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* opengl/util/glsl/Shader*: Mark classes and fields final, rename ↵Sven Gothel2023-03-151-1/+1
| | | | dump{Shader->}Source(), refine string output.
* Bug 682 - Relocating javax.media.opengl.* -> com.jogamp.opengl.* (Part 1)Sven Gothel2015-02-021-11/+11
| | | | | | | | | sed -i 's/javax\.media\.opengl/com\.jogamp\.opengl/g' `grep -Rl "javax\.media\.opengl" src` sed -i 's/javax\.media\.nativewindow/com\.jogamp\.nativewindow/g' `grep -Rl "javax\.media\.nativewindow" src` sed -i 's/javax\/media\//com\/jogamp\//g' `grep -Rl "javax/media/" src` sed -i 's/javax\/media\//com\/jogamp\//g' `grep -Rl "javax/media/" doc` Manually edited all occurences within make/**
* Use ExceptionUtils.dumpStack(..) instead of Thread.dumpStack()Sven Gothel2014-10-261-7/+8
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* Findbugs: Use <NumberType>.valueOf(..) instead of 'new <NumberType>(..)'Sven Gothel2014-07-081-11/+8
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* Code Clean-Up based on our Recommended Settings (jogamp-scripting ↵Sven Gothel2014-07-031-64/+65
| | | | | | | | | | | | | c47bc86ae2ee268a1f38c5580d11f93d7f8d6e74) - Change non static accesses to static members using declaring type - Change indirect accesses to static members to direct accesses (accesses through subtypes) - Add final modifier to private fields - Add final modifier to method parameters - Add final modifier to local variables - Remove unnecessary casts - Remove unnecessary '$NON-NLS$' tags - Remove trailing white spaces on all lines
* Bug 801: WIP 2/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-021-2/+1
| | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - Due to shader-switching, 'renderModes' are now local to Region, e.g. UIShape etc - Remove RegionRenderer.renderModes - VBORegion2P*: - Use simple 2x float matrix for orthogonal P+Mv - Cleanup shader
* Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching ↵Sven Gothel2014-04-011-10/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | in shader; Update attributes and uniforms manually, drop ShaderState; - ShaderCode - add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path) - insertShaderSource(..): pos==-1 -> append code - VectorUtil - add isVec3InTriangle3(..., float epsilon) - add testSeg2SegIntersection(..., float epsilon) - add testTri2SegIntersection(..., float epsilon) - AffineTransform: Return result for chaining - Font - Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)' - Rename getString*() -> getMetric*() - OTGlyph: Release _points field, no more used - - Graph Triangulation - Count additional vertices in: Triangulator, CDTriangulator2D - OutlineShape: - Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()' - Clarify cleanup ot outlines in same method 'cleanupOutlines()' - Count additional vertices .. - Graph Shader: - Start splitting and segmenting shader code for: - pass1 / pass2 - features, i.e. sampleCont, color-channel, ..
* jogl: remove all trailing whitespaceHarvey Harrison2013-10-171-116/+116
| | | | Signed-off-by: Harvey Harrison <[email protected]>
* Remedy for Bug 782: Issue Debug.initSingleton() or Debug.debug(..) before ↵Sven Gothel2013-07-171-2/+7
| | | | | | | | | | | | | | | | | | | | | | | | calling 'PropertyAccess.isPropertyDefined(propName, default)' through Debug class. Calling 'Debug.isPropertyDefined(propName, default)' may be 'optimized' to 'PropertyAccess.isPropertyDefined(propName, default)', which would skip the modules Debug's class initialization. Iff that happens, an AccessControlException may happen, due to requesting an insecure property, since modules own Debug class has not been added it's trusted prefixes from within it's init block yet. This seems to be a bug of the JVM .. to me, however .. the above description is the only able to explain the issue at hand. +++ Fix calls Debug class own static methods, either Debug.initSingleton() or Debug.debug(), before calling 'isPropertyDefined(propName, default)'. +++ Also mark Debug class static methods final! +++
* JOGL GLSL ShaderProgram/State: Release of an unlinked ShaderProgram shall ↵Sven Gothel2013-05-171-1/+1
| | | | not throw an exception -> avoid calling useProgram(.., false).
* ShaderState: Reduce hash-map utilization at shader switch (reset ↵Sven Gothel2013-01-151-44/+59
| | | | uniforms/attributes); Refine API doc.
* GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow ↵Sven Gothel2012-12-161-55/+56
| | | | | | | | | | | | | | | | | | | | | | operating w/o it; ShaderState: Remove notion of GL context attachment, use pass-through or object association; GLArrayData/GLUniformData: Add basic GLSL location methods - GLArrayData/GLUniformData: Add basic GLSL location methods - GLArrayData - add: setLocation(..) for attribute location/index retrieval (post link) and binding (pre link) - GLUniformData - add: setLocation(..) for attribute location/index retrieval (post link) - GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow operating w/o it - GLArrayData - add: 'public void associate(Object obj, boolean enable)', allows setting ShaderState usage - ShaderState: Remove notion of GL context attachment, use pass-through or object association - ownsAttribute(..) associates the attribute w/ ShaderState - removed GL context ShaderState attachment Tested: - ImmModeSink w/ GLSL/ES2 w/ and w/o ShaderState - GLArrayData* w/ and w/o ShaderState
* ShaderState: Clean-up debug / verbose output. attachShaderProgram(..) still ↵Sven Gothel2012-10-121-41/+70
| | | | | | | issues UseProgram is enable==true, but no program switch. More versatile toString(StringBuilder sb, boolean alsoUnlocated), by default don't dump uniforms/attributes w/o valid location.
* ShaderState: Adding Class API doc and removing attached object w/ 'int' key, ↵Sven Gothel2012-10-041-22/+12
| | | | similar to GLContext change 6d241fc2a46413ee478985d676d2481c5a7ed119
* ShaderState: No exception in 'releaseAllAttributes()' if attribute is n/aSven Gothel2012-04-111-6/+2
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* Adapt to gluegen Properties/Security commits ↵Sven Gothel2012-03-131-2/+1
| | | | f4ac27e177f6deb444280d3b375e7d343e38bd080 and eedb4b530fb83fc59a26962bcf7847a1404092a0
* ShaderState: Use a HashMap instead of a HashSet for enabled attribute ↵Sven Gothel2012-03-101-17/+19
| | | | states, reducing fluctuating memory.
* Fix commit fb7165e690546359dee92dd60b04be69f141c87e; Clarify ↵Sven Gothel2012-02-201-29/+9
| | | | ShaderState.attachShaderProgram(..)
* Cleanup ShaderCode/Program/StateSven Gothel2012-02-191-8/+25
| | | | | | - Add multiple sources for create ShaderCode - Add Shaderstate attachShaderProgram w/ enable flag - Clarify doc
* GLSL ShaderState: verbose = DEBUG ? true : falseSven Gothel2011-09-011-1/+1
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* ShaderState Usage/Test: Add setShaderState(GL) for pre-use attachment to the ↵Sven Gothel2011-08-301-5/+20
| | | | | | | | | | | GL context ; GLArrayDataClient-GLSL: Check if ShaderState is attached. ShaderState Usage/Test: Add setShaderState(GL) for pre-use attachment to the GL context - test cases utilize ShaderState before useProgram() was invoked, hence we need an API entry to attach the ShaderState explictly GLArrayDataClient-GLSL: Check if ShaderState is attached. - catch error case of non bound ShaderState to GL context
* GLSL DataArray/Handler: Remove ShaderState state and pass it through: ↵Sven Gothel2011-08-301-3/+4
| | | | | | | | | ShaderState.getShaderState(gl) This removes the dependency of a GLSL GLDataArray object to a specific ShaderState and enables sharing of this VBO data, i.e. via a shared context. Test: TestSharedContextVBOES2NEWT
* Fix regression of commit 6c346d98f04e2355210960fe9ffde47432f04d62, where ↵Sven Gothel2011-08-221-35/+68
| | | | VBO/attribute binding wasn't updated (VBO data written, shader change/switch attribute on same location) ; Optimized interleaved GLSL VBO binding, hence split up GLArrayHandler syncData/enableState
* Fix: GLSLArrayHandler (data has no location); Fix ShaderState (switch ↵Sven Gothel2011-05-171-9/+15
| | | | program: set prev. !inUse)
* Fix ShaderState useProgram() case: on && program not linked (yet)Sven Gothel2011-05-161-3/+7
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* Graph/JOGL: Avoid NPESven Gothel2011-05-081-1/+7
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* ShaderState Switch Program: Only disable current program if no new one; ↵Sven Gothel2011-04-281-19/+19
| | | | Better toString formating
* ShaderState: Add 'ownUniform()/ownAttribute()'; rename glFunction -> ↵Sven Gothel2011-04-261-204/+290
| | | | | | | | | | | | | | function; switch program enh. ; Graph lifecycle Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes, not just active ones plus handling the lifecycle of the owned attributes (destroy). This simplifies the lifecycle of all shader attributes. Rename glFunction -> function .. well, the GL attribute marks them GL related already Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation .. Graph lifecycle cleanup using the above ..
* ShaderState: 'Update' vertexAttribMap on enableSven Gothel2011-04-251-6/+13
| | | | | | | | | | | | | | | | | | ShaderProgram: - shaderCode's HashMap -> HashSet - adding HashSet for attached ShaderCode - link: allow relink, attachShader only if not yet attached - new add(gl, ShaderCode, ..) method, allowing compile/attach pre linkage - remove boxing of integer 'id', use generics style (warnings) - rename: glReplaceShader -> replaceShader, glUseProgram -> useProgram - fix: replaceShader - hashCode _is_ 'id' ShaderCode: - remove boxing of integer 'id', use generics style (warnings) - hashCode _is_ 'id' ShaderUtil: Use generics style (warnings), static names
* Refactored graph: Reduce/remove data copy/recreation; Shader cleanupSven Gothel2011-04-231-10/+0
| | | | | | | | | | | | - Pass the current GL context object where it's required - Introduce RenderState (which has ShaderState) to acquire/change shader related data (Region) - Shader Cleanup: User import for common stuff; use req. version - Reduce/remove data copy/recreation in *Region implementation - UI/RIButton: Use defaults I like :)
* ShaderState: Validated impl./state-handling / Added commentsSven Gothel2011-04-221-221/+453
| | | | | | Capable of glBinAttribLocation(..) Proper state check (has program, linked program, ..) for attrib/uniform methods.
* Move implementation private files from com.jogamp.<module>.impl. to ↵Sven Gothel2011-02-091-1/+1
| | | | | | | | | | | | | | | 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.
* Added missing JogAmp copyrightSven Gothel2010-11-061-0/+27
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* fixed a bunch of javadoc warnings.Michael Bien2010-03-291-31/+28
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* refactoring: renamed com.sun.opengl -> com.jogamp.opengl.Michael Bien2010-03-271-0/+652