/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package tests.gl_320.sync; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL3; import static com.jogamp.opengl.GL3ES3.*; import com.jogamp.opengl.util.GLBuffers; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; import framework.BufferUtils; import glm.glm; import glm.mat._4.Mat4; import framework.Profile; import framework.Semantic; import framework.Test; import glf.Vertex_v2fv2f; import glm.vec._2.Vec2; import glm.vec._4.Vec4; import java.io.IOException; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.util.logging.Level; import java.util.logging.Logger; import jgli.Texture2d; /** * * @author GBarbieri */ public class Gl_320_sync extends Test { public static void main(String[] args) { Gl_320_sync gl_320_sync = new Gl_320_sync(); } public Gl_320_sync() { super("gl-320-sync", Profile.CORE, 3, 2); } private final String SHADERS_SOURCE = "sync"; private final String SHADERS_ROOT = "src/data/gl_320/sync"; private final String TEXTURE_DIFFUSE = "kueken7_rgba8_srgb.dds"; // With DDS textures, v texture coordinate are reversed, from top to bottom private int vertexCount = 6; private int vertexSize = vertexCount * Vertex_v2fv2f.SIZE; private float[] vertexData = { -1.0f, -1.0f,/**/ 0.0f, 1.0f, +1.0f, -1.0f,/**/ 1.0f, 1.0f, +1.0f, +1.0f,/**/ 1.0f, 0.0f, +1.0f, +1.0f,/**/ 1.0f, 0.0f, -1.0f, +1.0f,/**/ 0.0f, 0.0f, -1.0f, -1.0f,/**/ 0.0f, 1.0f}; private class Buffer { public static final int VERTEX = 0; public static final int TRANSFORM = 1; public static final int MAX = 2; } private class Shader { public static final int VERT = 0; public static final int FRAG = 1; public static final int MAX = 2; } private IntBuffer bufferName = GLBuffers.newDirectIntBuffer(Buffer.MAX), textureName = GLBuffers.newDirectIntBuffer(1), vertexArrayName = GLBuffers.newDirectIntBuffer(1); private long syncName; private int programName, uniformTransform, uniformDiffuse; private FloatBuffer clearColor = GLBuffers.newDirectFloatBuffer(4); @Override protected boolean begin(GL gl) { GL3 gl3 = (GL3) gl; boolean validated = true; if (validated) { validated = initTexture(gl3); } if (validated) { validated = initProgram(gl3); } if (validated) { validated = initBuffer(gl3); } if (validated) { validated = initVertexArray(gl3); } return validated; } private boolean initProgram(GL3 gl3) { boolean validated = true; if (validated) { ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); ShaderProgram shaderProgram = new ShaderProgram(); shaderProgram.add(vertShaderCode); shaderProgram.add(fragShaderCode); shaderProgram.init(gl3); programName = shaderProgram.program(); gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position"); gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord"); gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color"); shaderProgram.link(gl3, System.out); } if (validated) { uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform"); uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse"); } return validated & checkError(gl3, "initProgram"); } private boolean initBuffer(GL3 gl3) { FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData); IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1); gl3.glGenBuffers(Buffer.MAX, bufferName); gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl3.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW); gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset); int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0)); gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); gl3.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); BufferUtils.destroyDirectBuffer(vertexBuffer); return true; } private boolean initTexture(GL3 gl3) { try { gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl3.glGenTextures(1, textureName); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); assert (!texture.empty()); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); for (int level = 0; level < texture.levels(); ++level) { gl3.glTexImage2D(GL_TEXTURE_2D, level, format.internal.value, texture.dimensions(level)[0], texture.dimensions(level)[1], 0, format.external.value, format.type.value, texture.data(level)); } gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } catch (IOException ex) { Logger.getLogger(Gl_320_sync.class.getName()).log(Level.SEVERE, null, ex); } return true; } private boolean initVertexArray(GL3 gl3) { gl3.glGenVertexArrays(1, vertexArrayName); gl3.glBindVertexArray(vertexArrayName.get(0)); { gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX)); gl3.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0); gl3.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE); gl3.glBindBuffer(GL_ARRAY_BUFFER, 0); gl3.glEnableVertexAttribArray(Semantic.Attr.POSITION); gl3.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD); } gl3.glBindVertexArray(0); return true; } @Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); syncName = gl3.glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); // ns long maxTimeout = 1_000; int result = gl3.glClientWaitSync(syncName, GL_SYNC_FLUSH_COMMANDS_BIT, maxTimeout); switch (result) { case GL_ALREADY_SIGNALED: System.out.println("GL_ALREADY_SIGNALED"); break; case GL_TIMEOUT_EXPIRED: System.out.println("GL_TIMEOUT_EXPIRED"); break; case GL_CONDITION_SATISFIED: System.out.println("GL_CONDITION_SATISFIED"); break; case GL_WAIT_FAILED: System.out.println("GL_ALREADY_SIGNALED"); break; default: System.out.println("result " + result); break; } return true; } @Override protected boolean end(GL gl) { GL3 gl3 = (GL3) gl; gl3.glDeleteSync(syncName); gl3.glDeleteBuffers(Buffer.MAX, bufferName); gl3.glDeleteProgram(programName); gl3.glDeleteTextures(1, textureName); gl3.glDeleteVertexArrays(1, vertexArrayName); BufferUtils.destroyDirectBuffer(bufferName); BufferUtils.destroyDirectBuffer(textureName); BufferUtils.destroyDirectBuffer(vertexArrayName); BufferUtils.destroyDirectBuffer(clearColor); return true; } }