| Commit message (Collapse) | Author | Age | Files | Lines |
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c002e04f848116922a1ed7bd96ead54961649bbd
As suggested by Julien Gouesse, align 'enqueue(..)' method w/ 'invoke(..)':
- public void enqueue(GLRunnable glRunnable);
+ public boolean invoke(boolean wait, List<GLRunnable> glRunnables);
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(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.
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Propagate drawable change to MacOSXCGLContext where either context/NSView or context/NSOpenGLLayer
association needs to get updated.
Fixes drawable/context switch.
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reparenting TestParentingFocusTraversal01AWT
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reduce buffer usage (performance) in favor of float[].
Thomas De Bodt reported this error and provided the unit test.
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(GL3), use GL3.2 compatible shader; Use VBO in general.
Covered by:
Auto unit tests: TestOffscreenLayer01GLCanvasAWT, TestOffscreenLayer02NewtCanvasAWT
Manual: TestGearsES2AWT '-gl3 -layered'
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add forceGL3; TextureDraw01ES2Listener uses defaultShaderCustomization()
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for success.
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CGL/CGLExt Robustness ..
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internal APIs, critical array is not required, hence redundant.
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internal APIs, critical array is not required, hence redundant.
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internal APIs, critical array is not required, hence redundant.
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internal APIs, critical array is not required, hence redundant.
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- 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.
+++
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simple major version number check.
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w/ higher GLSL versions
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except for sampler2D (mediump instead of lowp)
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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.
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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.
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(gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
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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.
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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.
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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!
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twice (duh!) almost halfed performance :)
TODO: Create GL_POINT texture and render w/ glDraw*()
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ES1 impl. detection
'glBegin' is not ES1, duh!
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found in ES1 library
This is the case in BCM-VC-IV blobs, tested on Raspeberry-Pi
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discarding pixels of culled faces.
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according it's usage (update Mvi/Mvit only if lighting is being used)
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glColor4f() more efficient, use pre-alloc NIO buffer
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Missing format specifier for the first argument would lead to this throwing IllegalFormatException.
Signed-off-by: Harvey Harrison <[email protected]>
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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]>
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properties, drawIndices QUAD w/ proper range and add uint; FixedFunctionHook: drawIndices QUAD w/ proper range and add uint
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code: Remove precision for default precision types.
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ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
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becomes public method to JoglVersion
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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
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GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
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detail w/ data sync within GLArrayHandle,
which also removed redundant code (VBO data sync and binding).
Refines commit 8582ece7dc7f65271b3184261697a542766d9864
and f49f8e22953ed2426fd4264ee407e2dc3fc07cfc
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(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.
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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.
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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.
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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.
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of commit 455fed40391afe10ce5ffb9146ca325af63b0a49
Add drawable null check before using.
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