| Commit message (Collapse) | Author | Age | Files | Lines |
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show their language as a button - press to switch to next
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streams and languages and add convenient switchStream(..) entry.
audio/video/subtitle streams and language metadata is maintained by arrays holding the stream-IDs and language string identifier.
Implementation added in FFMPEGPlayer for these data-sets.
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SliderAdapter.clicked() as dragged is always called
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button; Fix tooltip help; Make slower-speed reduce by half if <= 1
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response when active
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activeRGBAModulateOn.
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API doc to ease usage
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shared GLContext, removing resource restrictions
In a use case with hundreds of GLMediaPlayer instances,
this causes the application to bail out due to running out of resources.
+++
GLMediaPlayer exposes resource restrictions and locking related
with the created off-thread shared GLContext
due to its newly created NativeWindow *GraphicsDevice instance (on X11).
On the X11 platform, the *GraphicsDevice actually uses a native resource (X11 Display handle) and hence creating such device is costly and limited.
To operate an off-thread GLContext w/o actual X11 input handling,
it is *NOT* required to use a new instance.
+++
Further more, the device is using locking.
To operate an off-thread GLContext, it is *NOT* required to use locking on it
as it does not perform actual X11 input handling etc.
All operations are performed on the shared GL context.
+++
Solution is to create a shared non-locking device clone
compatible with the source.
A share counter shall determine that the last one actually gets destructed.
The usual ..
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[initStreamImpl - destruction]
initStreamImpl() calls ffmpeg natives.setStream0(..), which in turn callsback to the GLMediaPlayerImpl
and FFMPEGPlayer and hence requires a valid moviePtr. In total, it covers a longer time period.
This patch uses a moviePtrLock object avoiding destruction while within initStreamImpl.
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DefaultGraphicsDevice.swap{Device->}HandleAndOwnership()
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DefaultGraphicsDevice: Move ownership (Object) code into base class ensuring same code
NativeWindowFactory.createDevice(..) w/ unitID
- Allows cloning a device instance with same parameter.
DefaultGraphicsDevice: Move ownership (Object) code final into base class ensuring same code
- Rename DefaultGraphicsDevice.swapDeviceHandleAndOwnership() -> swapHandleAndOwnership()
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bit-shift expressions and simplify it
commit 1dcfdf71c09c6d774ac47012c05e09da4a085d7b
- still used the 'hash code' bit shift pattern, not necessary -> simplified
- the value as not ensured to be long, hence conversion occured
This caused Graph's MSAA not being picked up properly using the shaderKey.
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comments; UIMediaGrid01 now uses RangedGroup
RangeSlider
- Fix pageSize, i.e. allow valid content.getBounds() be pending @ validateImpl()
- Clip value [0, maximum - pageSize]
- Has to use Float.isFinite() to capture both, NaN and Infinity
-- used for pageSize, determining whether slider uses pageSize rect-knob or position round-knob
-- used for minMax, val, val_pct and temp range + pageSize_pct
-- don't overwrite valid pageSize if leading to !isFinite()
- Reuse setKnobSize() for ctor as well, where padding is be done once (FIXME?)
- Tested via RangedGroup w/ UIMediaGrid01 and FontView0
-- vertical slider, inverse and !inverse
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FontView01: Use TooltipShape for GlyphShape only with mouse click -> Tooltip.now()
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oops
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actual tc_w_1 = (float)getWidth() / (float)texWidth value as hardcoded within the shader.
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[0-31] bit values and state, [32-63] colorTexSeqHash
This leaves only room for a key collision on the 32-bit colorTexSeqHash value
and hence should be save within our shader-code environment.
+ // # | s |
+ // 0 | 1 | isTwoPass
+ // 1 | 1 | pass1
+ // 2 | 5 | ShaderModeSelector1
+ // 7 | 1 | hasFrustumClipping
+ // 8 | 1 | hasColorChannel
+ // 9 | 1 | hasColorTexture
+ // 32 | 32 | colorTexSeqHash
+ long hash = ( isTwoPass ? 1 : 0 );
+ hash = ( hash << 1 ) | ( pass1 ? 1 : 0 ) ;
+ hash = ( hash << 1 ) | sms.ordinal(); // incl. pass2Quality + sampleCount
+ hash = ( hash << 5 ) | ( hasFrustumClipping ? 1 : 0 );
+ hash = ( hash << 1 ) | ( hasColorChannel ? 1 : 0 );
+ hash = ( hash << 1 ) | ( hasColorTexture ? 1 : 0 );
+ hash = ( hash << 1 ) | ( ( colorTexSeqHash & 0xFFFFFFL ) << 32 );
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EDT, reducing temp objects on mouse moves
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RuntimeException if tip couldn't be found within wrapper Group
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Shape (if reused in DAG); Fix FontView01 TooltipShape instance, use NoOp DestroyCallback
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using 'static final boolean useShaderPrograms0 = true'
For now, let's leave the dead shaderPrograms1 code path inside the class for further consideration.
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transformMvTo() was an intermediate rename (oops)
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Scene.pickShape(): Drop invisible and clipped shapes
After implementing Bug 1487 (Frustum Clipping/Culling) and using thousands of shapes within one Group mostly culled (outside of frustum),
overall mouse Scene.pickShape() caused tremendous lagging.
This is caused by Scene.pickShape() traversing through _all_ shapes,
rendered ones, invisible ones and culled ones.
+++
Solution is to have Scene and Group provide a pre-sorted list
of actually rendered shapes, i.e. isVisible() and not culled.
Scene.pickShape() can now use this reduced and pre-sorted list
reducing the load considerably.
+++
Further
- cleanup TreeTool
- rename Container methods:
-- setFrustumCullingEnabled() -> setPMvCullingEnabled()
-- isFrustumCullingEnabled() -> isPMvCullingEnabled()
- supply Container with
-- isCullingEnabled()
-- List<Shape> getRenderedShapes()
-- isOutside()
-- isOutside2()
-- forAllRendered()
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Group/Scene's uses temp arrays for Z oder sorting,
which should be maintained locally to avoid too many temp object creations.
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-> PMVMatrix4f
Shape.setTransformMv() is called for each renderer frame and for each shape,
involving 6 Matrix4f.mul() and set*() operations.
Since mutation of shape's position, rotation or scale is less frequent
than rendering one frame (for all shapes),
it is more efficient to maintain a local Matrix4f and update it
on such single mutations.
Rendering then only needs to perform one Matrix4f.mul() operation
using this internal matrix.
+++
Also changes name from setTransformMv(PMVMatrix4f) to applyMatToMv(PMVMatrix4f),
as its name might be misleading.
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and throw exception on shaderKey collision
Commit 6363ae5fb6975a6f2e7c1093ce81f25b699e3e61 changed
RegionRenderer.useShaderProgram()'s shader mapping using a new ShaderKey instance.
Such ShaderKey instance is created every time @ RegionRenderer.useShaderProgram()
to retrieve the ShaderProgram from the HashMap<ShaderKey, Shader Program>.
While this is most correct, creating the ShaderKey instance causes
a lot of temp objects.
ShaderKey also uses the optional colorTexSeq shader code for equality test
in case of hash-collisions.
Previous code simply ignored hash-collisions and used a 1:1 hashCode -> ShaderProgram mapping using our IntObjectHashMap.
However, there was no test whether collision occur.
+++
Solution would be either
1- Revert fully to the previous code just using an IntObjectHashMap,
but throwing a RuntimeException in case of hashCode collisions.
In case of a collisions, we would need to produce a better hashCode.
This is possible, as the underlying data is fully internal .. etc.
2- Use the IntObjectHashMap as long there is no hashCode collision,
then revert back to HashMap<ShaderKey, Shader Program>.
+++
This patch implements variant (1), so far no exception has been thrown on
multiple demos w/ and w/o diff color-textures.
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rendering in display()
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for grid, info-box and tooltip
Added TooltipText for help and TooltipShape for GlyphShape.
Notable: The actual {@link GlyphShape} created for the glyph-grid {@link Group}
is reused as-is in the bigger info-grid as well as for the {@link TooltipShape}.
This is possible only if not modifying the scale or position of the {@link GlyphShape},
achieved by simply wrapping it in a {@link Group}.
The latter gets scaled and translated when dropped
into a {@link Group} with {@link Group.Layout}.
This is a good example for a Directed Acyclic Graph (DAG).
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TooltipShape.DestroyCallback gets passed the user provided Shape only
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as a one-liner in code
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zero-size and avoid scale=Infinity and zero-sized resulting AABBox
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getShapeByName(), also adding full traversion (instead of a flat lookup)
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Frustum mapping + GraphUI Support
AABBox clipping naturally couldn't be transformed into 3D Model-View (Mv) Space,
as it is axis aligned and only provided 2 points (min/max).
Therefor we map the Group's AABBox to a 8-point Cube,
perform the Mv-transformation and then produce the 6-plane Frustum.
As before, we cull fully outside shapes within the Group's draw method
and perform fragment clipping with same Frustum planes in the shader.
With clipping enabled, the 3D z-axis getBounds() depth
will be slightly increased for functional Frustum operation.
This is also done for setFixedSize(Vec2f).
The Frustum planes are copied to the Graph shader
via float[4*6] -> uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F each {n.x, n.y, n.z, d}
+++
Concludes related work of below commits
- 1040bed4ecc6f4598ea459f1073a9240583fc3c3
- 5cca51e32999a882e2a5f00cb45ecafc824ffd86
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well as to extract planes for float[] vec4-shader uniforms.
commit 1040bed4ecc6f4598ea459f1073a9240583fc3c3 added AABBox -> Cube -> Frustum mapping (incomplete)
and requires Frustum.Plane.set(..) by normal and point-on-plane for distance.
Frustum.isOutside(Cube) has been added, testing all its 8-points similar to AABBox.
Further all 6 Frustum.Plane shall be extracted to Vec4f and float[],
the latter to pass the whole float[4*6] as a vec4[6] uniform array to the shader.
+++
Constructor, setter and getter have been adjusted accordingly.
Most of the loops have been unrolled.
+++
Method names to query Frustum, i.e. 'is*Outside(<Type>)'
have been reduced to 'isOutside(<Type>)'
where <Type> uniquely indenticates the purpose.
Hence only 'isSphereOutside()' is left over.
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AABBox into model-view Cube to Frustum.Plane for culling (cpu) and clipping (gpu)
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orientation in API doc
br, tr wasn't sufficient as in commit d778889f36bd6bee999ceb502c5f0ce265b014bf
while working on Frustum, as it doesn't properly reflect axis order not z.
Hence going back to 'low' and 'high' semantics,
but using same length identifier and emphasizing far (lo) < near (hi)
of our model-view coordinate system.
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TooltipShape supporting general Shapes to be added
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driven by a Scene
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