLEventListener(GLEventListener listener, boolean remove); disposing a single GLEventListener, allowing it's removal from the list being optional This is demonstrated via GLDrawableUtil.swapGLContextAndAllGLEventListener(GLAutoDrawable a, GLAutoDrawable b), see below. ++++++++ Further more the following API changes were made to expose complete control of GLEventListener to the user: - public void removeGLEventListener(GLEventListener listener); + public GLEventListener removeGLEventListener(GLEventListener listener); The return value allows simple pipelining, and also delivers information whether the passed listener was actually removed. - public GLEventListener removeGLEventListener(int index) throws IndexOutOfBoundsException; + public int getGLEventListenerCount(); + public GLEventListener getGLEventListener(int index) throws IndexOutOfBoundsException; Dropping the redundant removal by index, while adding count and get methods. + public boolean getGLEventListenerInitState(GLEventListener listener); + public void setGLEventListenerInitState(GLEventListener listener, boolean initialized); Allows retrieving and setting of listener states. All in all these API changes allows a user to experience all freedoms in dealing w/ GLEventListeners hosted by GLAutoDrawable impl. and shall be future proof. Note that we have avoided the Iterator pattern due to it's overhead of temporal objects creation. The simple indexed access allows us to implement each method as an atomic operation. +++++++++++ Further more a simple enqueue(..) method has been added, allowing to just enqueue a GLRunnable w/o provoking it's execution - as invoke(..) does. This method pleases a use case where GLRunnables are batched and shall be executed later on.. public boolean invoke(boolean wait, GLRunnable glRunnable); + public void enqueue(GLRunnable glRunnable); +++++++++++ Added GLDrawableUtil, exposes utility function to rearrange GLEventListener, modifiy GLAutoDrawable, etc. GLDrawableUtil.swapGLContextAndAllGLEventListener(GLAutoDrawable a, GLAutoDrawable b) is tested and demonstrated w/ TestGLContextDrawableSwitchNEWT. Manually tested on X11, OSX and Windows.
* MacOSXCGLContext[NSOpenGLLayer/NSView]: Propagate drawable changeSven Gothel2012-11-042-22/+57
| | | | | | | Propagate drawable change to MacOSXCGLContext where either context/NSView or context/NSOpenGLLayer association needs to get updated. Fixes drawable/context switch.
* MacOSXCGLContext: Fix ShaderCode instantiation .. (duh!) ; Tested via ↵Sven Gothel2012-10-311-22/+9
| | | | reparenting TestParentingFocusTraversal01AWT
* *FontLoader: Order fields in init-order, make private.Sven Gothel2012-10-312-11/+11
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* 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()
* ShaderProgram: Program name is valid if non zero; Add init(GL) return value ↵Sven Gothel2012-10-312-2/+6
| | | | for success.
* 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
* Graph Shader: Using default precision values (VP: highp, FP: mediump), ↵Sven Gothel2012-10-296-9/+9
| | | | except for sampler2D (mediump instead of lowp)
* 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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* Path2D: Reuse 'contains(..)' method, footprintSven Gothel2012-10-161-6/+1
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* Merge remote-tracking branch 'hharrison/master'Sven Gothel2012-10-162-2/+7
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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]>
| * jogl: remove infinite loop in Path2D.contains(AABBox)Harvey Harrison2012-10-151-1/+6
| | | | | | | | | | | | | | | | | | It is impossible to use this method as it will get into an infinite loop as it just calls itself. Base the implementation on the contains method shortly before this method. As this method is impossible to actually use, it could also just be removed. 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 Gothel2012-10-129-106/+133
| | | | | | | | | 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.
* GLArrayData* VBO binding: Adding explicit bindBuffer(..) method, since VBO ↵Sven Gothel2012-10-122-4/+10
| | | | | | | | | is not more bound after enableBuffer(); Fix unit test (test VBO bound). Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound. See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements(). Complets commit 8582ece7dc7f65271b3184261697a542766d9864.