| Commit message (Collapse) | Author | Age | Files | Lines |
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(GL3), use GL3.2 compatible shader; Use VBO in general.
Covered by:
Auto unit tests: TestOffscreenLayer01GLCanvasAWT, TestOffscreenLayer02NewtCanvasAWT
Manual: TestGearsES2AWT '-gl3 -layered'
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add forceGL3; TextureDraw01ES2Listener uses defaultShaderCustomization()
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- Windows/ATI driver crash
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modified flags and modifier-key events; Simplify Windows key handling
Preface: Modifier-keys are SHIFT, CTRL, ALT and META and they have a matching modifier-bit.
- Simplify Windows key handling
- Employ MapVirtualKey(..) for virtual-key to character and scancode to virtual-key mappings,
allowing to drop tracking of keyCode to keyChar in java code.
This also removes the platform restriction of delivering keyChar at TYPED only.
- Deliver keyChar w/ pressed and released
- Due to the lift restriction on the Windows platform (see above),
we can deliver keyChar w/ all key events on all platforms.
- Deliver proper modified flags and modifier-key events
All modifier-keys deliver pressed, released and typed events
with their modifier-bit set.
The above is covered by unit tests, which passed on X11, Windows and OSX (manual test run).
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AWTRobotUtil.requestFocus(robot, ..) for kbd input on Windows (some 'confusion' w/ prev unit test runs)
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loop; also wait a few ms after key action
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- Setting up default VAO for all GL >= 3.2 core ctx.
Refines commit 9b6448b1d54716fd455c0cad0c6133c0edeb3bb8
Due to GL 3.2 core spec: E.2. DEPRECATED AND REMOVED FEATURES (p 331)
"There is no more default VAO buffer 0 bound, hence generating and binding one
to avoid INVALID_OPERATION at VertexAttribPointer."
More clear is GL 4.3 core spec: 10.4 (p 307):
"An INVALID_OPERATION error is generated by any commands which
modify, draw from, or query vertex array state when no vertex array is bound.
This occurs in the initial GL state, and may occur as a result of BindVertexAr-
ray or a side effect of DeleteVertexArrays."
+++
I just have read (same spec) 2.10 (p 46/47):
"An INVALID_OPERATION error is generated if any of the *Pointer commands
specifying the location and organization of vertex array data are called while zero
is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argu-
ment is not NULL."
.. which only constraints the *Pointer command use to _VBO_, not forcing a VAO.
+++
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TestNewtKeyPressReleaseUnmaskRepeatAWT: Enable NewtCanvasAWT test
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usage
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85851c9839d620bcbbd07b6ca833f1a5901831cc
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be included in unit test run.
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- X11: Add VK_QUOTE mapping
- OSX: Add single shift, ctrl alt key press;
Fix mapping: Command -> Windows, Option -> ALT, add BACK_QUOTE and QUOTE.
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incl. auto-repeat)
- Using keyCode (bit) maps to isPressed and isAutoRepeat, allowing use of multiple keys
- Enhance unit test TestKeyEventOrderNEWT w/ injecting variations of 2 diff. keys
- Manual tested on X11, Windows and OSX w/ and w/o auto-repeat
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and w/o auto repeat. Incl. fix for Windows.
Auto-Repeat tests recognizes whether auto-repeat could be triggered by AWT Robot.
The latter is not possible on Windows, hence manual testing was required on this platform.
Impact: X11, Windows and OSX produce proper key sequence incl. auto-repeat modifier mask.
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GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
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(gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
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GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param.
Due to efficiency, we use vec4[2] now and #defines in shader to easy readability.
GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position
while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle.
!GL_POINT_SOFT produces a proper square (billboard).
Point-Vertex shader takes dist/fade attentuation into account.
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Tested manual w/ TestGearsES2NEWT on Raspberry Pi
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combinations, plus texture usage)
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is not more bound after enableBuffer(); Fix unit test (test VBO bound).
Explicit bindBuffer(..) is required now, since enableBuffer() doesn't leave it bound.
See fixed VBORegion* patch for use case, i.e. using a VBO index buffer for glDrawElements().
Complets commit 8582ece7dc7f65271b3184261697a542766d9864.
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and add API docs. (API Change)
- Changed create*(..) factory methods (API Change)
- Drop passing GL instance, not needed
- allows creation of ImmModeSink as final field w/o GL context
- Use 'glBufferUsage' to determine whether to use VBO or not ( 0 == glBufferUsage )
- Use glBufferUsage in glBufferData(..) call (oops)
- Toggle vboUsage per object ( 0 == glBufferUsage ? nonVBO : VBO )
remove static VBO usage flag
- Fix render mode
- GL_POLYGON -> GL_TRIANGLE_FAN (not GL_LINES)
- GL_QUADS -> Looped GL_TRIANGLE_FAN (is !GL2) in draw(..) w/ and w/o indices
- Buffer usage
- documented
- allow creating sink w/ all components (vertices, color, normal and texCoords)
bit render and grow only used parts.
This allows proper usage of sink where it is not known
which types are being used.
- Added test case
- Manually tested w/ Jake2 ES1
Jake2 uses the FFP immediate mode rendering, where we utilize this sink
w/o rendering artifacts.
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toString(..) from PMVMatrix to FloatUtil and make it more generic; GLUniformData toString() also dumps it's matrices.
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WINDOWS if not started from console
Sadly it appears that w/ the ATI Catalyst driver,
the TestInitConcurrent02NEWT w/ 16 concurrent threads brings down the JVM sometimes.
This results in a locked singleton thread and distrubs the whole unit tests session.
We are aware of the ATI Catalyst threading bug on Windows and Linux.
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just assume it's the SW renderer, flipping.
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setRealized(true/false) already, refine at initialize(true)
Allowing to validate the on-/offscreen state after setRealized(true).
Adding comment in GLFBODrawable.
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underlying dummy surface/drawable
If stencil or MSAA has been selected, the underlying dummy drawable doesn't need to have this configuration,
i.e. doesn't need to waste the resources.
- Creation of the dummy surface/drawable uses a simple GLCapabilities
- Requested FBO GLCapabilities is being passes down to the dummy drawable
- GLFBODrawableImpl ctor leaves caps untouched
- GLFBODrawableImpl.initialize(boolean realize)
- realize == true: using the requested FBO caps and setting it in the parent dummy drawable
- realize == false: restore the original caps of dummy drawable
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reshape() ; GLCanvas.reshape() only if drawble valid ; GLCanvas.validateGLDrawable() also test isDisplayable() ; Fix size validation ; resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
- GLCanvas.validateGLDrawable() @ display() and reshape()
To help users using GLCanvas w/ having a realized GLCanvas/Drawable,
validateGLDrawable() is also called at reshape().
This shall ensure a valid drawable after even a non AWT-EDT issued first setVisible().
- GLCanvas.reshape() only if drawble valid
Otherwise offscreen reshape attempts would happen even on unrealized drawable,
which is not necessary.
- GLCanvas.validateGLDrawable() also test isDisplayable()
To make sure the native peer is valid, also test isDisplayable()
- Fix size validation
Since we have experienced odd size like 0 x -41
test each component, i.e. 0 < width && 0 < height.
This is done through all JOGL/NEWT components.
- resizeOffscreenDrawable(..) don't validate 'safe' size 1x1
In case method is called w/ odd size, i.e. 0 x -41,
the safe size 1x1 is used. However, we cannot validate this size.
Dump WARNING if odd size is detected.
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compile FixedFuncHook due to removed 'isDirty()'
- getModifiedBits() -> getModifiedBits(boolean clear)
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get-Mvi/Mvit-Matrix operation. (Minor API change)
Using bitmask for requested Mvi and Mvit matrices,
same as dirty-bits to ease matching and update operation.
Update of Mvi and Mvit will be performed only if it's dirty-bit and request-bit set within update().
The individual dirty bit is cleared only if it's matrix update is performed.
Update is also issued at get-Mvi/Mvit-Matrix operations
to ensure proper values w/o update call w/o clearing the modified-bits.
update() returns true if the Mvi or Mvit matrix got updated
_or_ one of the modified bits is set. update() clears the modified-bits.
Adding explicit getModifiedBits() to get and clear it's state.
Adding unit test.
Lots of API docs ..
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driver and w/o native X11 locking
The proprietary ATI X11 driver does not handle multi-threaded [GL] clients well,
i.e. triggers an XCB assertion 'from time to time'.
It almost seems like that the driver either:
- aliases all display connections to it's connection name, i.e. server; or
- utilizes a build-in display connection w/o locking, used for some reason
+++
- X11Lib: Add QueryExtension(dpy, name) allowing early driver determination w/o GL
- X11Util detects 'requiresGlobalToolkitLock' and 'markAllDisplaysUnclosable' via
X11 extensions. In case certain ATI extensions are available, both are set to true.
- X11GLXDrawableFactory: Dropped setting 'markAllDisplaysUnclosable', using X11Util's detection (see above).
- New GlobalToolkitLock to satisfy certain driver restrictions (ATI's XCB multithreading bug)
- NativeWindowFactory handles new property requiresGlobalToolkitLock,
in which case the new GlobalToolkitLock is being used instead of ResourceToolkitLock.
- JAWTUtil ToolkitLock locks GlobalToolkitLock 1st to match new 'requiresGlobalToolkitLock' property.
- Document static method requirement of X11Util, GDIUtil and OSXUtil via marker interface ToolkitProperties
- ToolkitLock: New method 'validateLocked()', allowing use to validate whether the device/toolkit
is properly locked and hence to detect implementation bugs. See unit test class: ValidateLockListener
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commented out GLX_MESA_swap_control; native test of Mesa context-retarget bug, cannot reproduce yet.
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setSwapInterval() after changing the context's drawable w/ 'Mesa 8.0.4' dri2SetSwapInterval/DRI2 (soft & intel)
Analyzing 'TestGLContextDrawableSwitchNEWT' crash at setSwapInterval -> dri2SetSwapInterval
after retargeting the context (new drawable association).
Turns out Mesa's dri2SetSwapInterval may have a bug.
+++
GLContext TRACE_SWITCH: Add drawable handle to debug/trace output.
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syncFramebuffer(..) -> syncSamplingSink(..)
- reset(..) adds a new argument, boolean resetSamplingSink, allowing to trigger a reset
on the samplink sink as well. Use cases are documented.
- made public: resetSamplingSink()
- Rename syncFramebuffer(..) -> syncSamplingSink(..) to clarify semantics
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locking, resulting in a native-lock-free impl.
The X11 implementation details of NativeWindow and NEWT used the X11 implicit locking facility
XLockDisplay/XUnlockDisplay, enabled via XInitThreads().
The latter useage is complicated within an unsure environment where the initialization point of JOGL
is unknown, but XInitThreads() requires to be called once and before any other X11 calls.
The solution is simple and thorough, replace native X11 locking w/ 'application level' locking.
Following this pattern actually cleans up a pretty messy part of X11 NativeWindow and NEWT,
since the generalization of platform independent locking simplifies code.
Simply using our RecursiveLock also speeds up locking, since it doesn't require JNI calls down to X11 anymore.
It allows us to get rid of X11ToolkitLock and X11JAWTToolkitLock.
Using the RecursiveLock also allows us to remove the shortcut of explicitly createing
a NullToolkitLocked device for 'private' display connections.
All devices use proper locking as claimed in their toolkit util 'requiresToolkitLock()' in X11Util, OSXUtil, ..
Further more a bug has been fixed of X11ErrorHandler usage, i.e. we need to keep our handler alive at all times
due to async X11 messaging behavior. This allows to remove the redundant code in X11/NEWT.
The AbstractGraphicsDevice lifecycle has been fixed as well, i.e. called when closing NEWT's Display
for all driver implementations.
On the NEWT side the Display's AbstractGraphicsDevice semantics has been clarified,
i.e. it's usage for EDT and lifecycle operations.
Hence the X11 Display 2nd device for rendering operations has been moved to X11 Window
where it belongs - and the X11 Display's default device used for EDT/lifecycle-ops as it should be.
This allows running X11/NEWT properly with the default usage, where the Display instance
and hence the EDT thread is shared with many Screen and Window.
Rendering using NEWT Window is decoupled from it's shared Display lock
via it's own native X11 display.
Lock free AbstractGraphicsDevice impl. (Windows, OSX, ..) don't require any attention in this regard
since they use NullToolkitLock.
Tests:
======
This implementation has been tested manually with Mesa3d (soft, Intel), ATI and Nvidia
on X11, Windows and OSX w/o any regressions found in any unit test.
Issues on ATI:
==============
Only on ATI w/o a composite renderer the unit tests expose a driver or WM bug where XCB
claims a lack of locking. Setting env. var 'LIBXCB_ALLOW_SLOPPY_LOCK=true' is one workaround
if users refuse to enable compositing. We may investigate this issue in more detail later on.
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display connections.
This is a regression of JOGL commit f2cfb6119a3663715ed2d572643949b3bef58662 to fix Bug 610.
Commit f2cfb6119a3663715ed2d572643949b3bef58662 closed all open display connections at
JVM shutdown in order of their creation.
This is required IF the driver is the proprietary ATI on X11.
X11Util.setMarkAllDisplaysUnclosable(true) is called in this case.
However, this behavior causes a SIGSEGV for other GPU driver, i.e. Nvidia :)
This fix only closes the pending display connections in their respective order
IF X11Util.getMarkAllDisplaysUnclosable() == true.
Hence the 'new' cleanup as introduced in the offending commit
is only performed on the erroneous ATI driver.
Manually tested w/ TestGearsES2AWT, see it's commandline options for details.
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not offscreen-layer.
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Add GLRendererQuirks:
- Contains centralized 'tagged' workarounds for GL renderer bugs (quirks)
- Accessible via GLContext and GLDrawableFactory
- Initialized in GLContext.setAvailability*
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Simplify GLGraphicsConfigurationUtil.fixOffscreenGLCapabilities(..) & use Quirks
- use quirks
- instead of passing booleans for each config, pass factory & device
Fix shared EGL/ES resources:
- GLProfile needs to initialize EGLDrawableFactory's shared resources before desktop,
so EGLDrawableFactory can use the fallback defaultDisplay & defaultSharedResource
for host mapped sharedResources (hack).
- If using defaultSharedResources for host mapped ones,
do not go through initialization cycles - simply map (sharedResource + context).
- EGLDrawableFactory: Use device's unique-key instead of connection only,
since the latter causes a collision (EGL-connection == X11-connection).
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FBOMRT: Allow test w/ only one attachment number (sure not MRT then)
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device denominated 'mutable' surfaces (dummy, offscreen, ..)
Fix follows findings of Rob Hatcherson, but instead of parsing the display connection ourself
we use the X11 macro 'DefaultScreen(display)'
See <http://tronche.com/gui/x/xlib/display/opening.html#Display>
"The screen number specified in the display_name argument is returned by the DefaultScreen() macro
(or the XDefaultScreen() function)."
Since I currently have no two-head X11 setup here, only xinerama via virtualbox,
pls test / validate.
Note: One Display connection may span multiple screens, i.e.:
display 'lala:0.1' may span from screen 1 - 3 (non xinerama mode)
Discussion:
[1] How to validate whether a screen number belongs to one display connection ?
We can query ScreenCount(display), however it is not clear what the range would be.
[2] With 1 display connection spanning multiple screens, what is/are the proper connection string[s] ?
[3] After all, it seems this ancient configuration really cannot beat a modern setup w/ XRandR
having Xinerama enabled. The latter is the default anyways.
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focus and receive keyboard input via AWTRobot
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test for OSX > 10.7.0
Shared context w/ 3 context each running in there own thread is instable here on OSX 10.7.4/NVidia,
SIGSEGV @ glDrawArrays / glBindBuffer .. any shared VBO.
Seems to run fine on 10.6.8/NVidia.
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