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* EGL: In case a nativeVisualID is given to match, but none visual IDs are ↵Sven Gothel2011-10-061-2/+8
| | | | | | available, ignore the given ID Fixes Omap3 EGLConfig's which does not have a native visual ID
* NEWT/Android: Move fullscreen setting to AndroidWindow ; Cleanup AndroidWindowSven Gothel2011-10-0610-67/+81
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* Workaround Android 3.0 Dalvik Issue 16434Sven Gothel2011-10-051-32/+46
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* Graph Shader Simplification, 'a'/'b' redefined; GraphUI 2-pass demo;Sven Gothel2011-10-0424-159/+386
| | | | | | | | | | | | | | | | | | | | | | | Graph Shader Simplification - remove enable factor and 2nd 'discard' branch - use build-in 'max'/'clamp' functions, supposed to be faster Graph Shader 'a'/'b' redefined - 'a' is 1-pass shader only - 'b' is 2-pass incl. (1st pass + 2nd pass) - Works well on ARM Mali-400 MP (Galaxy S2). - Doesn't work on NV tegra2 (P1202: Texture's gl states do not match with shader's), however 2-pass on mobile seems to be overkill for now. We may create a workaround (switch shader ..). GraphUI 2-pass demo; - Propagate renderModes and texSize to UIShape's render(..) - TODO: Remove GL dependency in UIShape, maybe use a callback or visitor model - Adding GarpUI 2-pass launcher (Android and Standalone)
* tegra: refine disabled discard, ie keep logic/math intact. Rami ?Sven Gothel2011-10-021-6/+6
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* Graph: Reflect shader name change in impl. TODO: Use/switch to 2nd pass shaderSven Gothel2011-10-022-2/+9
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* Fixed shader entry files a/bRami Santina2011-10-026-2/+21
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* Fix intendationRami Santina2011-10-021-34/+34
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* tegra2: split fragment shaders into two (a - 1st pass, b - 2nd pass) ; ↵Rami Santina2011-10-0211-67/+72
| | | | | | | | | | | | disabled discard - 1st pass (a) and 2nd pass (b), split at branch. - all include are on one level. - disabled discard, as it seems to be problematic Todo: - verify discard / pass-split on tegra2 - refect second pass usage (b) in implementation
* Added allin one shader stripped for graph.Rami Santina2011-10-022-0/+70
| | | | | tegra2 hunting, single pass, no discard, lowp, and removed uneeded variables
* Android Launcher: disable tracetegra-graph-shader_nosplit_dodiscard_original-freezeSven Gothel2011-10-011-1/+1
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* Android/EGL: dump all caps, write-back formatSven Gothel2011-10-013-5/+17
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* Android Launcher: Show caps chooser dbgSven Gothel2011-10-011-1/+3
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* DefaultGLCapabilitiesChooser: Add multisampling criteriaSven Gothel2011-10-012-2/+21
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* fix conflictSven Gothel2011-10-015-51/+41
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| * merge with sgothelRami Santina2011-10-014-16/+60
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| * | RedSquare ES2 demo: precission changeRami Santina2011-10-014-32/+26
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| * | remove trace glRami Santina2011-10-011-1/+1
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| * | gears es2 use default presesion vertex shaderRami Santina2011-09-301-19/+15
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* | | NEWT/Android: 565, 5551 or RGBA_8888 (no RGBX/888) ; surfaceRealized() ASAPSven Gothel2011-10-014-39/+70
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* | AndroidWindow: get required PixelFormat ID by req. CapsSven Gothel2011-09-302-4/+48
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* | Android Launcher: Change properties .. debug, etc - disable traceSven Gothel2011-09-301-2/+3
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* | RedSquareES1: remove GLU dependencySven Gothel2011-09-301-11/+10
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* Android/Tests: Adding missing activitiesSven Gothel2011-09-306-0/+267
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* Android Launcher: Sort properties / enable DebugGL/TraceGLSven Gothel2011-09-301-8/+13
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* GLContext/GLDebugMessageHandler: Fix/clarify init and usage of dbg handlerSven Gothel2011-09-303-4/+23
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* GLPipelineFactory: Generics && Using enhanced GlueGen's ↵Sven Gothel2011-09-301-16/+13
| | | | ReflectionUtil.getConstructor(..)
* Android/JogAmp ClassLoader: Split CL JogAmp + User-APK, reuse JogAmp CL if ↵Sven Gothel2011-09-301-33/+54
| | | | in same ClassLoader
* Android: Use standard launch mode; Add default actions to NewtBaseActivity; ↵Sven Gothel2011-09-307-176/+35
| | | | Add RedSquare ES1 + ES2
* NEWT/Android: More ANativeWindow coop;Sven Gothel2011-09-302-48/+129
| | | | | | | | | | | | | | | | Note: surface's format _is_ the nativeVisualID of EGL. More ANativeWindow (ANW) coop: - add acquire/release for ANW - validate ANW format - Add fixCaps: 'format -> GLCaps' validation Test: - Constructor: Start w/ surface format RGB_565 (default) - createNative: Filter EGLConfig w/ surface format - Move surfaceHandle fetching from surfaceCreated -> surfaceChanged, where the format is available. - surfaceChanged: use fixedCaps validation
* EGL: eglSwapBuffers() show failure in DEBUG modeSven Gothel2011-09-301-1/+6
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* ES Library lookup order - Favor spec lib nameSven Gothel2011-09-302-11/+17
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* EGL: chooseGraphicsConfigurationStatic() public and w/ optional visualIDSven Gothel2011-09-302-14/+35
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* Graph GLSL: Use global precicision settings enhancing readabilitySven Gothel2011-09-307-60/+54
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* Android Launcher Demos: Adept to df6021f9ef50623e6ac8f0822e827fd31a0a0cf2Sven Gothel2011-09-304-11/+43
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* Android Launcher: Generalize ClassLoaderUtil. Use local TempFileCacheSven Gothel2011-09-302-8/+506
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* demo: es2 shaders: use default precisionSven Gothel2011-09-282-113/+106
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* Android/Demos: Add ElektronenMultiplizierer (fix shader and keylistener ↵Sven Gothel2011-09-284-21/+24
| | | | add/remove)
* GearsES1/ES2 demos: remove junit assertionsSven Gothel2011-09-282-15/+1
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* NEWT DisplayImpl: Check for null event in taskSven Gothel2011-09-281-0/+6
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* NewtBaseActivity: Enable 'slave' mode, ie as a downstream for external ↵Sven Gothel2011-09-282-94/+88
| | | | launched Activity, see NewtLauncherActivity
* NEWT/Android: Send MouseClicked event, MouseEvent enhancement, Demo: real 2 ↵Sven Gothel2011-09-285-32/+155
| | | | | | | | finger zoom MouseEvent: Check array sizes at cstr. Enhance 'toString()', pointer arrays added. GPUUISceneGLListener0A now uses 2 finger distance for zoom
* TypecastFontConstructor: Use IOUtil's createTempFile() to comfort AndroidSven Gothel2011-09-281-4/+2
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* Fix ES2 shadersSven Gothel2011-09-285-7/+9
| | | | | | | | | | | Add missing floating point precision qualifiers. '#extension OES_standard_derivatives : require' somehow doesn't pass the GLSL compiler, however '#extension GL_OES_standard_derivatives : enable' does. Currently works on ARM's Mali-400 MP, NV Tegra still don't show a picture. TODO: More in depth evaluation.
* Fix GLProfile ES2: Component numbers can't be validated (??)Sven Gothel2011-09-281-5/+3
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* Android Activity Launching (jogl.test)Sven Gothel2011-09-288-69/+421
| | | | | | | | | | | | | | | | Launching activity is in: jogl.android-launcher.apk and directly derives from NewtLauncherActivity. It daisy chains apk's via ClassLoaderUtil: - gluegen-rt.apk - jogl.all-android.apk - jogl.test.apk (*) (*) This has to made configurable so the generic NewtLauncherActivity can be reused by any user application. After preparing the ClassLoader (see above), NewtLauncherActivity instanciates the configurable user Activity and passes all it's activity calls down to it.
* NEWT/OSX: 'Better' child window positioning, still, after reparenting into ↵Sven Gothel2011-09-275-9/+29
| | | | | | | | | parent, a white window rectangle remains. .. we also need to understand the absolute screen position better, ie. when required and when not (at window creation currently).
* GLContextImpl: Fix bug: Surface was not unlocked in case new context ↵Sven Gothel2011-09-271-7/+9
| | | | creation failed.
* tests: added some commented out 'wait for press enter' startups, reduce ↵Sven Gothel2011-09-273-6/+13
| | | | getCurrentScreenMode() loop to 100
* NEWT/Threading: MainThread / DefaultEDTUtilSven Gothel2011-09-275-224/+94
| | | | | | | | | | | | | | | | | | | | | | | - MainThread: This class no more implements EDTUtil! This class just provides a main-thread utility, forking of a main java class on another thread while being able to continue doing platform specific things on the main-thread. The latter is essential for eg. MacOSX, where we continue to run NSApp.run(). - DefaultEDTUtil: - if Lock.DEBUG validate that no recursive locks are being hold, where it shall not (EDT: startup and return from task execution) - If task execution's result wasn't waited for (checked), at least dump exeception's stack trace if i happened. - MacDisplay: Just use DefaultEDTUtil - MacWindow: - No more need of special locking -> removed nsViewLock, since: - using proper EDT - capability to run from multiple threads (native Java thread attachment)