| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Notable bug as mentioned before:
The FBO used and sharing the COLORBUFFER RENDERBUFFER
memory resources with CAEAGLLayer to be displayed in the UIView
seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24
or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation).
This workaround re-binds the used color renderbuffer for EAGLLayer presentation
at the end of the FBO drawable instantiation.
FBO DEPTH buffer works now as demonstrated w/ GearsES2.
We have to issue one more test now, using a demo using an FBO itself.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Initial commit bba73bc096250a3c7fc036d84b1ea054d1b70b06 hacked
its path using a context global EGLLayer instance attachement.
The hack was good for the first demo, however, it forbid using
other FBObjects etc on the way.
Properly specifying FBObject.Attachment.StorageDefinition,
allowing the user to inject code for selected FBO attachements
to define their storage. This might be useful for different
platforms as well - however, it is OS agnostic and instance specific now.
In this sense, GLFBODrawableImpl, hosting FBObject,
has a more specific instance of FBObject.Attachment.StorageDefinition
for color-renderbuffer. It is passed along newly created color renderbuffer.
GLDrawableFactoryImpl.createGLDrawable uses a derived interface,
OnscreenFBOColorbufferStorageDefinition which is defined in
IOSEAGLDrawableFactory and return by its getter.
GLDrawableFactoryImpl.createGLDrawable is therefor platform agnostic again.
Bottom line is, as more platforms will be added, these semi-public interfaces
have to adapt to suit them all ..
All this due to iOS architecture for 'onscreen rendering' using a FBO
which shares its color renderbuffer storage with the EAGLLayer,
associated with the UIView. A bit weird maybe in first sight,
but efficient for creating cheap hardware design ;-)
Only criticism here is that Apple didn't bother using EGL and an extension.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
using our OpenJFK 9 x86_64 and arm64 build.
Test demo class is 'com.jogamp.opengl.demos.ios.Hello',
residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'.
This commit does not yet include a working NEWT
specialization for iOS, but it shall followup soon.
Instead this commit demonstrates JOGL operating on
native UIWindow, UIView and CAEAGLLayer as provided by
Nativewindow's IOSUtil.
Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI
+++
Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER
memory resources with CAEAGLLayer to be displayed in the UIView
seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24
or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation).
Therefor the default demo GLEventListener chosen here
don't require a depth buffer ;-)
This issue can hopefully be mitigated with other means
than using a flat FBO sink similar to FBO multisampling.
|
|
|
|
| |
alphaRequested + add appropriate API doc
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
dimensions)
Christian reported this bug and described multiple pathways.
This change usese the following:
- access to getClientAreaInPixels w/ fallback of
- DPIUtil.autoScaleUp(getClientArea())
I hardly have tested this on Linux/GTK, even though I use a High DPI monitor,
maybe just because of it and Eclipse _poor_ state of proper UI presentation.
Christian: Please test this .. if buggy, reopen quick for release 2.4.0
SWT/GTK High-DPI is a PIA:
- GDK_SCALE renders offscreen and scales the image (wow & ugly)
- GDK_DPI_SCALE works at least on the fonts properly
- swt.autoScale is pretty much like: What will be scaled?
It scales some icons in Eclipse, not fonts and result in Eclipse
looks horrible.
Maybe I just made this patch to vent about this poor state of things.
Notable: KDE looks great and uses DPI, firefox some GDK_DPI_SCALE equivalent (OK)
One also wonders why there is only a single scale dimension, where DPI differs x/y!
But enough of my rant :)
|
|
|
|
|
|
|
| |
reparenting!
Bug 1362 fix or workaround: Seems SWT/GTK3 at least performs lazy initialization
Minimal action required: setBackground of the parent canvas before reparenting!
|
| |
|
|
|
|
| |
for System related Operations
|
|\
| |
| | |
Typo in javadoc of GLDrawable#isRealized
|
| | |
|
|\ \
| | |
| | | |
Improved layout of last paragraph in class javadoc
|
| |/ |
|
| |
| |
| |
| |
| |
| | |
GLBufferStateTracker needs to support ARB_indirect_parameters,
i.e. checkTargetName(target) and getQueryName(target)
need to recognize GL4.GL_PARAMETER_BUFFER_ARB.
|
| | |
|
| | |
|
|\ \
| | |
| | | |
Removing double quotes from included shaders
|
| |/
| |
| | |
https://jogamp.org/bugzilla/show_bug.cgi?id=1283
|
| |
| |
| |
| | |
NoDoubleBufferedPBuffer no more required for Mesa >= 18.2.2
|
|\ \
| | |
| | | |
Fix BugZilla bug 1357
|
| |/ |
|
| |
| |
| |
| | |
Also refactor query to jogamp.nativewindow.BcmVCArtifacts
|
|\ \
| | |
| | | |
Change BCM VC IV detection to handle presence of vc4 DRI module
|
| |/
| |
| |
| | |
When the VC4 DRM driver isn't loaded, we want to load the VC IV GLES2 driver, which is - unfortunately - only available as libGLESv2.so.
|
|/ |
|
|
|
|
| |
OpenAL Version
|
| |
|
| |
|
|
|
|
|
|
|
| |
Only add the required direct interfaces / implementations
to interface / class derivations, not polluting overview in IDEs.
Aligns w/ commit bf76b6b77f078178fc5e6a42c70d354369004b94
|
|
|
|
| |
GL_ARB_ES3_2_compatibility -> [GL|GLContext].isGLES32Compatible()
|
|
|
|
| |
GLNameResolver: Add all known vendor extensions
|
|
|
|
| |
GLEmitter: Don't RenameExtensionIntoCore for IgnoredExtensions
|
| |
|
|
|
|
| |
(index) as filename for OSX
|
| |
|
| |
|
|
|
|
| |
GLMediaPlayerImpl.updateAttributes avoid div-by-zero (fps inf)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
visibility
Experimenting w/ no GLEventListener attached to an GLAutoDrawable,
e.g. GLWindow (onscreen), GLJPanel (fbo offscreen),
indeed on some GL implementations the default framebuffer is uninitialized
and hence shows garbage.
GLDrawableHelper.setViewportAndClear(..)
- Clear framebuffer after setting viewport
- Called from:
- public final void init(..)
- public final void reshape(..)
- Method is used independent of GLEventListener,
hence this simplifies implementation: removes 'setViewport' criteria
for init, display, reshape: it is always performed!
Note: We only attempt to help against leaking un-initialized framebuffer content
not against user-app faults, we do not clear a 2nd-buffer (double-buffering).
Note: We may still be late at resize, i.e. small noisy flickering might be visible.
This might be due to lack of proper vsync.
|
| |
|
|
|
|
|
|
|
|
| |
d78bb1be0a6290cb94918b21865a023c01825048
- Skip relative lookup for IOUtil.ClassResources using 'asset' only (from JAR file)
- Tested w/ jar file and build-dir, see scripts/tests.sh 'USE_BUILDDIR'
|
|
|
|
|
|
|
|
|
| |
Adding 'imageTarget', i.e. GL target for this texture or its sub-components if cubemap
The imageTarget preserves the used 2D image type
for the 2D Texture coordinates.
Note: 'Texture.updateImage(final GL gl, final TextureData data, final int targetOverride)'
needs an overhaul targeted for 2.4.0.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(Lack of Aero / Blur )
Adopting new undocumented user32.dll Windows >= 8 API:
- SetWindowCompositionAttribute / AccentState
See:
- <https://github.com/riverar/sample-win10-aeroglass/blob/master/MainWindow.xaml.cs>
- <http://withinrafael.com/adding-the-aero-glass-blur-to-your-windows-10-apps/>
- <http://undoc.airesoft.co.uk/user32.dll/SetWindowCompositionAttribute.php>
- <http://undoc.airesoft.co.uk/user32.dll/GetWindowCompositionAttribute.php>
+++
Cleaning up WindowsDWM.h, use on header file (in stub_includes)
for GlueGen and implementation.
+++
Merge java implementation within GDIUtil.DwmSetupTranslucency(..),
to be utilized by NEWT and JOGL.
NEWT issues GDIUtil.DwmSetupTranslucency(..) at creation
and when toggling decoration.
Toggling decoration on Win >= 8 leads to lost of translucency
when returning to decorated window.
On Win 7, this may work .. but is also buggy.
+++
Followup patch is needed for NEWT to _not_ clear the background!
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
readTexture.updateSubImage(..)
The passed inX and inY x/y offset for readPixel -> [textureData] buffer,
must be passed to readTexture.updateSubImage(..)'s destination offset.
I.e. the buffer's content starting at beginning is filled via glReadPixels
w/ offset applied.
Hence the texture update must pass the offset as the destination offset,
i.e. to be used for glTexSubImage2D's offset.
|
|
|
|
|
|
|
|
|
|
|
|
| |
(Lack of Aero / Blur )
- Wrap GDI::DwmIsCompositionEnabled() in GDIUtil,
so it always returns true if Windows >= 8 (even if not manifested)
- Nothing we seem to be able to do about the lack of Aero,
i.e. blur effect of decorated windows
- Undecorated windows work well though ..
|
|
|
|
| |
glDataType GL_UNSIGNED_INT_8_8_8_8_REV
|
|
|
|
| |
throwing an exception, it is OK not to have ffmpeg/libav
|
|
|
|
|
|
|
|
|
|
|
| |
68c8e39fa8d6e700f0a99241c1a01a435b7f6284
GLMediaPlayerImpl.updateAttributes(..):
- always set state -> Initialized if it was Uninitialized,
regardless whether we start StreamWorker.
- No need to handle exceptions here, just throw/pass/propagate them,
since called catches them and deals w/ 'em.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
InterruptedException(s)
Below is an updated list of Condition-Wait classifications
as described in Bug 1211.
This list includes recent changes on GlueGen
regarding this Bug 1211.
A followup commit will address the unit tests.
- Noncancelable + Persistent-Wait
- GLMediaPlayerImpl.StreamWorker thread (changed)
- pauses thread in case of intr
- Cancelable + Persistent-Wait:
- LFRingbuffer.getImpl(..)
- LFRingbuffer.waitForFreeSlots(int)
- SyncedRingbuffer.getImpl(..)
- SyncedRingbuffer.waitForFreeSlots(int)
- FunctionTask.invokeOnNewThread(..) (changed)
- RunnableTask.invokeOnNewThread(..) (changed)
- SharedResourceRunner.run()
- SharedResourceRunner.doAndWait() (changed)
- SharedResourceRunner.start() (changed)
- SharedResourceRunner.stop() (changed)
- GLMediaPlayerImpl.StreamWorker ctor (changed)
- GLMediaPlayerImpl caller thread actions do*() (changed)
- AndroidGLMediaPlayerAPI14.getNextTextureImpl(..) (changed)
- DisplayImpl.enqueueEvent(..) (changed)
-> Persistent-Wait
-> Cancels wait and NEWTEvent
-> dispatchMessage(NEWTEventTask): always notifyCaller!
- GLDrawableHelper.invoke(..) (changed)
- DefaultEDTUtil.waitUntilIdle() (changed)
- DefaultEDTUtil.waitUntilStopped() (changed)
- DefaultEDTUtil.invokeImpl(..) (changed)
- DefaultEDTUtil.NEDT.run(..) (changed)
- AWTEDTUtil.waitUntilStopped(..) (changed)
- AWTEDTUtil.invokeImpl(..) (changed)
- AWTEDTUtil.NEDT.run(..) (changed)
- SWTEDTUtil.invokeImpl(..) (changed)
- SWTEDTUtil.waitUntilStopped(..) (changed)
- SWTEDTUtil.NEDT.run(..) (changed)
- GLWorkerThread.invokeAndWait(..)
- GLWorkerThread.start() (changed)
- GLWorkerThread.WorkerRunnable.run() (changed)
- Animator.run() (changed)
- AnimatorBase.finishLifecycleAction() (changed)
- OSXUtil.RunOnMainThread(..) (changed)
- SingletonInstanceServerSocket.Server.shutdown() (changed)
- SingletonInstanceServerSocket.Server.start() (changed)
- com.jogamp.audio.windows.waveout.Mixer.shutdown() (changed)
- Extending/Using InterruptSource.Thread (changed)
- DefaultEDTUtil.NEDT
- AWTEDTUtil.NEDT
- SWTEDTUtil.NEDT
- GLWorkerThread.thread
- Mixer.FillerThread
- Mixer.MixerThread
- Using InterruptSource.Thread (changed)
- TempFileCache
- LauncherTempFileCache
- Animator.thread
- SingletonInstanceServerSocket.Server.serverThread
Deprecated:
- FunctionTask.invoke(..) (changed)
-> on current thread, no wait -> deprecated
- RunnableTask.invoke(..) (changed)
-> on current thread, no wait -> deprecated
|
|
|
|
|
|
|
|
| |
On OSX using CALayer for onscreen rendering,
the drawable is utilizing an offscreen FBO.
Hence we need to move the vsync-skip-operation criteria,
i.e. skip if offscreen, down to the implementation.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
generated version
- XRenderDirectFormat XVisual2XRenderMask(..):
- Move from JOGL's X11GLXGraphicsConfiguration -> Nativewindow X11GraphicsConfiguration
- Always use manual impl. of XRenderFindVisualFormat
Additionally:
- Add X11GraphicsConfiguration.XVisualInfo2X11Capabilities(..)
allowing to properly setup the resulting Capabilities instance
as used in X11GraphicsConfigurationFactory.chooseGraphicsConfigurationImpl(..)
- XVisualInfo:
- Add 'String toString()'
- 'XVisualInfo create(XVisualInfo s)' uses source buffer size!
- XGetVisualInfo: Use returned buffer-capacity/count for element-size
and also bail out if count<=0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bail out if GL ES is requested ; Fix test case
*GLContext.createImpl(..) shall throw an GLException:
*GLContext.createContextARBImpl(..) shall return 0:
- Desktop implementation: if GL ES is requested
- EGL implementation: if GL Desktop is requested, but not available
Otherwise GLContextImpl may mistake a desktop context for an ES one.
+++
Fix unit test TestGLAutoDrawableFactoryGLProfileDeviceNEWT.test11ES2OnDesktop():
We have to query the factory by desired profile,
since the desktop factory cannot produce an GL ES context.
|