| Commit message (Collapse) | Author | Age | Files | Lines |
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The spec doesn't require a current context for a swap buffer call, however,
if required .. as user shall encapsulate it by himself, or use the GLEventListener model.
Motivation: Reduce TLS GLContext.getCurrent() calls.
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Partially revert commit 5681c25cfd4c7abce7d653910c9aa7a4e989057e
- revert all window feature (visible, fullscreen, ..) runOnEDT calls to wait:=true,
it turns out we loose stability and predictable behavior otherwise.
- a user must ensure no calling these modifier methods from a locked window state,
as documented (and changed) in commit 481285c3d19d0a4c019cffc72b7a8b58296b748e
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- Remove unsafe double checked locking
- Annotate safe double checked locking (volatile)
- use 'static final' if possible
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lock/unlock Surface fix
- Rename lock to surfaceLock to determine it's use
- NEWT's WindowImpl windowLock usage is not sufficient for lock/unlock surface.
Using distinguished surfaceLock for proper recursion count on lock/unlock surface.
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GLCanvas changes
Cleanup NEWT MainThread, using new AWTEDTUtil impl.
- Allow simple singleton AWTEDTUtil to be used for AWTDisplay and more ..
Sync AWTCanvas with GLCanvas changes
- Latest GLCanvas changes around addNotify() had to be synced
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jogamp.<module> (2/2) - edit files
- com.jogamp.opengl.impl -> jogamp.opengl
- com.jogamp.opengl.util.glsl.fixedfunc.impl -> jogamp.opengl.util.glsl.fixedfunc
- com.jogamp.nativewindow.impl -> jogamp.nativewindow
- com.jogamp.newt.impl -> jogamp.newt
This sorts implementation details from the top level, ie skipping the public 'com',
allowing a better seperation of public classes and implementation details
and also reduces strings.
This approach of public/private seperation is also used in the OpenJDK.
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jogamp.<module> (1/2) - rename task
- com.jogamp.opengl.impl -> jogamp.opengl
- com.jogamp.opengl.util.glsl.fixedfunc.impl -> jogamp.opengl.util.glsl.fixedfunc
- com.jogamp.nativewindow.impl -> jogamp.nativewindow
- com.jogamp.newt.impl -> jogamp.newt
This sorts implementation details from the top level, ie skipping the public 'com',
allowing a better seperation of public classes and implementation details
and also reduces strings.
This approach of public/private seperation is also used in the OpenJDK.
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WGL and EGL)
- GLDrawableFactory exposes:
public final List/*GLCapabilitiesImmutable*/ getAvailableCapabilities(AbstractGraphicsDevice device)
- GLCapabilities platform specialization containing native ids (XVisual/FBConfig, PFD, EGLConfig, ..)
- GLCapabilities setPbuffer(true) disables onscreen
- Capabilities setOnscreen(true) disables pbuffer
- Capabilities implements Comparable
- *Capabilities: enhanced 'toString(..)'
- CapabilitiesChooser.chooseCapabilities:
'CapabilitiesImmutable[] available' -> 'List /*<CapabilitiesImmutable>*/ available'
- VersionApplet, GLCanvas.main, GLWindow.main, GLProfile/debug: dumps all available GLCaps
- WGLGLCapabilities: proper non-displayeble (pbuffer) pfdid handling
TODO: ES/EGL test with emulation
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Add WindowListener.windowDestroyed()
To expose a proper window lifecycle, ie destroy-notify and destroyed,
this notification is added.
This will be used at least in unit tests, where we verify destruction.
Remove WindowImpl.windowDestroyed():
This native hook (planned to be called by native destroy notification)
is unreliable or not supported for all platforms.
NEWT relies on the pre destroy native hooks and handles the final
destroy notification itself.
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Similar to JFrame's closing behavior,
the following components window closing follow the new WindowClosingProtocol:
- GLCanvas
- GLJPanel
- NEWT Window, GLWindow
- NEWT NewtCanvasAWT
The implementation obeys either
1) the user value set by this interface,
2) an underlying toolkit set user value (JFrame, ..)
3) or it's default, eg. {@link #DO_NOTHING_ON_CLOSE DO_NOTHING_ON_CLOSE} within an AWT environment.
If none of the above determines the operation,
this protocol default behavior {@link #DISPOSE_ON_CLOSE DISPOSE_ON_CLOSE} shall be used.
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This solves the issue when an applet is started/stop and started again,
or another applet runs in the same JVM.
Also soves the issue for multiple JVMs.
RegisteredClassFactory can be instanced to manage one shared window class,
currently in use for GDI's dummy window and NEWT.
A class base name and a window proc handle must be passed in the factory cstr.
Before registering, the class is tested if already exists,
eg another applet in the same JVM.
If registration fails, the class name will iterate until successful or MAX_INT reached,
eg if multiple JVMs are running.
Added NativeWindow Common Native Code.
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This tiny fix finally enables the window title setting before setVisible(true)
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- Finish API change using the AbstractGraphicsDevice, which denotes the target device
for the desired NativeSurface / GLDrawable.
The AbstractGraphicsDevice argument may be null to reflect the platform's default device.
Clarified API documentation.
This move is necessary to make the API coherent.
- createOffscreenDrawable(..) may create a Pbuffer drawable if caps and supported.
This unifies the functionality with createGLDrawable(..).
Further more, a Pbuffer drawable is an offscreen as well.
- added createOffscreenSurface(..) following the same behavior as createOffscreenDrawable(..),
this is a convenient native offscreen surface factory entry.
- removed createGLPbufferDrawable(..), use createOffscreenDrawable(..),
since it is redundant!
Implementation Details:
- EGLDrawableFactory holds a shared native EGLGraphicsDevice,
being used by the offscreen EGL drawable (no more multiple creation).
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addNotify().
This change is in sync with 86c164950b0a0d351fc8af3884187b10201b6237
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exceptions
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to simplify usage.
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Consider use cases with many drawables and no drawables at start,
this had to be reflected all over this patch set, implementation,
usage and test cases.
- GLAnimatorControl
- refine API doc / states
- add 'void remove(GLAutoDrawable drawable);'
- Animator*:
- using RecursiveLock 'stateSync' for all actions out of the big synchronized (animator) block:
- get status methods (thread, isPaused, ..), hence no more synchronized
- display drawables change, utilizing synced ArrayList swap
This removes the need for volatiles usage shouldPause/shouldStop within the display method.
- added blocking wait for state change for add(GLAutoDrawable)/remove(GLAutoDrawable) method
- remove flawed double checked locking in anim thread (pause/idle condition)
- thread is now a daemon thread, hence it won't hinder the JVM from shutdown
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- Animator use change:
- Always resume after pause, except in case of final destroy -> NEWT invalidate / GLCanvas,
this considers use cases with many drawables and no drawables at start.
- GLDrawableHelper: Don't pause at implicit dispose()
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resource at recreation or it's possible other drawables
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AnimatorControl to pause rendering.
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made references created in double checked locks volatile.
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and getChosenCapabilities() return immutable instances. Add cloneCapabilities() to create a mutable clone of an immutable set of capabilities.
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NEWTEventConsumer and AWTTreeLock
The unit test for NEWTEventConsumer and AWTTreeLock,
tests previous commit 'JAWTWindow: Avoid AWTTreeLock' b0b1e3fb9c0f915cdf8d237c0f61a9d08ca83b01
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Use native implementation for getLocationOnScreen() if available.
If unavailable call AWT's implementation only in case the AWT TreeLock is hold by this thread.
Finalize methods ..
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NativeWindow X11.
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NEWT WindowsWindow GetRelativeLocation() native implementation to GDI as well.
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NEWT's removed:
Window: destoy(boolean unrecoverable)
Display/Screen: get/set DestroyWhenUnused(boolean)
We behave as follows:
- Window.destroy() always decr Screen's reference counter,
which issues destruction when reached zero.
Then Screen does the same for Display ..
- Window.destroy() keeps alive all references,
hence it can be always recreated via setVisible(true).
- Window.destroy() ensures Display's EDT is stopped
if display is destroyed.
- Window.invalidate() actually removes all Object reference,
hence it cannot be recreated or used after it.
This method exist to support a way to cleanup memory, GC.
All test passed on Linux/X11 and Windows
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AWT wait period.
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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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(visibility, displayed)
Ensure that at least one frame has been rendered after returning from the functions.
This removes the hack of polling a while for a rendered frame.
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NEWT: Add optional eager native initialization
of Display and Screen to overcome a possible chicken/egg situation.
This is useful to be able to request the AbstractGraphicsDevice, via getGraphicsDevice().
Otherwise the abstract device won't be available before
the dependent components (Screen and Window) are realized.
Throw NativeWindowException in case native creation failed.
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