Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-23 Thread Scott Palmer
If I'm resorting to native code I care a lot less about it being cross-platform 
(not 100% less, but less). Give me a GLContext on Linux and Mac and whatever 
DirectX has on Windows. I just want a way to get content generated on the 
native side to the screen without losing performance. 

Scott

 On Jul 21, 2014, at 4:13 PM, Joseph Andresen joseph.andre...@oracle.com 
 wrote:
 
 That's a good point Robert,
 
 If the GLContext work that steve and felipe did become an actual thing, this 
 would help that cause become cross platform.
 Angle also is strictly es2, and I haven't looked at prism es2 in a while but 
 I think we use GL2 calls for desktop in some cases. We would have to address 
 those cases (if even possible) before any work started.
 
 -Joe
 
 On 7/21/2014 10:40 AM, Robert Krüger wrote:
 On Mon, Jul 21, 2014 at 7:09 PM, Joseph Andresen
 joseph.andre...@oracle.com wrote:
 I also forgot,
 
 The argument could be made that if we did indeed use angle, we could ditch
 our directx 9 pipeline altogether and just use one hardware pipeline. We
 would really have to evaluate this though, and I am not sure the work would
 be worth the benefit (if there even is any).
 Well, at least the presence of the directx pipeline was used as an
 argument against exposing a GL context via a low-level native api,
 which quite a number of people with particular graphics/performance
 requirements need IIRC, so this would be a potential benefit.
 


Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-23 Thread Scott Palmer
Another way to get some native visualization (though a different kind perhaps) 
would be to address some limitations in the media APIs. MediaPlayer needs a 
mechanism to allow developers to plug in their own codecs. If it played a 
stream of frames generated from whatever JNI code I wished, I could just feed 
it with whatever I rendered in my native code.

Scott

 On Jul 22, 2014, at 3:33 PM, Kevin Rushforth kevin.rushfo...@oracle.com 
 wrote:
 
 Here is the JIRA that is tracking this:
 
 RT-36215 https://javafx-jira.kenai.com/browse/RT-36215:  Allow FX to 
 interoperate with 3rd party (native) OpenGL visualizations
 
 There aren't any concrete plans to deliver it, though. When/if we do, 
 Richard's earlier comments reflect current thinking as to how we would likely 
 proceed.
 
 -- Kevin
 
 
 Richard Bair wrote:
 This sounds like there are concrete plans for this, which wood be
 great news.
 
 I’d say there were a lot of thoughts around it but it hasn’t been turned 
 into an actionable plan. Heck, I don’t even know if we have a JIRA for it 
 (Kevin would know…)
 
 Richard
 
  
 The approach where an integration API would only work on
 Windows with GL support would at least in our area not be uncommon.
 There are a number of digital media pro applications that require GL
 to be installed on Windows to work.
 
 Keep up the good work.
 
  


Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-22 Thread Richard Bair
 This sounds like there are concrete plans for this, which wood be
 great news.

I’d say there were a lot of thoughts around it but it hasn’t been turned into 
an actionable plan. Heck, I don’t even know if we have a JIRA for it (Kevin 
would know…)

Richard

 The approach where an integration API would only work on
 Windows with GL support would at least in our area not be uncommon.
 There are a number of digital media pro applications that require GL
 to be installed on Windows to work.
 
 Keep up the good work.



Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-22 Thread Kevin Rushforth

Here is the JIRA that is tracking this:

RT-36215 https://javafx-jira.kenai.com/browse/RT-36215:  Allow FX to 
interoperate with 3rd party (native) OpenGL visualizations


There aren't any concrete plans to deliver it, though. When/if we do, 
Richard's earlier comments reflect current thinking as to how we would 
likely proceed.


-- Kevin


Richard Bair wrote:

This sounds like there are concrete plans for this, which wood be
great news.



I’d say there were a lot of thoughts around it but it hasn’t been turned into 
an actionable plan. Heck, I don’t even know if we have a JIRA for it (Kevin 
would know…)

Richard

  

The approach where an integration API would only work on
Windows with GL support would at least in our area not be uncommon.
There are a number of digital media pro applications that require GL
to be installed on Windows to work.

Keep up the good work.



  


Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-21 Thread Joseph Andresen

Hi Tobias,

I took an extensive look into exactly what angle provides in terms of a 
feature set, and at the time, found that it wouldn't really get us 
anything. Technical challenges aside, being able to run the GL pipe on 
windows is not limited by prism, in fact in the past me and other 
engineers have used windows es2 to vet out platform specific bugs. I 
think we just don't ship with that support.


I do think one interesting thing to set up would be to use it to 
validate our shaders (if all the legal stuff worked out and we were 
actually able to use it).


-Joe




On 7/21/2014 4:17 AM, Tobias Bley wrote:

Hi,

does anybody knows the AngleProject? (https://code.google.com/p/angleproject/)

It’s used by Chrome and Firefox for WebGL to translate OpenGL ES2 code to 
DirectX on Windows….

Maybe it can be used to use the JavaFX OpenGL ES2 pipeline on Windows too?

Best regards,
Tobi







Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-21 Thread Joseph Andresen

I also forgot,

The argument could be made that if we did indeed use angle, we could 
ditch our directx 9 pipeline altogether and just use one hardware 
pipeline. We would really have to evaluate this though, and I am not 
sure the work would be worth the benefit (if there even is any).



On 7/21/2014 10:04 AM, Joseph Andresen wrote:

Hi Tobias,

I took an extensive look into exactly what angle provides in terms of 
a feature set, and at the time, found that it wouldn't really get us 
anything. Technical challenges aside, being able to run the GL pipe on 
windows is not limited by prism, in fact in the past me and other 
engineers have used windows es2 to vet out platform specific bugs. I 
think we just don't ship with that support.


I do think one interesting thing to set up would be to use it to 
validate our shaders (if all the legal stuff worked out and we were 
actually able to use it).


-Joe




On 7/21/2014 4:17 AM, Tobias Bley wrote:

Hi,

does anybody knows the AngleProject? 
(https://code.google.com/p/angleproject/)


It’s used by Chrome and Firefox for WebGL to translate OpenGL ES2 
code to DirectX on Windows….


Maybe it can be used to use the JavaFX OpenGL ES2 pipeline on Windows 
too?


Best regards,
Tobi









Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-21 Thread Joseph Andresen

That's a good point Robert,

If the GLContext work that steve and felipe did become an actual thing, 
this would help that cause become cross platform.
Angle also is strictly es2, and I haven't looked at prism es2 in a while 
but I think we use GL2 calls for desktop in some cases. We would have to 
address those cases (if even possible) before any work started.


-Joe

On 7/21/2014 10:40 AM, Robert Krüger wrote:

On Mon, Jul 21, 2014 at 7:09 PM, Joseph Andresen
joseph.andre...@oracle.com wrote:

I also forgot,

The argument could be made that if we did indeed use angle, we could ditch
our directx 9 pipeline altogether and just use one hardware pipeline. We
would really have to evaluate this though, and I am not sure the work would
be worth the benefit (if there even is any).

Well, at least the presence of the directx pipeline was used as an
argument against exposing a GL context via a low-level native api,
which quite a number of people with particular graphics/performance
requirements need IIRC, so this would be a potential benefit.




Re: ANGLE - Translating OpenGL ES 2 code to DirectX?

2014-07-21 Thread Richard Bair
I was interested in Angle for exactly this same reason — it would allow us to 
expose OpenGL at the public API level. However there are licensing issues we’d 
have to look at, performance tests to be run, security audits performed, and 
whether or not it is actually able to perform well. 

Although the browsers use it for WebGL, WebGL is not the main thing browsers 
do. What I mean by that, is that if WebGL isn’t working, an HTML author can 
detect that and redirect or provide some kind of error to the user. If GL 
doesn’t work for us, we’d be dead in the water (probably just crash) without 
having some kind of fallback. We could maybe just fallback to software 
rendering (and realize that in such cases the performance will not be good and 
people will be mad). It didn’t look like a slam dunk to me. Rather, it seemed 
to me that we should allow the OpenGL stack to run on Windows with an option, 
let developers opt into it, but note that it isn’t a supported configuration so 
we don’t have support costs associated with it if it doesn’t work. And we’d 
have to forbid it on WebStart / Applets (within reason) so as not to allow bugs 
in the native drivers to be exploitable through us (if the board causes the VM 
to crash, there is potentially some security issues there). And then expose an 
API that works with GL, supported on Mac / Linux, but “known to work” on 
Windows in cases where Windows GL support works. That seemed to me a shorter 
path to victory.

Richard

On Jul 21, 2014, at 1:13 PM, Joseph Andresen joseph.andre...@oracle.com wrote:

 That's a good point Robert,
 
 If the GLContext work that steve and felipe did become an actual thing, this 
 would help that cause become cross platform.
 Angle also is strictly es2, and I haven't looked at prism es2 in a while but 
 I think we use GL2 calls for desktop in some cases. We would have to address 
 those cases (if even possible) before any work started.
 
 -Joe
 
 On 7/21/2014 10:40 AM, Robert Krüger wrote:
 On Mon, Jul 21, 2014 at 7:09 PM, Joseph Andresen
 joseph.andre...@oracle.com wrote:
 I also forgot,
 
 The argument could be made that if we did indeed use angle, we could ditch
 our directx 9 pipeline altogether and just use one hardware pipeline. We
 would really have to evaluate this though, and I am not sure the work would
 be worth the benefit (if there even is any).
 Well, at least the presence of the directx pipeline was used as an
 argument against exposing a GL context via a low-level native api,
 which quite a number of people with particular graphics/performance
 requirements need IIRC, so this would be a potential benefit.