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authorSven Gothel <[email protected]>2010-04-20 11:46:26 +0200
committerSven Gothel <[email protected]>2010-04-20 11:46:26 +0200
commit32790c376583beccd030eecd7c56cbe66d380172 (patch)
tree894613c7fc6a598aed59db87e5812ef6a44b83dd /make/config/jogl/gl-impl-CustomJavaCode-desktop.java
parentaa7084700bbf74d8bcc98cf0239f57cff2983423 (diff)
JOGL GL4 preperation (cont):
- All available OpenGL versions (native/platform) are verified at GLProfile initialization and can be queried .. A mapping of major,compat -> major,minor,options is created. - Removal of temp context creation, when creating a context. This was necessary to query general availability of ARB_create_context. Due to the shared context of X11GLXDrawableFactory and WindowsWGLDrawableFactory, this is no more necessary. Due to the version mapping, the ARB_create_context paramters are known. - NativeWindow X11Lib: Added X11ErrorHandler, throwing a RuntimeException. Necessary to catch BadMatch .. etc X11 errors, eg for glXCreateContextAttribsARB Hence all X11 calls are covered now. - X11DummyGLXDrawable needs to use an own Window, otherwise GLn n>2 fails - Flattening the desktop GL* implementation, all use GL4bcImpl, which reduces the footprint dramatically. - GL*Impl.isGL*() (desktop) utilizes the GLContext.isGL*(), hence the results reflect the actual native context version. - GLContextImpl makeCurrent/create: Added workflow documentation, clarified code, defined abstract methods to have a protocol. - Removed moved files (from here to gluegen), see gluegen a01cb3d59715a41153380f1977ec75263b762dc6 - NativeLibLoader -> <TYPE>JNILibLoader - Fixed Exception Handling (as in gluegen bce53b52c8638729750c4286dbc04cb14329fd34), ie removed empty catch Throwable .. - GLContext.setSwapInterval(): Nop in offscreen case, otherwise X11IOError (NVIDIA Bug) Test: Tests - Junit - demos.gears.Gears - demos.jrefract.JRefract Platforms - Linux 64/32 ATI/NVidia - MacOsX - Windows (virtualbox 3.1.6, offscreen failed) TODO/BUGS: - FIXME ATI GLn n>2 with AWT, can't make context current, works well on NVIDIA though - FIXME GL3GL4: Due to GL3 and GL4 implementation bugs, we still choose GL2 first, if available! - Add GL 3.3 to GL3/gl3ext.h - Add GL 4.0 to GL3/gl3ext.h and fix the GL3/GL4 seperation - Rename jogl.gl2.jar -> jogl.gldesktop.jar (as done with it's native lib already)
Diffstat (limited to 'make/config/jogl/gl-impl-CustomJavaCode-desktop.java')
-rw-r--r--make/config/jogl/gl-impl-CustomJavaCode-desktop.java250
1 files changed, 181 insertions, 69 deletions
diff --git a/make/config/jogl/gl-impl-CustomJavaCode-desktop.java b/make/config/jogl/gl-impl-CustomJavaCode-desktop.java
index 04ba39c3d..93a275269 100644
--- a/make/config/jogl/gl-impl-CustomJavaCode-desktop.java
+++ b/make/config/jogl/gl-impl-CustomJavaCode-desktop.java
@@ -1,79 +1,191 @@
-private int[] imageSizeTemp = new int[1];
-
-/** Helper for more precise computation of number of bytes that will
- be touched by a pixel pack or unpack operation. */
-private int imageSizeInBytes(int bytesPerElement,
- int width, int height, int depth, boolean pack) {
- int rowLength = 0;
- int skipRows = 0;
- int skipPixels = 0;
- int alignment = 1;
- int imageHeight = 0;
- int skipImages = 0;
-
- if (pack) {
- glGetIntegerv(GL_PACK_ROW_LENGTH, imageSizeTemp, 0);
- rowLength = imageSizeTemp[0];
- glGetIntegerv(GL_PACK_SKIP_ROWS, imageSizeTemp, 0);
- skipRows = imageSizeTemp[0];
- glGetIntegerv(GL_PACK_SKIP_PIXELS, imageSizeTemp, 0);
- skipPixels = imageSizeTemp[0];
- glGetIntegerv(GL_PACK_ALIGNMENT, imageSizeTemp, 0);
- alignment = imageSizeTemp[0];
- if (depth > 1) {
- glGetIntegerv(GL_PACK_IMAGE_HEIGHT, imageSizeTemp, 0);
- imageHeight = imageSizeTemp[0];
- glGetIntegerv(GL_PACK_SKIP_IMAGES, imageSizeTemp, 0);
- skipImages = imageSizeTemp[0];
+ private int[] imageSizeTemp = new int[1];
+
+ /** Helper for more precise computation of number of bytes that will
+ be touched by a pixel pack or unpack operation. */
+ private int imageSizeInBytes(int bytesPerElement,
+ int width, int height, int depth, boolean pack) {
+ int rowLength = 0;
+ int skipRows = 0;
+ int skipPixels = 0;
+ int alignment = 1;
+ int imageHeight = 0;
+ int skipImages = 0;
+
+ if (pack) {
+ glGetIntegerv(GL_PACK_ROW_LENGTH, imageSizeTemp, 0);
+ rowLength = imageSizeTemp[0];
+ glGetIntegerv(GL_PACK_SKIP_ROWS, imageSizeTemp, 0);
+ skipRows = imageSizeTemp[0];
+ glGetIntegerv(GL_PACK_SKIP_PIXELS, imageSizeTemp, 0);
+ skipPixels = imageSizeTemp[0];
+ glGetIntegerv(GL_PACK_ALIGNMENT, imageSizeTemp, 0);
+ alignment = imageSizeTemp[0];
+ if (depth > 1) {
+ glGetIntegerv(GL_PACK_IMAGE_HEIGHT, imageSizeTemp, 0);
+ imageHeight = imageSizeTemp[0];
+ glGetIntegerv(GL_PACK_SKIP_IMAGES, imageSizeTemp, 0);
+ skipImages = imageSizeTemp[0];
+ }
+ } else {
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, imageSizeTemp, 0);
+ rowLength = imageSizeTemp[0];
+ glGetIntegerv(GL_UNPACK_SKIP_ROWS, imageSizeTemp, 0);
+ skipRows = imageSizeTemp[0];
+ glGetIntegerv(GL_UNPACK_SKIP_PIXELS, imageSizeTemp, 0);
+ skipPixels = imageSizeTemp[0];
+ glGetIntegerv(GL_UNPACK_ALIGNMENT, imageSizeTemp, 0);
+ alignment = imageSizeTemp[0];
+ if (depth > 1) {
+ glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, imageSizeTemp, 0);
+ imageHeight = imageSizeTemp[0];
+ glGetIntegerv(GL_UNPACK_SKIP_IMAGES, imageSizeTemp, 0);
+ skipImages = imageSizeTemp[0];
+ }
}
- } else {
- glGetIntegerv(GL_UNPACK_ROW_LENGTH, imageSizeTemp, 0);
- rowLength = imageSizeTemp[0];
- glGetIntegerv(GL_UNPACK_SKIP_ROWS, imageSizeTemp, 0);
- skipRows = imageSizeTemp[0];
- glGetIntegerv(GL_UNPACK_SKIP_PIXELS, imageSizeTemp, 0);
- skipPixels = imageSizeTemp[0];
- glGetIntegerv(GL_UNPACK_ALIGNMENT, imageSizeTemp, 0);
- alignment = imageSizeTemp[0];
- if (depth > 1) {
- glGetIntegerv(GL_UNPACK_IMAGE_HEIGHT, imageSizeTemp, 0);
- imageHeight = imageSizeTemp[0];
- glGetIntegerv(GL_UNPACK_SKIP_IMAGES, imageSizeTemp, 0);
- skipImages = imageSizeTemp[0];
+ // Try to deal somewhat correctly with potentially invalid values
+ width = Math.max(0, width );
+ height = Math.max(1, height); // min 1D
+ depth = Math.max(1, depth ); // min 1 * imageSize
+ skipRows = Math.max(0, skipRows);
+ skipPixels = Math.max(0, skipPixels);
+ alignment = Math.max(1, alignment);
+ skipImages = Math.max(0, skipImages);
+
+ imageHeight = ( imageHeight > 0 ) ? imageHeight : height;
+ rowLength = ( rowLength > 0 ) ? rowLength : width;
+
+ int rowLengthInBytes = rowLength * bytesPerElement;
+
+ if (alignment > 1) {
+ int padding = rowLengthInBytes % alignment;
+ if (padding > 0) {
+ rowLengthInBytes += alignment - padding;
+ }
}
+
+ /**
+ * skipPixels and skipRows is a static one time offset.
+ *
+ * skipImages and depth are in multiples of image size.
+ *
+ * rowlenght is the actual repeating offset
+ * to go from line n to line n+1 at the same x-axis position.
+ */
+ return
+ ( skipImages + depth - 1 ) * imageHeight * rowLengthInBytes + // whole images
+ ( skipRows + height - 1 ) * rowLengthInBytes + // lines with padding
+ ( skipPixels + width ) * bytesPerElement; // last line
+ }
+
+ public final boolean isGL4bc() {
+ return _context.isGL4bc();
+ }
+
+ public final boolean isGL4() {
+ return _context.isGL4();
+ }
+
+ public final boolean isGL3bc() {
+ return _context.isGL3bc();
+ }
+
+ public final boolean isGL3() {
+ return _context.isGL3();
}
- // Try to deal somewhat correctly with potentially invalid values
- width = Math.max(0, width );
- height = Math.max(1, height); // min 1D
- depth = Math.max(1, depth ); // min 1 * imageSize
- skipRows = Math.max(0, skipRows);
- skipPixels = Math.max(0, skipPixels);
- alignment = Math.max(1, alignment);
- skipImages = Math.max(0, skipImages);
- imageHeight = ( imageHeight > 0 ) ? imageHeight : height;
- rowLength = ( rowLength > 0 ) ? rowLength : width;
+ public final boolean isGL2() {
+ return _context.isGL2();
+ }
+
+ public final boolean isGL2ES1() {
+ return _context.isGL2ES1();
+ }
- int rowLengthInBytes = rowLength * bytesPerElement;
+ public final boolean isGL2ES2() {
+ return _context.isGL2ES2();
+ }
- if (alignment > 1) {
- int padding = rowLengthInBytes % alignment;
- if (padding > 0) {
- rowLengthInBytes += alignment - padding;
+ public final boolean isGL2GL3() {
+ return _context.isGL2GL3();
+ }
+
+ public final boolean hasGLSL() {
+ return _context.hasGLSL();
+ }
+
+ public final GL4bc getGL4bc() throws GLException {
+ if(!isGL4bc()) {
+ throw new GLException("Not a GL4bc implementation");
+ }
+ return this;
+ }
+
+ public final GL4 getGL4() throws GLException {
+ if(!isGL4bc()) {
+ throw new GLException("Not a GL4 implementation");
}
+ return this;
}
- /**
- * skipPixels and skipRows is a static one time offset.
- *
- * skipImages and depth are in multiples of image size.
- *
- * rowlenght is the actual repeating offset
- * to go from line n to line n+1 at the same x-axis position.
- */
- return
- ( skipImages + depth - 1 ) * imageHeight * rowLengthInBytes + // whole images
- ( skipRows + height - 1 ) * rowLengthInBytes + // lines with padding
- ( skipPixels + width ) * bytesPerElement; // last line
-}
+ public final GL3bc getGL3bc() throws GLException {
+ if(!isGL3bc()) {
+ throw new GLException("Not a GL3bc implementation");
+ }
+ return this;
+ }
+
+ public final GL3 getGL3() throws GLException {
+ if(!isGL3()) {
+ throw new GLException("Not a GL3 implementation");
+ }
+ return this;
+ }
+
+ public final GL2 getGL2() throws GLException {
+ if(!isGL2()) {
+ throw new GLException("Not a GL2 implementation");
+ }
+ return this;
+ }
+
+ public final GL2ES1 getGL2ES1() throws GLException {
+ if(!isGL2ES1()) {
+ throw new GLException("Not a GL2ES1 implementation");
+ }
+ return this;
+ }
+
+ public final GL2ES2 getGL2ES2() throws GLException {
+ if(!isGL2ES2()) {
+ throw new GLException("Not a GL2ES2 implementation");
+ }
+ return this;
+ }
+
+ public final GL2GL3 getGL2GL3() throws GLException {
+ if(!isGL2GL3()) {
+ throw new GLException("Not a GL2GL3 implementation");
+ }
+ return this;
+ }
+
+ public final boolean isGLES1() {
+ return false;
+ }
+
+ public final boolean isGLES2() {
+ return false;
+ }
+
+ public final boolean isGLES() {
+ return false;
+ }
+
+ public final GLES1 getGLES1() throws GLException {
+ throw new GLException("Not a GLES1 implementation");
+ }
+
+ public final GLES2 getGLES2() throws GLException {
+ throw new GLException("Not a GLES2 implementation");
+ }