diff options
author | djp <[email protected]> | 2003-06-08 19:27:01 +0000 |
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committer | djp <[email protected]> | 2003-06-08 19:27:01 +0000 |
commit | d49fd968963909f181423eae46c613189468fac3 (patch) | |
tree | b231329e6b65fd54aa24b3bcc0a3ecc623daec61 /src/net/java/games/jogl/impl/GLContext.java | |
parent | 9c8fb046dee5d832bea3f36dcbd43285054f49a0 (diff) |
Initial revision
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@3 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/GLContext.java')
-rw-r--r-- | src/net/java/games/jogl/impl/GLContext.java | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/src/net/java/games/jogl/impl/GLContext.java b/src/net/java/games/jogl/impl/GLContext.java new file mode 100644 index 000000000..98b1c6065 --- /dev/null +++ b/src/net/java/games/jogl/impl/GLContext.java @@ -0,0 +1,400 @@ +/* + * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MIDROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ + +package net.java.games.jogl.impl; + +import java.awt.Component; +import java.awt.EventQueue; +import net.java.games.jogl.*; + +public abstract class GLContext { + protected static final boolean DEBUG = false; + + static { + NativeLibLoader.load(); + } + + protected Component component; + + // Indicates whether the component (if an onscreen context) has been + // realized. Plausibly, before the component is realized the JAWT + // should return an error or NULL object from some of its + // operations; this appears to be the case on Win32 but is not true + // at least with Sun's current X11 implementation (1.4.x), which + // crashes with no other error reported if the DrawingSurfaceInfo is + // fetched from a locked DrawingSurface during the validation as a + // result of calling show() on the main thread. To work around this + // we prevent any JAWT or OpenGL operations from being done until + // the first event is received from the AWT event dispatch thread. + private boolean realized; + + // This avoids (as much as possible) losing the effects of + // setRenderingThread, which may need to be deferred if the + // component is not realized + private boolean deferredSetRenderingThread; + + protected GLCapabilities capabilities; + protected GLCapabilitiesChooser chooser; + protected GL gl; + // All GLU interfaces eventually route calls down to gluRoot. It can be + // static because GLU it doesn't actually need to own context, it just makes + // GL calls and assumes some context is active. + protected static final GLU gluRoot = new GLUImpl(); + protected static GLU glu = gluRoot; // this is the context's GLU interface + protected Thread renderingThread; + protected Runnable deferredReshapeAction; + + // This is a workaround for a bug in NVidia's drivers where + // vertex_array_range is only safe for single-threaded use; a bug + // has been filed, ID 80174. When an Animator is created for a + // GLDrawable, the expectation is that the Animator will be started + // shortly and that the user doesn't want rendering to occur from + // the AWT thread. However, there is a small window between when the + // Animator is created and attached to the GLDrawable and when it's + // started (and sets the rendering thread) when repaint events can + // be issued by the AWT thread if the component is realized. To work + // around this problem, we currently specify in the Animator's API + // that between the time it's created and started no redraws will + // occur. + protected volatile boolean willSetRenderingThread; + + // Flag for disabling all repaint and resize processing on the AWT + // thread to avoid application-level deadlocks; only really used for + // GLCanvas + protected boolean noAutoRedraw; + + // Offscreen context handling. Offscreen contexts should handle + // these resize requests in makeCurrent and clear the + // pendingOffscreenResize flag. + protected boolean pendingOffscreenResize; + protected int pendingOffscreenWidth; + protected int pendingOffscreenHeight; + + // Cache of the functions that are available to be called at the current + // moment in time + protected FunctionAvailabilityCache functionAvailability; + + public GLContext(Component component, GLCapabilities capabilities, GLCapabilitiesChooser chooser) { + this.component = component; + try { + this.capabilities = (GLCapabilities) capabilities.clone(); + } catch (CloneNotSupportedException e) { + throw new GLException(e); + } + this.chooser = chooser; + gl = createGL(); + functionAvailability = new FunctionAvailabilityCache(this); + } + + /** Runs the given runnable with this OpenGL context valid. */ + public synchronized void invokeGL(Runnable runnable, boolean isReshape, Runnable initAction) throws GLException { + Thread currentThread = null; + + // Defer JAWT and OpenGL operations until onscreen components are + // realized + if (!realized()) { + realized = EventQueue.isDispatchThread(); + } + + if (!realized() || + willSetRenderingThread || + (renderingThread != null && + renderingThread != (currentThread = Thread.currentThread()))) { + if (isReshape) { + deferredReshapeAction = runnable; + } + return; + } + + if (isReshape && noAutoRedraw) { + // Don't process reshape requests on the AWT thread + deferredReshapeAction = runnable; + return; + } + + if (renderingThread == null || deferredSetRenderingThread) { + deferredSetRenderingThread = false; + if (!makeCurrent(initAction)) { + // Couldn't make the thread current because the component has not yet + // been visualized, and therefore the context cannot be created. + // We'll defer any actions until invokeGL() is called again at a time + // when the component has been visualized. + if (isReshape) { + deferredReshapeAction = runnable; + } + return; + } + } + + // At this point the OpenGL context is current. Offscreen contexts + // handle resizing the backing bitmap in makeCurrent. Therefore we + // may need to free and make the context current again if we + // didn't actually make it current above. + if (pendingOffscreenResize && renderingThread != null) { + free(); + if (!makeCurrent(initAction)) { + throw new GLException("Error while resizing offscreen context"); + } + } + + boolean caughtException = false; + + try { + if (deferredReshapeAction != null) { + deferredReshapeAction.run(); + deferredReshapeAction = null; + } + runnable.run(); + swapBuffers(); + } catch (RuntimeException e) { + caughtException = true; + throw(e); + } finally { + if (caughtException) { + // Disallow setRenderingThread if display action is throwing exceptions + renderingThread = null; + } + if (renderingThread == null) { + free(); + } + } + } + + public GL getGL() { + return gl; + } + + public void setGL(GL gl) { + this.gl = gl; + } + + public GLU getGLU() { + return glu; + } + + public void setGLU(GLU glu) { + this.glu = glu; + } + + /** Gives a hint to the context that setRenderingThread will be + called in the near future; causes redraws to be halted. This is + a workaround for bugs in NVidia's drivers and is used only by + the Animator class. */ + public synchronized void willSetRenderingThread() { + this.willSetRenderingThread = true; + } + + public synchronized void setRenderingThread(Thread currentThreadOrNull, Runnable initAction) { + Thread currentThread = Thread.currentThread(); + if (currentThreadOrNull != null && currentThreadOrNull != currentThread) { + throw new GLException("Argument must be either the current thread or null"); + } + if (renderingThread != null && currentThreadOrNull != null) { + throw new GLException("Attempt to re-set or change rendering thread"); + } + if (renderingThread == null && currentThreadOrNull == null) { + throw new GLException("Attempt to clear rendering thread when already cleared"); + } + this.willSetRenderingThread = false; + if (currentThreadOrNull == null) { + renderingThread = null; + if (realized()) { + // We are guaranteed to own the context + free(); + } + } else { + renderingThread = currentThreadOrNull; + if (realized()) { + makeCurrent(initAction); + } + } + } + + public Thread getRenderingThread() { + return renderingThread; + } + + public void setNoAutoRedrawMode(boolean noAutoRedraw) { + this.noAutoRedraw = noAutoRedraw; + } + + public boolean getNoAutoRedrawMode() { + return noAutoRedraw; + } + + /** Routine needed only for offscreen contexts in order to resize + the underlying bitmap. Called by GLJPanel. */ + public void resizeOffscreenContext(int newWidth, int newHeight) { + if (!isOffscreen()) { + throw new GLException("Should only call for offscreen OpenGL contexts"); + } + pendingOffscreenResize = true; + pendingOffscreenWidth = newWidth; + pendingOffscreenHeight = newHeight; + } + + /** Returns a non-null (but possibly empty) string containing the + space-separated list of available platform-dependent (e.g., WGL, + GLX) extensions. Can only be called while this context is + current. */ + public abstract String getPlatformExtensionsString(); + + /** + * Resets the cache of which GL functions are available for calling through this + * context. See {@link #isFunctionAvailable(String)} for more information on + * the definition of "available". + */ + protected void resetGLFunctionAvailability() { + functionAvailability.flush(); + } + + /** + * Returns true if the specified OpenGL core- or extension-function can be + * successfully called using this GL context given the current host (OpenGL + * <i>client</i>) and display (OpenGL <i>server</i>) configuration. + * + * See {@link GL#isFunctionAvailable(String)} for more details. + * + * @param glFunctionName the name of the OpenGL function (e.g., use + * "glPolygonOffsetEXT" to check if the {@link + * net.java.games.jogl.glPolygonOffsetEXT(float,float)} is available). + */ + protected boolean isFunctionAvailable(String glFunctionName) { + return functionAvailability.isFunctionAvailable(mapToRealGLFunctionName(glFunctionName)); + } + + /** + * Returns true if the specified OpenGL extension can be + * successfully called using this GL context given the current host (OpenGL + * <i>client</i>) and display (OpenGL <i>server</i>) configuration. + * + * See {@link GL#isExtensionAvailable(String)} for more details. + * + * @param glExtensionName the name of the OpenGL extension (e.g., + * "GL_VERTEX_PROGRAM_ARB"). + */ + public boolean isExtensionAvailable(String glExtensionName) { + return functionAvailability.isExtensionAvailable(mapToRealGLExtensionName(glExtensionName)); + } + + /** + * Pbuffer support; indicates whether this context is capable of + * creating a subordinate pbuffer context (distinct from an + * "offscreen context", which is typically software-rendered on all + * platforms). + */ + public abstract boolean canCreatePbufferContext(); + + /** + * Pbuffer support; creates a subordinate GLContext for a pbuffer + * associated with this context. + */ + public abstract GLContext createPbufferContext(GLCapabilities capabilities, + int initialWidth, + int initialHeight); + + /** + * Pbuffer support; given that this is a GLContext associated with a + * pbuffer, binds this pbuffer to its texture target. + */ + public abstract void bindPbufferToTexture(); + + /** + * Pbuffer support; given that this is a GLContext associated with a + * pbuffer, releases this pbuffer from its texture target. + */ + public abstract void releasePbufferFromTexture(); + + /** Maps the given "platform-independent" function name to a real function + name. Currently this is only used to map "glAllocateMemoryNV" and + associated routines to wglAllocateMemoryNV / glXAllocateMemoryNV. */ + protected abstract String mapToRealGLFunctionName(String glFunctionName); + + /** Maps the given "platform-independent" extension name to a real + function name. Currently this is only used to map + "GL_ARB_pbuffer" and "GL_ARB_pixel_format" to "WGL_ARB_pbuffer" + and "WGL_ARB_pixel_format" (not yet mapped to X11). */ + protected abstract String mapToRealGLExtensionName(String glExtensionName); + + /** Create the GL for this context. */ + protected abstract GL createGL(); + + /** Hook indicating whether the concrete GLContext implementation is + offscreen and therefore whether we need to process resize + requests. */ + protected abstract boolean isOffscreen(); + + /** Only called for offscreen contexts; returns the type of + BufferedImage required for reading this context's pixels. */ + public abstract int getOffscreenContextBufferedImageType(); + + /** Only called for offscreen contexts; returns the buffer from + which to read pixels (GL.GL_FRONT or GL.GL_BACK). */ + public abstract int getOffscreenContextReadBuffer(); + + /** On some platforms the mismatch between OpenGL's coordinate + system (origin at bottom left) and the window system's + coordinate system (origin at top left) necessitates a vertical + flip of pixels read from offscreen contexts. */ + public abstract boolean offscreenImageNeedsVerticalFlip(); + + /** Attempts to make the GL context current. If necessary, creates a + context and calls the initAction once the context is current. + Most error conditions cause an exception to be thrown, except + for the case where the context can not be created because the + component has not yet been visualized. In this case makeCurrent + returns false and the caller should abort any OpenGL event + processing and instead return immediately. */ + protected abstract boolean makeCurrent(Runnable initAction) throws GLException; + + /** Frees the OpenGL context. All error conditions cause a + GLException to be thrown. */ + protected abstract void free() throws GLException; + + /** Swaps the buffers of the OpenGL context if necessary. All error + conditions cause a GLException to be thrown. */ + protected abstract void swapBuffers() throws GLException; + + //---------------------------------------------------------------------- + // Internals only below this point + // + private boolean realized() { + return ((component == null) || realized || component.isDisplayable()); + } +} |