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* GraphUI MediaPlayer: seek from display-thread, don't act on ↵Sven Göthel2024-01-271-3/+3
| | | | SliderAdapter.clicked() as dragged is always called
* GLMediaPlayerImpl: Throw out video_queue_growthSven Göthel2024-01-271-35/+2
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* GLMediaPlayer: Fix playing with single-threaded mode w/ texture-count 1Sven Göthel2024-01-262-8/+15
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* Math Vec*: Rename {scale->mul}(..) for non-scalar types (n-dim); Add div(..)Sven Göthel2024-01-266-50/+114
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* Bug 1491: GLMediaPlayerImpl: Use a shared *GraphicsDevice for all compatible ↵Sven Göthel2024-01-251-3/+41
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | shared GLContext, removing resource restrictions In a use case with hundreds of GLMediaPlayer instances, this causes the application to bail out due to running out of resources. +++ GLMediaPlayer exposes resource restrictions and locking related with the created off-thread shared GLContext due to its newly created NativeWindow *GraphicsDevice instance (on X11). On the X11 platform, the *GraphicsDevice actually uses a native resource (X11 Display handle) and hence creating such device is costly and limited. To operate an off-thread GLContext w/o actual X11 input handling, it is *NOT* required to use a new instance. +++ Further more, the device is using locking. To operate an off-thread GLContext, it is *NOT* required to use locking on it as it does not perform actual X11 input handling etc. All operations are performed on the shared GL context. +++ Solution is to create a shared non-locking device clone compatible with the source. A share counter shall determine that the last one actually gets destructed. The usual ..
* Bug 1491: FFMPEGMediaPlayer: Lock moviePtr lifecycle phase in-between ↵Sven Göthel2024-01-251-69/+73
| | | | | | | | | [initStreamImpl - destruction] initStreamImpl() calls ffmpeg natives.setStream0(..), which in turn callsback to the GLMediaPlayerImpl and FFMPEGPlayer and hence requires a valid moviePtr. In total, it covers a longer time period. This patch uses a moviePtrLock object avoiding destruction while within initStreamImpl.
* Bug 1491: Add missing rename ↵Sven Göthel2024-01-251-2/+2
| | | | DefaultGraphicsDevice.swap{Device->}HandleAndOwnership()
* NativeWindowFactory.createDevice(..) w/ unitID for cloning; ↵Sven Göthel2024-01-251-3/+7
| | | | | | | | | | DefaultGraphicsDevice: Move ownership (Object) code into base class ensuring same code NativeWindowFactory.createDevice(..) w/ unitID - Allows cloning a device instance with same parameter. DefaultGraphicsDevice: Move ownership (Object) code final into base class ensuring same code - Rename DefaultGraphicsDevice.swapDeviceHandleAndOwnership() -> swapHandleAndOwnership()
* Bug 1488: Complete/Fix producing the 64-bit shaderKey: Use long values in ↵Sven Göthel2024-01-251-36/+28
| | | | | | | | | | bit-shift expressions and simplify it commit 1dcfdf71c09c6d774ac47012c05e09da4a085d7b - still used the 'hash code' bit shift pattern, not necessary -> simplified - the value as not ensured to be long, hence conversion occured This caused Graph's MSAA not being picked up properly using the shaderKey.
* Graph: Drop non-existing 'JAVA' font from FontFactorySven Göthel2024-01-252-192/+1
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* VBORegionSPES2: Disable verbose flag in TextureSequence.setTexCoordBBox() .. ↵Sven Göthel2024-01-221-1/+1
| | | | oops
* Bug 1488: FFMPEGMediaPlayer: Fix getTextureFragmentShaderHashID(), i.e. use ↵Sven Göthel2024-01-221-6/+3
| | | | actual tc_w_1 = (float)getWidth() / (float)texWidth value as hardcoded within the shader.
* Bug 1488 - Graph RegionRenderer: Use a more deterministic 64-bit shaderKey: ↵Sven Göthel2024-01-221-31/+62
| | | | | | | | | | | | | | | | | | | | | | | [0-31] bit values and state, [32-63] colorTexSeqHash This leaves only room for a key collision on the 32-bit colorTexSeqHash value and hence should be save within our shader-code environment. + // # | s | + // 0 | 1 | isTwoPass + // 1 | 1 | pass1 + // 2 | 5 | ShaderModeSelector1 + // 7 | 1 | hasFrustumClipping + // 8 | 1 | hasColorChannel + // 9 | 1 | hasColorTexture + // 32 | 32 | colorTexSeqHash + long hash = ( isTwoPass ? 1 : 0 ); + hash = ( hash << 1 ) | ( pass1 ? 1 : 0 ) ; + hash = ( hash << 1 ) | sms.ordinal(); // incl. pass2Quality + sampleCount + hash = ( hash << 5 ) | ( hasFrustumClipping ? 1 : 0 ); + hash = ( hash << 1 ) | ( hasColorChannel ? 1 : 0 ); + hash = ( hash << 1 ) | ( hasColorTexture ? 1 : 0 ); + hash = ( hash << 1 ) | ( ( colorTexSeqHash & 0xFFFFFFL ) << 32 );
* Bug 1488 - Graph RegionRenderer: Ensure shaderPrograms1 path is disabled ↵Sven Göthel2024-01-221-6/+8
| | | | | | using 'static final boolean useShaderPrograms0 = true' For now, let's leave the dead shaderPrograms1 code path inside the class for further consideration.
* Bug 1490 - GraphUI Group: Resolve Performance Issues with Shape Mv Transform ↵Sven Göthel2024-01-221-0/+2
| | | | | | | | | | | | | | | | | | | | -> PMVMatrix4f Shape.setTransformMv() is called for each renderer frame and for each shape, involving 6 Matrix4f.mul() and set*() operations. Since mutation of shape's position, rotation or scale is less frequent than rendering one frame (for all shapes), it is more efficient to maintain a local Matrix4f and update it on such single mutations. Rendering then only needs to perform one Matrix4f.mul() operation using this internal matrix. +++ Also changes name from setTransformMv(PMVMatrix4f) to applyMatToMv(PMVMatrix4f), as its name might be misleading.
* Bug 1488 - Graph RegionRenderer Shader Mapping: Revert to IntObjectHashMap ↵Sven Göthel2024-01-221-64/+182
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | and throw exception on shaderKey collision Commit 6363ae5fb6975a6f2e7c1093ce81f25b699e3e61 changed RegionRenderer.useShaderProgram()'s shader mapping using a new ShaderKey instance. Such ShaderKey instance is created every time @ RegionRenderer.useShaderProgram() to retrieve the ShaderProgram from the HashMap<ShaderKey, Shader Program>. While this is most correct, creating the ShaderKey instance causes a lot of temp objects. ShaderKey also uses the optional colorTexSeq shader code for equality test in case of hash-collisions. Previous code simply ignored hash-collisions and used a 1:1 hashCode -> ShaderProgram mapping using our IntObjectHashMap. However, there was no test whether collision occur. +++ Solution would be either 1- Revert fully to the previous code just using an IntObjectHashMap, but throwing a RuntimeException in case of hashCode collisions. In case of a collisions, we would need to produce a better hashCode. This is possible, as the underlying data is fully internal .. etc. 2- Use the IntObjectHashMap as long there is no hashCode collision, then revert back to HashMap<ShaderKey, Shader Program>. +++ This patch implements variant (1), so far no exception has been thrown on multiple demos w/ and w/o diff color-textures.
* Graph Clipping: Use Frustum Clipping using AABBox -> Mv transformed Cube -> ↵Sven Göthel2024-01-2017-130/+158
| | | | | | | | | | | | | | | | | | | | | | | | | | Frustum mapping + GraphUI Support AABBox clipping naturally couldn't be transformed into 3D Model-View (Mv) Space, as it is axis aligned and only provided 2 points (min/max). Therefor we map the Group's AABBox to a 8-point Cube, perform the Mv-transformation and then produce the 6-plane Frustum. As before, we cull fully outside shapes within the Group's draw method and perform fragment clipping with same Frustum planes in the shader. With clipping enabled, the 3D z-axis getBounds() depth will be slightly increased for functional Frustum operation. This is also done for setFixedSize(Vec2f). The Frustum planes are copied to the Graph shader via float[4*6] -> uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F each {n.x, n.y, n.z, d} +++ Concludes related work of below commits - 1040bed4ecc6f4598ea459f1073a9240583fc3c3 - 5cca51e32999a882e2a5f00cb45ecafc824ffd86
* Frustum: Revise code and its Plane definition to support Cube->Frustum as ↵Sven Göthel2024-01-194-51/+199
| | | | | | | | | | | | | | | | | | | | | | | | | well as to extract planes for float[] vec4-shader uniforms. commit 1040bed4ecc6f4598ea459f1073a9240583fc3c3 added AABBox -> Cube -> Frustum mapping (incomplete) and requires Frustum.Plane.set(..) by normal and point-on-plane for distance. Frustum.isOutside(Cube) has been added, testing all its 8-points similar to AABBox. Further all 6 Frustum.Plane shall be extracted to Vec4f and float[], the latter to pass the whole float[4*6] as a vec4[6] uniform array to the shader. +++ Constructor, setter and getter have been adjusted accordingly. Most of the loops have been unrolled. +++ Method names to query Frustum, i.e. 'is*Outside(<Type>)' have been reduced to 'isOutside(<Type>)' where <Type> uniquely indenticates the purpose. Hence only 'isSphereOutside()' is left over.
* Add Cube to Frustum Plane mapping, supporting transformation of object-space ↵Sven Göthel2024-01-192-1/+251
| | | | AABBox into model-view Cube to Frustum.Plane for culling (cpu) and clipping (gpu)
* AABBox: Rename private fields {bl, tr} -> {lo, hi} denoting proper ↵Sven Göthel2024-01-191-137/+137
| | | | | | | | | | | orientation in API doc br, tr wasn't sufficient as in commit d778889f36bd6bee999ceb502c5f0ce265b014bf while working on Frustum, as it doesn't properly reflect axis order not z. Hence going back to 'low' and 'high' semantics, but using same length identifier and emphasizing far (lo) < near (hi) of our model-view coordinate system.
* Graph/GraphUI AA-Quality + SampleCount (shader): Push params down to ↵Sven Göthel2024-01-168-101/+136
| | | | | | | | | | | | | | | | | | RegionRenderer's RenderState usually rarely set from top of user API, reducing complexity. Discussion: Alternative was to pass AA-Quality same as SampleCount from the top (e.g. GraphUI Scene), however, this convolutes the API even more. Both parameter modify the resulting shader code in pass2 rendering (only). The used 'renderMode' is still maintained within the Region, since it contains more dynamic states individual to each Region instance (color-texture, ..). This despite 'renderMode' also changes the RenderState's shader program. In the end, it really doesn't matter and is a choice of frequency - the pipeline is usually rendering from on OpenGL rendering thread sequentially. AA-Quality and SampleCount simply usually don't change that often and are set only once.
* AABBox: Add intersects(AABBox), contains(AABBox), scale(float, float, float) ↵Sven Göthel2024-01-151-0/+59
| | | | and scale2(float, float, float)
* AABBox: Rename private fields low -> bl and hight -> tr for readability; ↵Sven Göthel2024-01-151-149/+187
| | | | Unroll getRayIntersection()'s 'find candidate planes'
* Graph/GraphUI AA-Quality (shader): Region: Add DEFAULT_AA_QUALITY and ↵Sven Göthel2024-01-153-20/+34
| | | | | | | | | | | | | | | | | | | | | | | | clipping funs for aaQuality/sampleCount; TextRegionUtil: Pass quality parameter in draw-functions Region.DEFAULT_AA_QUALITY defaults to MAX_AA_QUALITY still - TODO: AA shader is subject to change .. Region.draw(..) clips the quality param (save) TextRegionUtil: Pass quality parameter in draw-functions - Allowing to select the AA shader GraphUI Scene and some demos add the AA-quality param to the status line or screenshot-filename. - See Region.getRenderModeString(..) +++ TestTextRendererNEWT20 and TestTextRendererNEWT21 now iterate through all fonts, AA-quality shader and sample-sizes. Most demos and some more tests take AA-quality into acount, demos via CommandlineOptions.graphAAQuality
* Bump (c) -2024 for edited files + LICENSE.txtSven Göthel2024-01-1412-14/+14
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* Graph/GraphUI: Revise Graph Region ShaderMapping, fix AABBox-Clipping for ↵Sven Göthel2024-01-1419-327/+481
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Pass2-AA, revise Pass2 AA Quality parameter .. Misc: - Graph VBORegion2PVBAAES2: Drop unused FBO rescale - Move MIN/MAX QUALITY/SAMPLE from GraphUI Scene -> Graph Region +++ Quality -> Pass2 AA Quality - Drop quality field in region - Pass quality to GLRegion.draw(..) similar to sampleCount for dynamic shader and switch - TODO: Pass quality parameter in TextRegionUtil's functions Fix RegionRenderer Shader Mapping - Use ShaderKey class to properly implement the hash value and equals method - For this, TextureSequence.getTextureFragmentShaderHashID() has been added to provide actual shader-snippet for the equals function - All required criterias are included in the hash value and equals method Fix AABBox Clipping for Pass-2 AA - Clipping in pass2-AA must happen in pass2 on actual gcu_PMVMatrix01 (not ortho) +++ GraphUI GraphShape - Rename: [get,set]{->AA}Quality() GraphUI Scene - Rename: mark{All->}ShapesDirty(), set{AllShapes->}Sharpness(), set{AllShapes->AA}Quality() - Fix setSampleCount(..), i.e. markStatesDirty() not markShapesDirty() - Fix setAAQuality(), markShapesDirty() and markStatesDirty(): Use forAll(..) to traverse through all shapes and groups. GraphUI Group - Add setFixedSize() - Add setClipOnBox() - Document setRelayoutOnDirtyShapes(), isShapeDirty()
* GLReadBufferUtil: Allow passing a custom GL read-buffer name, useful to read ↵Sven Göthel2024-01-131-1/+8
| | | | FBO attachments (GL_COLOR_ATTACHMENTi)
* Matrix4f: Fix minor API doc parem ref-nameSven Göthel2024-01-131-1/+1
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* Graph VBORegion2PVBAAES2: Fix Rescale (MAX texSize): renderFboHeight shall ↵Sven Göthel2024-01-121-1/+1
| | | | use winHeight (typo)
* AABBox resize{Width, Height}(..): Positive argument shall always denote ↵Sven Göthel2024-01-121-4/+4
| | | | expansion
* Graph Clipping: Add missing Modelview-Matrix (Mv) Multiplication / ConsiderationSven Göthel2024-01-094-2/+7
| | | | | | - GLSL vertex shader sets smooth varying 'gcv_ClipBBoxCoord' w/ Mv multiplied vertex-coord - RegionRenderer.setClipBBox(AABBox) expects a pre-multiplied Mv AABBox covering an independent area, not per Shape/Region. - This works as expected with moving/scaling of each Shape/Region etc
* Graph Clipping: Initial Region impl of AABBox clipping using GLSL shader ↵Sven Göthel2024-01-097-34/+111
| | | | | | | | | | | | (Convenient using Graph/GraphUI produced AABBox) Simple demo, setting clip-bbox manually: - src/demos/com/jogamp/opengl/demos/graph/ui/UIShapeClippingDemo00.java TODO: - GLSL: Add missing Mv-multiplication of vertex-position -> gcv_ClipBBoxCoord -- AABBox min/max should be set pre-multiplied w/ Mv covering an independent area, not per Shape/Region. -- This to properly work with moving/scaling of each Shape/Region etc
* Graph Clipping: GLSL: Add `USE_AABBOX_CLIPPING`, i.e. clipping via AABBox ↵Sven Göthel2024-01-098-19/+50
| | | | | | | | | | | | | | | min/max vec3 as convenient using Graph/GraphUI produced AABBox USE_AABBOX_CLIPPING - Conditional compilation w/ macro 'USE_AABBOX_CLIPPING' - gcv_ClipBBoxCoord smooth varying setup in vertex shader - fragment shader clips via branch if( is_inside(gcv_ClipBBoxCoord, gcu_ClipBBox[0], gcu_ClipBBox[1]) < 0.5 ) { CLIP } - clipping via discard or alpha=0 in case of buggy-discard. Other optimization: - Drop gcv_ColorTexExt, fragment-shader uses gcu_ColorTexBBox[2] directly (flat) - Simplified gcv_ColorTexCoord smooth varying equation in vertex shader.
* Graph GLSL functions.glsl: Complete overload vec2 and vec3 variants; Fix ↵Sven Göthel2024-01-091-8/+52
| | | | | | | | | | | | | | | | | | 'and'/'or' semantic (swapped); Add EPSILON in clip_coord(..) and add is_inside(..) function Complete overload vec2 and vec3 variants Fix 'and'/'or' semantic (swapped) - 'and' uses multiplication, i.e. all arguments must be > 0 (ideally 1) - 'or' uses addition, i.e. only one arguments must be > 0 (ideally 1) - both uses clamp [0..1] Add EPSILON in clip_coord(..) - Only 'coord > high+EPSILON' is outside Add is_inside(..) function - Similar to clip_coord(..) but returns float 0 or 1 instead of selecting color.
* GraphUI MediaPlayer / GLMediaPlayer: Add current chapter-title to info-fieldSven Göthel2024-01-073-3/+20
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* GLMediaPlayer/FFMPEGMediaPlayer: Add chapter metadata support and use ↵Sven Gothel2023-12-309-19/+174
| | | | | | | | com.jogamp.common.av.PTS.millisToTimeStr(..) Chapter metadata is now supported via our FFMPEGMediaPlayer implementation. Added public method: 'Chapters[] GLMediaPlayer.getChapters()'
* OMXGLMediaPlayer: Add 'printNativeInfo(..)' - completes commit ↵Sven Gothel2023-12-181-0/+6
| | | | d99c2d8b28470d335ab5b30124ef8b0607b3b90f
* GLMediaPlayer: TEXTURE_COUNT_DEFAULT 4 -> 3 as tested via UIMediaGrid01, ↵Sven Gothel2023-12-181-1/+1
| | | | usable w/ fix for Bug 1472 (Enhance A/V Sync)
* GLMediaPlayer: Add printNativeInfo(..) exposing used native library ↵Sven Gothel2023-12-186-38/+90
| | | | information (if any), FFMPEG* utilizes NativeLibrary.get[Native]LibraryPath()
* Graph Shader: Fix 'curverenderer01-single.vp' aligning w/ ↵Sven Gothel2023-12-181-2/+3
| | | | 'curverenderer01-pass1.vp' (commit 297c48f4fefd1ab59800524ea5f0dd56684d6786)
* Graph Region: Edit API doc for AA_RENDERING_MASKSven Gothel2023-12-181-1/+1
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* FFMpeg: Just be nice and flush GL stream, no finish sync requiredSven Gothel2023-12-041-2/+8
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* FFMpeg: Fix and clarify 'resend package' and 'continue draining frames' statesSven Gothel2023-12-041-21/+30
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* Bug 1479 - NativeLibrary: Add getNativeLibraryPath() returning actual native ↵Sven Gothel2023-11-264-5/+16
| | | | library path, support throughout DynamicLibraryBundle[Info]
* GLMediaPlayer.getPerfString(): Don't show audio pts values is no_audio, ↵Sven Gothel2023-10-161-17/+19
| | | | misleading and wrong info (e.g. on mute)
* GLMediaPlayer: Don't resetAVPTS() on resume(), allowing less AV sync ↵Sven Gothel2023-10-161-13/+10
| | | | disruption after pause(flush:=false)
* GLMediaPlayer: Recognize !use_audio when repeating (caching) a video-frame, ↵Sven Gothel2023-10-161-26/+27
| | | | i.e. ignore audio_queued_ms in such case (Fixes video sync on SCR w/o audio)
* GLMediaPlayerImpl: Use a PTS av_scr_cpy from av_scr for getPTS() avoiding ↵Sven Gothel2023-10-161-7/+12
| | | | direct user-exposure and potential data-race
* GLMediaPlayerImpl: Don't reset SCR on video_scr_reset or irq'ed rendering ↵Sven Gothel2023-10-161-2/+2
| | | | w/o video-frame (fixes 'massive' seek'ing)
* FFMPEGMediaPlayer: Remove unconditional DEBUG outputSven Gothel2023-10-161-1/+1
| | | | Left behind hacking for AV sync ..