| Commit message (Collapse) | Author | Age | Files | Lines |
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by default (2/2)
Property 'jogl.gljpanel.noverticalflip' will set the skipGLOrientationVerticalFlip default to true - intended for perf. testing of existing applications
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offscreen backend
Add new GLJPanel method 'setSkipGLOrientationVerticalFlip(..)':
/**
* Set skipping {@link #isGLOriented()} based vertical flip,
* which usually is required by the offscreen backend,
* see details about <a href="#verticalFlip">vertical flip</a>
* and <a href="#fboGLSLVerticalFlip">FBO / GLSL vertical flip</a>.
* <p>
* If set to <code>true</code>, user needs to flip the OpenGL rendered scene
* <i>if {@link #isGLOriented()} == true</i>, e.g. via the PMV matrix.<br/>
* See constraints of {@link #isGLOriented()}.
* </p>
*/
public final void setSkipGLOrientationVerticalFlip(boolean v) {
GearsES2: Handles 'flipVerticalInGLOrientation'
Unit test 'TestPerf001GLJPanelInit02AWT' validates and measures performance.
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consumePointerEvent(..) impl. details
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GLSharedContextSetter (remove <> in links, more details on Immersion.16.
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moves between two JFrame
When JAWTWindow's visibility tracker updates component's local visibility,
it should read it's local visibility state instead 'trusting' the passed state.
Make JAWTWindow's visibility tracker DEBUG output more brief for readability.
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position .. (to be refined)
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'getDummyWndProc0()' in RegisteredClassFactory - Result: Yes we do.
GDI.initSingleton() dummyWindowClassFactory RegisteredClassFactory[moduleHandle 0x13f3e0000, _dummyWindow_clazz, wndProc 0x6c101de6, shared[refCount 0, class null]]
GDI.CreateDummyWindow() dummyWindowClassFactory RegisteredClassFactory[moduleHandle 0x13f3e0000, _dummyWindow_clazz, wndProc 0x6c101de6, shared[refCount 1, class RegisteredClass[handle 0x13f3e0000, _dummyWindow_clazz0]]]
GDI.CreateDummyWindow() dummyWindowClass RegisteredClass[handle 0x13f3e0000, _dummyWindow_clazz0]
++
Note: The RegisteredClassFactory mechanism is used for NEWT Windows as well.
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not break Windows < 7 Compatibility
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NewtCanvasAWT
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simple 'synchronized' on Animator for field-get, which is already used in most methods
Utilizing a 2nd synchronization object 'stateSync' besides the main sync object, Animator itself,
is hard to maintain. It's performance advantages for querying states ae questionable and may even
introduce bugs.
Use synchronization on Animator instance for all field read/write access.
Fix unsynchronized write access of 'animThread' in Animator.MainLoop.run().
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'GL_OES_EGL_image_external' not supported
+ // Bug on Nexus 10, ES3 - Android 4.3, where
+ // GL_OES_EGL_image_external extension directive leads to a failure _with_ '#version 300 es' !
+ // P0003: Extension 'GL_OES_EGL_image_external' not supported
+ preludeGLSLVersion = false;
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passed, this allows native GLCaps/config query to follow fast-path
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(!skipCapsChooser mode)
Regression of commit cf1163fc88976e7087d3a17524a49139e35a4708:
Commit dropped seeking recommendedIndex of chosenPFDID within cleaned-up availableCaps
when in !skipCapsChooser mode.
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initializeBackendImpl(), already tested before function entry!
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in !blocking mode, i.e. notifyAll() if waitCondition holds and test again
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reusing of app)
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Validate isGLES*() usage and definition ; Add and use ShaderCode.createExtensionDirective(..)
- Fix GLES3 Profile Mapping, i.e. GL2ES2 queries and mappings
- GLProfile: Add GL2ES2 -> ES3 mapping
- EGLContext: Reuqest major '3' for ES3
- EGLGLCapabilities/EGLGraphicsConfiguration: Consider EGLExt.EGL_OPENGL_ES3_BIT_KHR
- Validate isGLES*() usage and definition
- Fix BuildComposablePipeline's isGLES() code
- For GLSL related queries use isGLES() instead of isGLES2(),
which would exclude ES3
- Add and use ShaderCode.createExtensionDirective(..)
- Supporting creating GLSL extension directives while reusing strings from GLExtensions
- Minor cleanup of GLContextImpl.setGLFuncAvail(..)
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Windows/ATI driver ..
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user to trigger backend initialization eagerly and offthread (optional, !WINDOWS)
TestPerf001GLJPanelInit02AWT compares all variations: no-gl, glcanvas, gljpanel and gljpanel-initMT (offthread)
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device does _not_ require locking on global shared device.
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for analysis.
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applications to not block until window becomes visible.
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'choose' only and 'full' offscreen-drawable w/ context
test01ChooseOnly exposes X11/GLX perf. enhancement of 613e33ee8ffc1f2b9c5db1e1b5bb5253a159ed6d:
PRE CHANGE:
++++ UITestCase.setUp: com.jogamp.opengl.test.junit.jogl.perf.TestPerf001RawInit00NEWT - test01ChooseOnly
INIT START #0
Run: 0, count 50/50 raw:
choose 503/t 10.06/1
INIT END #0
INIT START #1
Run: 1, count 50/50 raw:
choose 384/t 7.68/1
INIT END #1
INIT START #2
Run: 2, count 50/50 raw:
choose 344/t 6.88/1
INIT END #2
POST CHANGE:
++++ UITestCase.setUp: com.jogamp.opengl.test.junit.jogl.perf.TestPerf001RawInit00NEWT - test01ChooseOnly
INIT START #0
Run: 0, count 50/50 raw:
choose 49/t 0.98/1
INIT END #0
INIT START #1
Run: 1, count 50/50 raw:
choose 43/t 0.86/1
INIT END #1
INIT START #2
Run: 2, count 50/50 raw:
choose 38/t 0.76/1
INIT END #2
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Even though the test case itself cannot show the proper initialization time,
it can be used w/ an attached profiler i.e.
Test w/ 50 X11GLXGraphicsConfigurationFactory.chooseGraphicsConfigurationFBConfig() invocations:
- pre change: 1.708 ms
- post change: 650 ms (613e33ee8ffc1f2b9c5db1e1b5bb5253a159ed6d)
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unified gl- and glx-extension strings.
- HashMap is more efficient than HashSet
- No need to use sub HashSet's .. we can use global HashMap.
'Loosing' duplicate GLX entries due to GL duplicates is acceptable.
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613e33ee8ffc1f2b9c5db1e1b5bb5253a159ed6d to EGL and WGL.
Note: WGL config query is already performed as a bulk operation.
Note: OSX does not perform such queries.
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X11GLXGraphicsConfiguration.GLXFBConfig2GLCapabilities(..)
X11GLXGraphicsConfiguration.GLXFBConfig2GLCapabilities(..) ran over all FB configs and for each it grabbed
native config values separately. Fetching them in bulk mode saves around 7% of this function's cost.
Also reuse XRenderPictFormat instance for 'XRenderDirectFormat XRenderFindVisualFormat(..)' call,
saving a few NIO creation cycles w/ StructAccessor.
Biggest savior is X11GLXGraphicsConfigurationFactory.chooseGraphicsConfigurationFBConfig()'s
fast path w/o chooser and usable 1st FBConfig. Here we only issue 'GLXFBConfig2GLCapabilities(..)'
on the first valid entry.
Test w/ 50 X11GLXGraphicsConfigurationFactory.chooseGraphicsConfigurationFBConfig() invocations:
- pre change: 1.708 ms
- post change: 650 ms
Time is no spent almost solely on native glXChooseFBConfig (546ms).
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and let it fail there instead of within impl. class, only pass the handle - simplifies and removes redundancy.
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'Hisilicon Immersion.16')
Note: Even though Mesa Intel driver crashes w/ heavy multithreading (Bug 873),
it works well w/ our multithreaded GLMediaPlayer.
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multiple media textures (Android) or shared GL context are not usable.
- GLMediaPlayer:
- TEXTURE_COUNT_MIN is the new minimum: '1' - i.e. no multithreading, single threaded player
- TEXTURE_COUNT_DEFAULT is '4' - multithreaded
- GLMediaPlayerImpl:
- Add Single threaded mode, but perform initStreamImpl(..) off-thread.
-
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expecting exception w/ core profile!
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(spec doesn't mention it, and it does not show results w/ CPU sourced rendering) ; Clean up GLBuffer*Tracker
+ * Note that VAO initialization does unbind the VBO .. since otherwise they are still bound
+ * and the CPU_SRC test will fail!<br/>
+ * The OpenGL spec does not mention that unbinding a VAO will also unbind the bound VBOs
+ * during their setup.<br/>
+ * Local tests here on NV and AMD proprietary driver resulted in <i>no ourput image</i>
+ * when not unbinding said VBOs before the CPU_SRC tests.<br/>
+ * Hence Bug 692 Comment 5 is invalid, i.e. <https://jogamp.org/bugzilla/show_bug.cgi?id=692#c5>,
+ * and we should throw an exception to give users a hint!
Leaving uncommented code in GLBufferStateTracker ..
+++
- Clean up GLBuffer*Tracker
- Use final
- Use static final keyNotFound value.
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manually in close0()
Release NewtMacWindow manually in close0()
- Mark [NewtMacWindow setReleasedWhenClosed: NO] in init0(..)
- Release NewtMacWindow manually in close0(..)
Check pointer args in close0(..)
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handles before usage in NewtMacWindow (Not the culprit .. but more safe)
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use EGLDummyUpstreamSurfaceHook .. a pbuffer offscreen
fixOffscreenBitOnly(..) may yield FBO queries / chosing .. usually doesn't matter (on devices here),
but not accurate.
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GLCapabilitiesChooser instead of GLProfile, allowing using same or similar caps - important for sharing ctx
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