/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl; import java.nio.Buffer; import com.jogamp.opengl.fixedfunc.GLPointerFunc; /** * * The total number of bytes hold by the referenced buffer is: * getComponentSize()* getComponentNumber() * getElementNumber() * */ public interface GLArrayData { /** * Implementation and type dependent object association. *

* One currently known use case is to associate a {@link com.jogamp.opengl.util.glsl.ShaderState ShaderState} * to an GLSL aware vertex attribute object, allowing to use the ShaderState to handle it's * data persistence, location and state change.
* This is implicitly done via {@link com.jogamp.opengl.util.glsl.ShaderState#ownAttribute(GLArrayData, boolean) shaderState.ownAttribute(GLArrayData, boolean)}. *

* @param obj implementation and type dependent association * @param enable pass true to enable the association and false to disable it. */ public void associate(Object obj, boolean enable); /** * Returns true if this data set is intended for a GLSL vertex shader attribute, * otherwise false, ie intended for fixed function vertex pointer */ public boolean isVertexAttribute(); /** * The index of the predefined array index, see list below, * or -1 in case of a shader attribute array. * * @see GLPointerFunc#GL_VERTEX_ARRAY * @see GLPointerFunc#GL_NORMAL_ARRAY * @see GLPointerFunc#GL_COLOR_ARRAY * @see GLPointerFunc#GL_TEXTURE_COORD_ARRAY */ public int getIndex(); /** * The name of the reflecting shader array attribute. */ public String getName(); /** * Set a new name for this array. *

* This clears the location, i.e. sets it to -1. *

* @see #setLocation(int) * @see #setLocation(GL2ES2, int) */ public void setName(String newName); /** * Returns the shader attribute location for this name, * -1 if not yet determined */ public int getLocation(); /** * Sets the given location of the shader attribute * * @return the given location * @see com.jogamp.opengl.util.glsl.ShaderState#vertexAttribPointer(GL2ES2, GLArrayData) */ public int setLocation(int v); /** * Retrieves the location of the shader attribute from the linked shader program. *

* No validation is performed within the implementation. *

* @param gl * @param program * @return ≥0 denotes a valid attribute location as found and used in the given shader program. * <0 denotes an invalid location, i.e. not found or used in the given shader program. */ public int setLocation(GL2ES2 gl, int program); /** * Binds the location of the shader attribute to the given location for the unlinked shader program. *

* No validation is performed within the implementation. *

* @param gl * @param program * @return the given location */ public int setLocation(GL2ES2 gl, int program, int location); /** * Determines whether the data is server side (VBO) and enabled, * or a client side array (false). */ public boolean isVBO(); /** * The VBO buffer offset or 0 if not a VBO */ public long getVBOOffset(); /** * The VBO name or 0 if not a VBO */ public int getVBOName(); /** * The VBO usage or 0 if not a VBO * @return 0 if not a GPU buffer, otherwise {@link GL2ES2#GL_STREAM_DRAW}, {@link GL#GL_STATIC_DRAW} or {@link GL#GL_DYNAMIC_DRAW} */ public int getVBOUsage(); /** * The VBO target or 0 if not a VBO * @return 0 if not a GPU buffer, otherwise {@link GL#GL_ARRAY_BUFFER} or {@link GL#GL_ELEMENT_ARRAY_BUFFER} */ public int getVBOTarget(); /** * The Buffer holding the data, may be null if a GPU buffer without client bound data */ public Buffer getBuffer(); /** * The number of components per element */ public int getComponentCount(); /** * The component's GL data type, ie. GL_FLOAT */ public int getComponentType(); /** * The component's size in bytes */ public int getComponentSizeInBytes(); /** * The current number of used elements. *

* On element consist out of {@link #getComponentCount()} components. *

* In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position. */ public int getElementCount(); /** * The currently used size in bytes.
* In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position. */ public int getSizeInBytes(); /** * True, if GL shall normalize fixed point data while converting * them into float. *

* Default behavior (of the fixed function pipeline) is true * for fixed point data type and false for floating point data types. *

*/ public boolean getNormalized(); /** * @return the byte offset between consecutive components */ public int getStride(); @Override public String toString(); public void destroy(GL gl); } ef='#n45'>45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127
/**
 * Copyright 2010 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice, this list of
 *       conditions and the following disclaimer.
 *
 *    2. Redistributions in binary form must reproduce the above copyright notice, this list
 *       of conditions and the following disclaimer in the documentation and/or other materials
 *       provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 * The views and conclusions contained in the software and documentation are those of the
 * authors and should not be interpreted as representing official policies, either expressed
 * or implied, of JogAmp Community.
 */

package jogamp.opengl;

import javax.media.opengl.GLRunnable;
import javax.media.opengl.GLAutoDrawable;

/**
 * Helper class to provide a Runnable queue implementation with a Runnable wrapper
 * which notifies after execution for the <code>invokeAndWait()</code> semantics.
 */
public class GLRunnableTask implements GLRunnable {
    GLRunnable runnable;
    Object notifyObject;
    boolean catchExceptions;
    volatile boolean isExecuted;
    volatile boolean isFlushed;

    Throwable runnableException;

    public GLRunnableTask(GLRunnable runnable, Object notifyObject, boolean catchExceptions) {
        this.runnable = runnable ;
        this.notifyObject = notifyObject ;
        this.catchExceptions = catchExceptions;
        isExecuted = false;
        isFlushed = false;
    }

    @Override
    public boolean run(GLAutoDrawable drawable) {
        boolean res = true;
        if(null == notifyObject) {
            try {
                res = runnable.run(drawable);
            } catch (Throwable t) {
                runnableException = t;
                if(catchExceptions) {
                    runnableException.printStackTrace();
                } else {
                    throw new RuntimeException(runnableException);
                }
            } finally {
                isExecuted=true;
            }
        } else {
            synchronized (notifyObject) {
                try {
                    res = runnable.run(drawable);
                } catch (Throwable t) {
                    runnableException = t;
                    if(catchExceptions) {
                        runnableException.printStackTrace();
                    } else {
                        throw new RuntimeException(runnableException);
                    }
                } finally {
                    isExecuted=true;
                    notifyObject.notifyAll();
                }
            }
        }
        return res;
    }

    /**
     * Simply flush this task and notify a waiting executor.
     * The executor which might have been blocked until notified
     * will be unblocked and the task removed from the queue.
     *
     * @see #isFlushed()
     * @see #isInQueue()
     */
    public void flush() {
        if(!isExecuted() && null != notifyObject) {
            synchronized (notifyObject) {
                isFlushed=true;
                notifyObject.notifyAll();
            }
        }
    }

    /**
     * @return !{@link #isExecuted()} && !{@link #isFlushed()}
     */
    public boolean isInQueue() { return !isExecuted && !isFlushed; }

    /**
     * @return whether this task has been executed.
     * @see #isInQueue()
     */
    public boolean isExecuted() { return isExecuted; }

    /**
     * @return whether this task has been flushed.
     * @see #isInQueue()
     */
    public boolean isFlushed() { return isFlushed; }

    public Throwable getThrowable() { return runnableException; }
}