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* 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 Gothel2012-10-293-16/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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 Gothel2012-10-298-26/+58
| | | | 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 Gothel2012-10-282-6/+34
| | | | | | | | | | | | | | | | 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.
* Minor edits FBObject/GearsObjectSven Gothel2012-10-281-1/+1
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* ShaderCode: Add defaultShaderCustomization(..) to prelude shader source w/ ↵Sven Gothel2012-10-262-4/+35
| | | | GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
* GLContext: Produce and expose GLSL version as VersionNumber and version ↵Sven Gothel2012-10-242-1/+92
| | | | | | | | | 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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* Fix Bug 630: packedDepthStencilAvail didn't check for ↵Sven Gothel2012-10-241-1/+3
| | | | EXT_packed_depth_stencil extension
* 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.
* Fix regression of commit 40d01bef2a1db44533472c37961aabbef68de644: Test for ↵Sven Gothel2012-10-231-2/+2
| | | | fourth element was invalid
* ImmModeSink: Reduce DEBUG_* print a bit (no this.toString())Sven Gothel2012-10-231-10/+11
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* FixedFuncHook/ImmModeSink: Fix *Pointer 'normalized' parameterSven Gothel2012-10-225-26/+48
| | | | | | | | | 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.
* Fix ImmModeSink Padding: Fourth element default value (vertex/color) is 1fSven Gothel2012-10-201-33/+47
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* FFP-Emu: Adding simple POINTS shader ; Adding GLRunnable2 interface, ↵Sven Gothel2012-10-205-61/+285
| | | | | | | | | | | | 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!
* Add GenericGLCapabilitiesChooser: Dropping 'windowSystemRecommendedChoice' hintSven Gothel2012-10-191-0/+48
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* 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)
* ImmModeSink: Pretty'fying Ctor/Factory methods argument listSven Gothel2012-10-181-16/+21
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* ImmModeSink: Add resizeElementCount, allowing user to set a lower additional ↵Sven Gothel2012-10-181-2/+20
| | | | resize element count
* ImmModeSink VBO: Update single buffers (vertex, color, ..) if once written ↵Sven Gothel2012-10-181-26/+58
| | | | | | | | and size gross-net > PAGE_SIZE Usually PAGE_SIZE is written within one DMA xfer command, so if the gross buffer bulk transfer contains more unused data than PAGE_SIZE we may win when transfering each single buffer at buffer update.
* ImmModeSink: Add glColor3ub(), glColor4ub(); Add proper value conversion of ↵Sven Gothel2012-10-182-103/+174
| | | | imm. gl* functions; Default color padding is 1f; Make fields private.
* 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 Gothel2012-10-163-3/+8
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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]>
| * jogl: fix bit shift error in LEDataInputStreamHarvey Harrison2012-10-151-1/+1
| | | | | | | | | | | | | | | | The readlong() method is attempting to build a 64bit value from two 32 bit reads. The problem is that shifting an int only uses the lower 5 bits of the shift value, so << 32 is the same as << 0. Cast to long and restore the original intention. Signed-off-by: Harvey Harrison <[email protected]>
* | ImmModeSink: Fix buffer grow (+1 element @ named buffer), enable DEBUG_* via ↵Sven Gothel2012-10-162-58/+81
|/ | | | 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 Gothel2012-10-138-84/+214
| | | | ShaderSelectionMode.AUTO (good for mobile); Lazy shader instantiation.
* FBO ResetQuirk: Dump only brief information (OS, GL, JOGL sha1), the latter ↵Sven Gothel2012-10-132-5/+28
| | | | becomes public method to JoglVersion
* Fix Windows ANGLE Workaround Regression of commit ↵Sven Gothel2012-10-135-62/+66
| | | | | | | | | | | | | | | | 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
* GLCanvas: Avoid NPE in debug mode @ reshape (duh)Sven Gothel2012-10-121-1/+3
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* FixedFuncHook: Add ES2 alignment of certain GL functions, i.e. ↵Sven Gothel2012-10-122-5/+52
| | | | GL_QUAD_STRIP/GL_POLYGON/GL_QUADS mapping, glTexImage2D internalformat/format match.
* GLArrayDataClient.bindBuffer(gl, bind=true): checkSeal and init_vbo if ↵Sven Gothel2012-10-121-0/+5
| | | | required (similar sanity checks as enableBuffer())
* GLArrayData* VBO binding: Properly document and impl. bindBuffer(..) in ↵Sven Gothel2012-10-1211-120/+175
| | | | | | | | | 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 Gothel2012-10-1214-311/+957
| | | | | | | | | (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.
* ShaderState: Clean-up debug / verbose output. attachShaderProgram(..) still ↵Sven Gothel2012-10-121-41/+70
| | | | | | | issues UseProgram is enable==true, but no program switch. More versatile toString(StringBuilder sb, boolean alsoUnlocated), by default don't dump uniforms/attributes w/o valid location.
* GLArrayData* VBO binding: Adding explicit bindBuffer(..) method, since VBO ↵Sven Gothel2012-10-124-8/+35
| | | | | | | | | 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.