| Commit message (Collapse) | Author | Age | Files | Lines |
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Remark: This commit is unclean and requires 'Part-1b' due to
merging this commit after more than 2 years!
Graph:
- Use List<OutlineShape> instead of array
allowing more flexible memory managment.
- GLRegion -> Region promotion:
- Region create(List<OutlineShape> outlineShapes, int renderModes)
- Region create(OutlineShape outlineShape, int renderModes)
- Region additions
- void addOutlineShape(OutlineShape shape)
- void addOutlineShapes(List<OutlineShape> shapes)
- RegionRenderer
- draw(..) remove 'position', redundant
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- Deprecate 'TextRenderer' and 'GlyphString'
Use Region.create(Font.getOutlineShapes(...)) + RegionRenderer instead.
- FontInt -> Font promotion (make public)
- getOutlineShape and getOutlineShapes
- Font.Glyph additions
- 'getID(), hashCode()'
- 'float getScale(float pixelSize)'
- GlyphShape
- Add reference to Glyph allowing GlyphString
to access the font metrics for translation and scaling
- Experimental pre-scale/translation in GlyphString
using default font size and it's metrics
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computations
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and use array ref access.
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Font::getAdvancedWidth(..) allows applications to query a glyphs width
with a given pixel size, as it is being used for rendering.
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AWTTree deadlock
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1. Drawable, 2. GLContext
Remove deadlock situation where thread-1 (Animator Thread) holds the GLContext-Lock
and acquires the Surface-Lock, while thread-2 (UI/Main/EDT) holds the Surface-Lock
and attempts to create the GLContext and hence acquires the GLContext-Lock.
A GLContext-Lock and hence makeing the GLContext current requires to hold
the Surface-Lock. The prev. code acquired the locks in reverse order and
allowed the deadlock as described above.
This fix acquires the locks in the proper natural order
1 - Surface-Lock
2 - GLContext-Lock
This fix also renders the use of the non-synchronized behavior invalid,
since it is bogus not to wait for the GLContext lock where it waits for the
Surface lock. It also seems nonsense not to wait for any of both locks
and our code always waited for both (synchronized := true).
The GLContext [set/is]Synchronized(..) methods are removed
and waiting for the lock per default is the correct behavior.
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ProjectFloat Matrix Multiplication of gluUnProject(..) impl.
ProjectFloat's previous gluMultMatricesf(..) used row-major order,
but the replacement multMatrixf(..) uses column-major order (like OpenGL, ..).
Note: The replaced 'gluMultMatrixVecf' by multMatrixVecf() already
used column-major order.
Fix: Reverse the arguments of matrix multiplication
m1 x m2 -> m2 x m1
Added proper API documentation in FloatUtil -> Column Major Order of Linear Matrix Layout
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instead of static final int values.
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disable support per default.
We have to disable support for ANGLE, the D3D ES2 emulation on Windows provided w/ Firefox and Chrome.
When run in the mentioned browsers, the eglInitialize(..) implementation crashes.
This behavior can be overridden by explicitly enabling ANGLE on Windows by setting the property
'jogl.enable.ANGLE'.
EGLDrawableFactory:
- destroy(): clear references and unregister factory, maybe triggered by GLProfile (ANGLE case)
- getAvailableCapabilitiesImpl(): return empty list in case EGL/ES is n/a (ANGLE case)
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allowing to remove EGL/ES based factory
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- Based on Andres Colubri's initiative and commit 218d67fc0222d7709b21c45792d44501351939c4.
- Reading real screen refresh rate ('stolen' from NEWT)
- Properly handling swap-interval and vsync-to in native code
- Increasing accuracy vsync-to to microseconds
Tested manually w/ TestGearsES2AWT.
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upcoming version (master branch)
We need native structure access methods to deal with API changes
in the libav headers, which break binary compatibility!
Currently we are binary compatible w/ [0.6 ?, ] 0.7 and 0.8 but not w/ trunk.
Tested: Linux, Windows and OSX (self compiled binary)
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Even thought we didn't set the thread to be a daemon,
if the [parent] thread instantiating the Animator the attribute would be passed along.
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one of a set must be available.
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implementations.
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The Java classes already slipped through in
commit 10935e1ec0d8ed677bc3fddfaa8cd73898a3bcbf - oops.
Since we cannot provide a Libav binary (even though Google does in Android and Chrome)
due to legal uncertainities .. we dynamically link to an existing Libav / FFmpeg library
in a 'relaxed' manner. Ie. we allow certain recent functions to be absent to be able
to run on a wider range of Libav versions.
Currently tested on Debian Linux and Windows7 64bit/32bit
Binaries for Win/OSX:
- Windows http://ffmpeg.zeranoe.com/builds/
- OSX http://www.ffmpegx.com/
Features:
- Dynamic relaxed linking to Libav (see above)
- YUV420P texture lookup function shader stub (conversion to RGB)
- 1-copy only (decoder buffer to texture)
- simple
- uses libavformat's network streaming
- fixes some odd PTS values
TODO:
- Audio output (Should use OpenAL, duh)
- Seek works poorly
- Offthread multi-texture fetching for smoother animation
- Maybe more pixelformat conversions
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General enhancments.
For details about TextureSequence/GLMediaPlayer shader collaboration w/ your own shader source,
see TextureSequence and TexCubeES2 / MovieSimple demo.
TextureSequence allows implementations to provide their own texture lookup function
which may provide color space conversion (YUV) .. or other runtime hw-accel features.
Have a look at the next commit, which provides an Libav/FFMpeg implementation w/ YUV/RGB shader conversion.
MovieCube adds keyboard control (Android: firm touch on display to launch keyboard, don't break it though :)
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generalize shader source storage type to CharSequence[]
Benefits:
- Allows code injection and general shader source editing (before compilation)
- Uses mutable StringBuilder only if editing is intended, hence reduces memory footprint
and String conversion at compilation in such case.
- ShaderCode.create(..) factory methods add nw attribute 'mutableStringBuilder'
if true method returns a mutable StringBuilder instance
which can be edited later on at the costs of a String conversion when passing to
'glShaderSource(int, int, String[], IntBuffer)'.
If <code>false</code> method returns an immutable <code>String</code> instance,
which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
at no additional costs.
- New 'edit' methods in ShaderCode: '
- int insertShaderSource(int shaderIdx, String tag, int fromIndex, CharSequence data);
- int insertShaderSource(int shaderIdx, int position, CharSequence data);
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Capabilities/GLContext API 'toString(StringBuilder)'
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Texture
- Add TextureSequence, base interface of GLMediaPlayer to genralize texture streams
- TextureSequence / GLMediaPlayer: Use inner classes for event and texture data
- getLastTexture() shall never return 'null', initialization of TextureSequence (initGLStream(..), etc)
shall provide a TextureFrame w/ the stream's dimension.
- GLMediaPlayerImpl.createTexImageImpl() y-flip defaults to 'false'
impl. shall define y-flip, if required.
- Added MovieCube demo
- Fix Texture: initialize aspectRation for 'wrapping' ctor
-
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- growBuffer() was using '(osize+additional) * components' -> 'osize + (additional * components )'
- added jogl.debug.GLArrayData - notifying growBuffer()
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atomic JAR and not core)
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- Partially reverting commit de2b129a56335262a44a05541a3ab2e35668cc6e
- ProjectFloat and FloatUtil must reside in core, not util
- Moved slice2float -> GlueGen's Buffers
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isProgramExecStatusValid()
isProgramValid() was testing whether the linkx status is valid
and whether the executable environment is valid for the shader, see glValidateProgram().
glValidateProgram() may fail on some implementations in some circumstances (APX2500 and Tegra2)
and indeed require all resources are set for execution of the shader program (glDraw*).
This is not a requirement for issueing useProgram(), hence removed this test
and made it available explicit for debugging purposes: isProgramExecStatusValid().
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GLMediaPlayer:
Merging 'initStream()' and 'initGL()' to 'initGLStream()' due to incompatible/buggy implementations (Android/Tegra)
requiring the GL texture being setup before preparing the stream.
This also implies that w/o an GL context we cannot fetch the stream information (size, ..)
hence we need to evaluate this detail (FIXME).
'getNextTexture(GL gl, boolean blocking)' can request the impl. to block
GLMediaEventListener:
The TextureFrame not yet available, adding 'when'
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GL_OES_EGL_image_external for plain ES2.
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incl. unit tests; Test/Demos: Use PNG snapshots.
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PNGJ Version 0.85 (1 April 2012)
Apache 2.0 License
http://code.google.com/p/pngj/
Merged code:
- Changed namespace ar.com.hjg.pngj -> jogamp.opengl.util.pngj
to avoid collision when using a different version of PNGJ.
- Removed test and lossy packages and helper classes
to reduce footprint.
License information is added in main LICENSE.txt file.
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Move texture to jogl jar/apk for accessibility.
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- Factory falls back to NullGLMediaPlayer allowing to test on platforms where no player is available.
- MovieSimple (c) to JogAmp since it is no more derived from the old project.
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usage; writeFile() restricted to GL2GL3, not GL2.
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gluUnProject and gluPickMatrix
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connected URL. API doc: Useing html table for state chart
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initStream(URL) + initGL(GL)) .. IllegalStateException if wrong. Using internet streams of BigBuckBunny, if avail.
- Splitting the initialization in stream and GL allows using the stream information (eg: size, ..)
for setting the GLDrawable properties ..
- Make the impl. more bullet proof ..
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Android API 14
- Introduce states
- Customize / Access texture target,count,features.
- Expose TextureFrame.
- Use 'long' for all time values in msec.
- Mark information optional in API doc (fps, bps, ..)
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