Backtracking jogl update, as it introduced several deadlocks

This commit is contained in:
codeanticode
2012-11-01 16:53:01 +00:00
parent 9be09c160c
commit 596e7d47d7
4 changed files with 344 additions and 224 deletions

View File

@@ -45,7 +45,6 @@ import javax.media.opengl.GLContext;
import javax.media.opengl.GLDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLException;
import javax.media.opengl.GLFBODrawable;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
@@ -57,7 +56,6 @@ import processing.core.PConstants;
import com.jogamp.newt.awt.NewtCanvasAWT;
import com.jogamp.newt.opengl.GLWindow;
import com.jogamp.opengl.FBObject;
import com.jogamp.opengl.util.AnimatorBase;
/**
@@ -398,14 +396,6 @@ public class PGL {
// FBO for anti-aliased rendering
protected int drawTexName;
protected int drawTexWidth, drawTexHeight;
protected FBObject drawFBO;
/*
protected static final boolean ENABLE_OSX_SCREEN_FBO = false;
protected static final int MIN_OSX_VER_FOR_SCREEN_FBO = 6;
protected static final int MIN_SAMPLES_FOR_SCREEN_FBO = 1;
protected boolean needScreenFBO = false;
protected int fboWidth, fboHeight;
protected int numSamples;
@@ -420,7 +410,6 @@ public class PGL {
protected int[] glDepthBuffer = { 0 };
protected int[] glStencilBuffer = { 0 };
protected int contextHashCode;
*/
///////////////////////////////////////////////////////////
@@ -521,6 +510,16 @@ public class PGL {
protected void initPrimarySurface(int antialias) {
if (PApplet.platform == PConstants.MACOSX) {
needScreenFBO = enable_screen_FBO_macosx;
} else if (PApplet.platform == PConstants.WINDOWS) {
needScreenFBO = enable_screen_FBO_windows;
} else if (PApplet.platform == PConstants.LINUX) {
needScreenFBO = enable_screen_FBO_linux;
} else {
needScreenFBO = enable_screen_FBO_other;
}
if (profile == null) {
profile = GLProfile.getDefault();
} else {
@@ -541,23 +540,13 @@ public class PGL {
// Setting up the desired GL capabilities;
GLCapabilities caps = new GLCapabilities(profile);
if (1 < antialias) {
if (1 < antialias && !needScreenFBO) {
caps.setSampleBuffers(true);
caps.setNumSamples(antialias);
} else {
caps.setSampleBuffers(false);
}
if (PApplet.platform == PConstants.MACOSX) {
caps.setFBO(enable_screen_FBO_macosx);
} else if (PApplet.platform == PConstants.WINDOWS) {
caps.setFBO(enable_screen_FBO_windows);
} else if (PApplet.platform == PConstants.LINUX) {
caps.setFBO(enable_screen_FBO_linux);
} else {
caps.setFBO(enable_screen_FBO_other);
}
caps.setDepthBits(24);
caps.setStencilBits(8);
caps.setAlphaBits(8);
@@ -614,8 +603,183 @@ public class PGL {
if (!setFramerate) {
setFrameRate(targetFramerate);
}
if (needScreenFBO && glColorFbo[0] == 0) {
String ext = gl.glGetString(GL.GL_EXTENSIONS);
if (-1 < ext.indexOf("texture_non_power_of_two")) {
fboWidth = pg.width;
fboHeight = pg.height;
} else {
fboWidth = PGL.nextPowerOfTwo(pg.width);
fboHeight = PGL.nextPowerOfTwo(pg.height);
}
if (-1 < ext.indexOf("_framebuffer_multisample")) {
numSamples = qualityToSamples(pg.quality);
} else {
numSamples = 1;
}
multisample = 1 < numSamples;
if (multisample && gl2x == null) {
throw new RuntimeException("Doesn't have the OpenGL extensions " +
"necessary for multisampling.");
}
packedDepthStencil = ext.indexOf("packed_depth_stencil") != -1;
contextHashCode = context.hashCode();
// Create the color texture...
gl.glGenTextures(2, glColorTex, 0);
// for (int i = 0; i < 2; i++) { // Don't create back-buffer for now.
for (int i = 0; i < 1; i++) {
gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[i]);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER,
GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER,
GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S,
GL.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T,
GL.GL_CLAMP_TO_EDGE);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, fboWidth, fboHeight,
0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, null);
initTexture(GL.GL_TEXTURE_2D, PGL.RGBA, fboWidth, fboHeight);
}
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
// ...and attach to the color framebuffer.
gl.glGenFramebuffers(1, glColorFbo, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0,
GL.GL_TEXTURE_2D, glColorTex[0], 0);
if (multisample) {
// Now, creating mutisampled FBO with packed depth and stencil buffers.
gl.glGenFramebuffers(1, glMultiFbo, 0);
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glMultiFbo[0]);
// color render buffer...
gl.glGenRenderbuffers(1, glColorRenderBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
GL.GL_RGBA8, fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0,
GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
if (packedDepthStencil) {
// packed depth+stencil buffer...
gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
GL.GL_DEPTH24_STENCIL8,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_RENDERBUFFER,
glPackedDepthStencil[0]);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_STENCIL_ATTACHMENT,
GL.GL_RENDERBUFFER,
glPackedDepthStencil[0]);
} else {
// Separate depth and stencil buffers...
gl.glGenRenderbuffers(1, glDepthBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
GL.GL_DEPTH_COMPONENT24,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_RENDERBUFFER,
glDepthBuffer[0]);
// Some hardware doesn't support distinct depth and stencil buffers:
// http://lists.apple.com/archives/mac-opengl/2008/Aug/msg00089.html
// which just results in an unsupported framebuffer error.
gl.glGenRenderbuffers(1, glStencilBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples,
GL.GL_STENCIL_INDEX8,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_STENCIL_ATTACHMENT,
GL.GL_RENDERBUFFER,
glStencilBuffer[0]);
}
validateFramebuffer();
// Clear all the buffers in the multisample FBO
gl.glClearDepth(1);
gl.glClearStencil(0);
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT |
GL.GL_STENCIL_BUFFER_BIT |
GL.GL_COLOR_BUFFER_BIT);
// All set with multisampled FBO!
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
} else {
if (packedDepthStencil) {
// packed depth+stencil buffer...
gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_RENDERBUFFER,
glPackedDepthStencil[0]);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_STENCIL_ATTACHMENT,
GL.GL_RENDERBUFFER,
glPackedDepthStencil[0]);
} else {
// Separate depth and stencil buffers...
gl.glGenRenderbuffers(1, glDepthBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT24,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_DEPTH_ATTACHMENT,
GL.GL_RENDERBUFFER,
glDepthBuffer[0]);
gl.glGenRenderbuffers(1, glStencilBuffer, 0);
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_STENCIL_INDEX8,
fboWidth, fboHeight);
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER,
GL.GL_STENCIL_ATTACHMENT,
GL.GL_RENDERBUFFER, glStencilBuffer[0]);
}
validateFramebuffer();
// Clear the depth and stencil buffers in the color FBO. There is no
// need to clear the color buffers because the textures attached were
// properly initialized blank.
gl.glClearDepth(1);
gl.glClearStencil(0);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
}
// The screen framebuffer is the color FBO just created. We need
// to update the screenFramebuffer object so when the framebuffer
// is popped back to the screen, the correct id is set.
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
backTex = 1;
frontTex = 0;
} else {
// To make sure that the default screen buffer is used, specially after
// doing screen rendering on an FBO.
PGraphicsOpenGL.screenFramebuffer.glFbo = 0;
}
}
protected void updateOffscreen(PGL primary) {
gl = primary.gl;
gl2 = primary.gl2;
@@ -623,59 +787,49 @@ public class PGL {
}
protected int primaryReadFramebuffer() {
if (capabilities.isFBO()) {
return context.getDefaultReadFramebuffer();
} else {
return 0;
}
}
protected int primaryDrawFramebuffer() {
if (capabilities.isFBO()) {
return context.getDefaultDrawFramebuffer();
} else {
return 0;
}
}
protected int primaryDrawBuffer() {
if (capabilities.isFBO()) {
return GL.GL_COLOR_ATTACHMENT0;
} else {
if (glColorFbo[0] == 0) {
return GL.GL_BACK;
} else {
return GL.GL_COLOR_ATTACHMENT0;
}
}
protected int primaryReadBuffer() {
if (capabilities.isFBO()) {
return GL.GL_COLOR_ATTACHMENT0;
} else {
return GL.GL_BACK;
}
/*
protected boolean primaryIsDoubleBuffered() {
// When using the multisampled FBO, the color
// FBO is single buffered as it has only one
// texture bound to it.
//return glColorFbo[0] == 0;
return true;
}
*/
protected boolean primaryIsFboBacked() {
return capabilities.isFBO();
return glColorFbo[0] != 0;
}
protected int getFboTexTarget() {
return GL.GL_TEXTURE_2D;
}
protected int getFboTexName() {
return drawTexName;
return glColorTex[0];
}
protected int getFboWidth() {
return drawTexWidth;
return fboWidth;
}
protected int getFboHeight() {
return drawTexHeight;
return fboHeight;
}
/*
protected void bindPrimaryColorFBO() {
if (multisample) {
// Blit the contents of the multisampled FBO into the color FBO,
@@ -721,7 +875,7 @@ public class PGL {
gl.glDeleteRenderbuffers(1, glColorRenderBuffer, 0);
}
}
*/
protected int qualityToSamples(int quality) {
if (quality <= 1) {
@@ -733,26 +887,15 @@ public class PGL {
}
}
protected void forceUpdate() {
if (0 < capabilities.getNumSamples()) {
drawFBO.syncSamplingSink(gl);
drawFBO.bind(gl);
}
}
protected void bindBackBufferTex() {
/*
if (!texturingIsEnabled(GL.GL_TEXTURE_2D)) {
enableTexturing(GL.GL_TEXTURE_2D);
}
gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[backTex]);
*/
}
protected void unbindBackBufferTex() {
/*
if (textureIsBound(GL.GL_TEXTURE_2D, glColorTex[backTex])) {
// We don't want to unbind another texture
// that might be bound instead of this one.
@@ -764,7 +907,6 @@ public class PGL {
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
}
}
*/
}
@@ -774,7 +916,6 @@ public class PGL {
protected void beginOnscreenDraw(boolean clear) {
/*
if (glColorFbo[0] != 0) {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
@@ -795,12 +936,10 @@ public class PGL {
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
}
}
*/
}
protected void endOnscreenDraw(boolean clear0) {
/*
if (glColorFbo[0] != 0) {
if (multisample) {
// Blit the contents of the multisampled FBO into the color FBO:
@@ -849,7 +988,6 @@ public class PGL {
// frontTex = backTex;
// backTex = temp;
}
*/
}
@@ -1497,11 +1635,7 @@ public class PGL {
public void readPixels(int x, int y, int width, int height, int format,
int type, Buffer buffer) {
gl.glReadPixels(x, y, width, height, format, type, buffer);
}
@@ -2444,50 +2578,12 @@ public class PGL {
// Java specific stuff
protected class PGLListener implements GLEventListener {
@Override
public void display(GLAutoDrawable adrawable) {
drawable = adrawable;
context = adrawable.getContext();
if (capabilities.isFBO()) {
GLFBODrawable fboDrawable = null;
if (toolkit == AWT) {
GLCanvas drCanvas = (GLCanvas)adrawable;
fboDrawable = (GLFBODrawable)drCanvas.getDelegatedDrawable();
// FBObject fboFront = dr.getFBObject(GL.GL_FRONT);
// FBObject.Colorbuffer colorBuf = fboFront.getColorbuffer(0);
// FBObject.TextureAttachment texFront = (FBObject.TextureAttachment) colorBuf;
// System.out.println("front texture: " + texFront.getName());
} else {
GLWindow drWindow = (GLWindow)adrawable;
fboDrawable = (GLFBODrawable)drWindow.getDelegatedDrawable();
}
FBObject.TextureAttachment texAttach = null;
if (fboDrawable != null) {
//fboBack = fboDrawable.getFBObject(GL.GL_BACK);
//fboFront = fboDrawable.getFBObject(GL.GL_FRONT);
//FBObject.Colorbuffer colorBuf = fboFront.getSamplingSinkFBO().getColorbuffer(0);
//texAttach = (FBObject.TextureAttachment) colorBuf;
//texAttach = fboBack.getSamplingSink();
drawFBO = fboDrawable.getFBObject(GL.GL_BACK);
if (0 < capabilities.getNumSamples()) {
// When using multisampled FBO,the back buffer is the MSAA
// surface so it cannot read from, the one to use is the front.
texAttach = fboDrawable.getTextureBuffer(GL.GL_FRONT);
} else {
// W/out multisampling, rendering is done on the back buffer.
texAttach = fboDrawable.getTextureBuffer(GL.GL_BACK);
}
}
if (texAttach != null) {
drawTexName = texAttach.getName();
drawTexWidth = texAttach.getWidth();
drawTexHeight = texAttach.getHeight();
}
}
gl = context.getGL();
gl2 = gl.getGL2ES2();
try {
@@ -2529,13 +2625,11 @@ public class PGL {
drawable = adrawable;
context = adrawable.getContext();
/*
if (glColorFbo[0] != 0) {
// The screen FBO hack needs the FBO to be recreated when starting
// and after resizing.
glColorFbo[0] = 0;
}
*/
}
}