| Commit message (Collapse) | Author | Age | Files | Lines |
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not available ..
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Preparation to support multiple devices on one machine,
hence adding the unitID a unique ID/index of the associated GPU, or GPU affinity.
Adding getUniqueID() to return a cached semantic unique string id for the device.
This was removed from the temp. impl in JOGL's GLContext, added unitID.
All other changes just adapt to the above.
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device.
AbstractGraphicsDevice's 'connection' and 'type' attribute is used as a unique key
to map GLProfiles and GLContext's major/profile -> major/minor/profile mapping.
Eager initialiaztion as well as lazy is supported to maintain a simple API.
This is currently tested on X11, where one app display NEWT/GL window and content
on the local and remote device.
See TestRemoteWindow01NEWT.java and TestRemoteGLWindows01NEWT.java
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Add threadName to DEBUG output
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and NewtVersion.
Adapt to GlueGen Version changes:
b735755815312b5fe2c003642de60711be1cd645 .. 556c7e70d3d57aa99b5787b1e4d8a7b1c299ed3f
Show information of all subcomponenet.
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support multi devices & displays.
Currently only the X11 Display connection is implemented to support multiple device connections.
Other platforms may follow.
This allows correct mapping and caching of higher level resources,
eg. ProcAddressTable, GL version mapping etc with respect to the display device.
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won't exit
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verification
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- Adding gluegen-gl.jar for GlueGen GL compile time parts.
- Removed dead build-gluegen.xml
- Adding com/jogamp/gluegen/runtime/opengl/* to jogl core
- Moved gluegen gl part to jogl/classes
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fail-fast hash cache, ..
Relates to GlueGen 6b6b9b3b81cdc85b7260664ebec547756a6be5d7, branch sgothel_wip_fixes01.
Memory object size is ptrdiff_t, hence long (64bit).
The hash value must include size as well, otherwise boundaries cannot be verified. (security)
Double check hash collisions while adding a new MemoryObject.
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46f17013c7cd59d551371edb2c1a4a57f8cbd84f (code dependencies)
This currently removes KD fullscreen for NV devices and
the whole OMX NV stream/file type detection, which renders the OMX hack useless.
However, updated EGL sync (NV proprietary) to EGL_KHR_reusable_sync and EGL_KHR_fence_sync.
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makeCurrentImpl/releaseImpl with X11 Error Handle
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Fix context scanning
---------------------
Ie on 3.0 NVidia systems, trying to create a 4.1 context leads
to a BadAlloc X11 error.
A prev patch disabled the X11 error handler, to reduce sideeffects.
In case AWT is not being used, the BadAlloc isn't catched and the JVM freezes
within the native function call.
Decorating context scanning with NativeWindow's 'setX11ErrorHandler' solves this issue.
Simplifications
-----------------
X11: always try a direct context. If this is not possible due to the display connection,
an indirect is being used anyways. Hence 'createContext(boolean direct)' -> 'createImpl()'.
X11/WGL: Simplify the context creation logic a bit.
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'setGLFunctionAvailability' call while scanning all available context.
.. also reorder context scanning from low -> high
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.. and a little cleanup in the X11 SharedResourceRunner
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DEBUG strings w/ thread name
nativewindow.TraceLock -> nativewindow.debug.ToolkitLock.TraceLock
Sync Xmisc (DummyWindow) with NEWT's creation
test scripts: awt and non-awt usage
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Reduce (performance/footprint) overhead of ProcAddressTable recreation,
instead use a hashmap (major, minor, profile) -> ProcAddressTable.
Remove GL2ES12 implementation profile, redundant.
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X11Util:
Removed TLS semantics, since TLS name -> dpy mapping is erroneous at this point.
Added lists for open connections (for optional later shutdown).
AbstractGraphicsDevice interface and implementations:
Adding 'close()' method allowing native implementations the ability
to close the native resource, ie X11GraphicsDevice.
This becomes necessary for 'on the fly' created X11 Display connections,
ie in X11AWTGLXGraphicsConfigurationFactory, which enables closing.
Utilize 'close' call in use cases: GLCanvas, GLJPanel and AWTCanvas.
Remove active X11 Display creation in X11JAWTWindow,
as a last resort, use the X11SunJDKReflection method.
Used for reference only, not active rendering etc,
mostly for on the fly AWT parenting in NewtFactoryAWT.
However, these 'on the fly' references are erroneous and should be remodelled,
ie passice and active X11GraphicsDevice's ..
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Each GLDrawableFactory implementation provides a shutdownInstance() method,
issued by GLProfile.
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Use GLProfile's AWT available status.
If mode == AWT, then the AWTThreadingPlugin must be available, else throw exception.
Made AWTThreadingPlugin's 'isOpenGLThread' compatible with 'invokeOnOpenGLThread'.
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- Fix AnimatorBase: Finally using 'com.jogamp.opengl.util.AWTAnimatorImpl',
wrong FQN lead to never use it, hence deadlock in case of AWT usage (AWT-EDT).
- Animator
- remove volatile for synced state isAnimated
- new state isPaused, since shouldPause give the wrong answer for isPaused()
- Cleanup wait condition for lifecycle tasks (start/stop/pause/resume)
- 'AnimatorImpl' -> 'DefaultAnimatorImpl implements AnimatorBase.AnimatorImpl'
- 'AWTAnimatorImpl implements AnimatorBase.AnimatorImpl',
hence no derivation of a complete overwritten AnimatorImpl needed.
- GLWindow.destroyActionPreLock()
- Stop animator if unrecoverable, else pause only.
Tests:
- No explicit animator stop, hence tests implicit stop/pause
by GLDrawableHelper and/or GLWindow.
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- 'destroyAction' -> 'destroyActionPreLock' 'destroyActionInLock',
to be able to stop animation before locking.
GLDrawableHelper.invokeGL() dispose case (initAction == null):
- pause animator if animating before makeCurrent (locking)
GLCanvas/GLJPanel dispose: recreate case
- resume animator if was animating
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NativeWindowFactory added nonAWT ToolkitLock create method
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Analysis of glXMakeCurrent freeze on ATI fglrx 8.78.6
- Workaround in TestGLWindows01NEWT: same create/destroy order
- Prove bug with simple native test app: jogl/test/native/displayMultiple02.c
Misc:
- Reverted d52181032830acdd5e4069a41ccd0daff5922d8a, ie reenable x11IOErrorHandler (nativewindow)
- GLDrawableHelper: methods -> final
- X11Util.NamedDisplay: remove unused RecursiveLock, Cloneable
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Changed GLProfile/NativeWindowFactory/.. initialization methodology:
GLProfile:
public static synchronized void initSingleton(final boolean firstUIActionOnProcess);
NativeWindowFactory:
public static synchronized void initSingleton(final boolean firstUIActionOnProcess);
+++
Introducing NativeWindow ToolkitLock, implementations are
NullToolkitLock
JAWTToolkitLock
X11JAWTToolkitLock
X11ToolkitLock
AbstractGraphicsDevice provides generic global toolkit locking methods,
implemented by the ToolkitLock interface.
ToolkitLock's are aggregated in NativeWindow's DefaultGraphicsDevice
to implement it's superclass lock()/unlock() methods.
This enables a device specific locking strategy, ie on X11/AWT utilizing
JAWT && X11 locking, and maybe none for others (NEWT).
No locking is required for X11 / AWT, in case the above mentioned
initialization happened as a 'firstUIActionOnProcess'.
The ToolkitLock factory is currently a hardcoded part of NativeWindowFactory.
We may have to allow 3rd party NativeWindow implementations
to register custom ones.
+++
com.jogamp.opengl.impl.GLDrawableImpl cleanup:
Dealing with all locking code, providing all public methods. Exceptions are commented.
Specializations x11/windows/.. only contains platform code.
Pulled down access qualifiers if possible public -> protected.
com.jogamp.nativewindow.impl.x11.X11Util
Wrapping all X11Lib method with the new locking code.
com.jogamp.nativewindow.impl.jawt.JAWTUtil
Utilize global SunToolkit.awtLock() is available,
the fallback to global JAWT.lock().
The latter just invokes the first.
javax.media.nativewindow.awt.AWTGraphicsDevice
setHandle(long handle) -> setSubType(String type, long handle)
which also resets the ToolkitLock respecting the new type.
This ensures correct locking after the sub type has been determined,
ie AWT using an X11 peer.
+++
Misc Changes done on the way ..
GLCanvas:
Fixed inversed this.drawableHelper.isExternalAnimatorAnimating() condition,
which disabled normal repaint.
GLJPanel:
Removed drawableHelper.isExternalAnimatorAnimating() condition,
which disabled painting, since the animation thread just updates the source image.
NEWT WindowImpl:
When reparenting back to parent and 'refit' child if it's size exceeds it's parent.
More 'Fix: Memory consumption' commit 6ced17f0325d5719e992b246ffd156e5b39694b4.
NEWTEvent:
Removed code to evaluate the 'system event' attribute, need to find a better approach.
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Observing memory consumption showed:
1 - 'traceLock' debug stack traces (GLContextLock)
2 - massive Iterator usage
(1) is fixed, ie only enabled in DEBUG mode, like we have done in RecursiveLock before
(2) Using an Iterator on ArrayLists with a low element count < 100,
as it is usual in our use cases, is observed not to be faster
than accessing the elements via an index (-> TestIteratorIndexCORE.java ).
On the contrary, the index implementation was a bit faster.
Further more, these Iterators were massively used on the fly during animation,
hence their memory managment even impacts fluent processing/animation.
Recoded all animation related (display, surfaceUpdated, ..) loops using an index.
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(ConcurrentModificationException) - 2 - Use volatile barrier
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(ConcurrentModificationException)
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sharedContext lock/release
Unsynchronized lead to an 'context already locked by another thread' exception
at initialization time (Windows: in general; X11: ATI and pbuffer drawable).
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& WindowImpl debug change ; Add NEWT/AWT unit test 1 frame - 2 NewtCanvasAWT
Relocated RecursiveToolkitLock -> gluegen
com.jogamp.nativewindow.impl.RecursiveToolkitLock -> com.jogamp.common.util.RecursiveToolkitLock
NEWT AWTParentWindowAdapter fix
- minimize action if status unchanged
- added missing isValid() condition before runOnEDT..
NEWT WindowImpl:
- debug output only if action triggered (resize/visible)
Add NEWT/AWT unit test 1 frame - 2 NewtCanvasAWT
- Testing case where AWTParentWindowAdapter provokes both
GLWindow instances to resize/visible
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Fix: JOGL GLContextLock starvation
- Apply changes made in RecursiveToolkitLock (c8a9c59e4838cd43090378a7ed60544449472801),
ie notifyAll() -> notify(), plus sync (flow/mem) usage.
Fix: Tighten NEWT/AWT focus unit tests
- AWTRobotUtil.requestFocusAndWait() waits for EventCountAdapter gain and lost focus as well.
- In case of NewtCanvasAWT, additionally wait for it's lost focus
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NativeWindow/NativeSurface Refactoring
- Using NativeSurface interface
- NativeWindow extends NativeSurface, adds getLocationOnScreen(Point)
- NativeWindow add: getParent()
- NativeWindow/Surface: Removed 'invalidate()', use 'destroy()' if you must.
- NullWindow -> ProxySurface impl NativeSurface
- JOGL: Uses NativeSurface only.
- GLDrawable.getNativeWindow() -> GLDrawable.getNativeSurface()
Added mouseClick NEWT/AWT unit test
JOGL:
- GLAnimatorControl add: resetCounter()
-
NEWT:
- GLWindow counters: return GLWindow counters always
- WindowImpl
- requestFocus() wait until done
- reparent: readded requestFocusImpl(true),
native impl skips java focusAction if reparented
- X11Window: Add XRaiseWindow() in requestFocus()
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GLCanvas NPE fix - NewtCanvasAWT added destroy(..)
Unit test for Bug 411 (Pre AWT/Swing Usage, Mixed usage with JOGL):
Added exhausting Pre AWT/Swing usage test utilizing a later JOGL init
with GLCanvas and NEWTCanvasAWT.
This works for NV+X11+Ubuntu+64bit, have to do more testing.
GLCanvas NPE fix at destroy/dispose, check if already destroyed, ie context==null
NewtCanvasAWT: Add destroy() and destroy(boolean unrecoverable)
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Change GLAutoDrawable interface: setAnimator(Thread) -> setAnimator(GLAnimatorControl)
to minimize the setAnimator(..) calls and
to allow fine grained control over the animation, ie in case of reparenting
where the animation shall pause while changing the window(s).
Introducing GLAnimatorControl interface:
- abstract class AnimatorBase implements GLAnimatorControl
- class Animator extends AnimatorBase
- class FPSAnimator extends AnimatorBase
This also changes FPSAnimator, since it is no more derived from Animator,
use it's superclass or superinterface instead.
+++
- Fix GLJPanel.paintComponent(): Don't issue reshape/display
in case an external animator thread is animating.
- Fix: Documentation [API]
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- www/index.html: absolute local refs -> relative
- Platform GLContextImpl specialisations: remove local overriding drawable instance
- X11ExternalGLXDrawable: Remove dead code, left over.
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