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-rw-r--r--src/classes/javax/media/opengl/GLJPanel.java76
1 files changed, 45 insertions, 31 deletions
diff --git a/src/classes/javax/media/opengl/GLJPanel.java b/src/classes/javax/media/opengl/GLJPanel.java
index 086e7c055..445ea3c4d 100644
--- a/src/classes/javax/media/opengl/GLJPanel.java
+++ b/src/classes/javax/media/opengl/GLJPanel.java
@@ -164,15 +164,16 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
// This is required when the FBO option of the Java2D / OpenGL
// pipeline is active
private int[] frameBuffer = new int[1];
- // We apparently also need to track the attachment points of the
- // framebuffer
- // Because it looks like this might be just a bug, controlling it
- // under a flag for now
- private boolean frameBufferAttachmentWorkaround = !Debug.isPropertyDefined("jogl.gljpanel.fbobject.noworkaround");
- private boolean frameBufferDepthBufferWorkaround = !Debug.isPropertyDefined("jogl.gljpanel.fbobject.nodepthworkaround");
- private int[] frameBufferDepthBuffer = new int[1];
- private int[] frameBufferTexture = new int[1];
- private boolean createNewDepthBuffer = false;
+ // Current (as of this writing) NVidia drivers have a couple of bugs
+ // relating to the sharing of framebuffer and renderbuffer objects
+ // between contexts. It appears we have to (a) reattach the color
+ // attachment and (b) actually create new depth buffer storage and
+ // attach it in order for the FBO to behave properly in our context.
+ private boolean checkedForFBObjectWorkarounds;
+ private boolean fbObjectWorkarounds;
+ private int[] frameBufferDepthBuffer;
+ private int[] frameBufferTexture;
+ private boolean createNewDepthBuffer;
// These are always set to (0, 0) except when the Java2D / OpenGL
// pipeline is active
@@ -256,24 +257,20 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
}
gl.glGetIntegerv(GL.GL_FRAMEBUFFER_BINDING_EXT, frameBuffer, 0);
- if (frameBufferAttachmentWorkaround) {
- // Query the framebuffer for its color and depth buffers so we
- // can hook them up (unclear how this is supposed to work
- // according to the spec -- hope we don't damage Java2D's
- // attachments)
+ if (fbObjectWorkarounds ||
+ !checkedForFBObjectWorkarounds) {
+ // See above for description of what we are doing here
+ if (frameBufferTexture == null)
+ frameBufferTexture = new int[1];
+
+ // Query the framebuffer for its color buffer so we can hook
+ // it back up in our context (should not be necessary)
gl.glGetFramebufferAttachmentParameterivEXT(GL.GL_FRAMEBUFFER_EXT,
GL.GL_COLOR_ATTACHMENT0_EXT,
GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
frameBufferTexture, 0);
- if (!frameBufferDepthBufferWorkaround) {
- gl.glGetFramebufferAttachmentParameterivEXT(GL.GL_FRAMEBUFFER_EXT,
- GL.GL_DEPTH_ATTACHMENT_EXT,
- GL.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
- frameBufferDepthBuffer, 0);
- }
if (DEBUG && VERBOSE) {
System.err.println("GLJPanel: FBO COLOR_ATTACHMENT0: " + frameBufferTexture[0]);
- System.err.println("GLJPanel: FBO DEPTH_ATTACHMENT : " + frameBufferDepthBuffer[0]);
}
}
}
@@ -321,9 +318,28 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
System.err.println("GLJPanel: Binding to framebuffer object " + frameBuffer[0]);
}
- if (frameBufferAttachmentWorkaround &&
- frameBufferDepthBufferWorkaround &&
- createNewDepthBuffer) {
+ if (!checkedForFBObjectWorkarounds) {
+ checkedForFBObjectWorkarounds = true;
+ gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
+ gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBuffer[0]);
+ if (gl.glCheckFramebufferStatusEXT(GL.GL_FRAMEBUFFER_EXT) !=
+ GL.GL_FRAMEBUFFER_COMPLETE_EXT) {
+ // Need to do workarounds
+ fbObjectWorkarounds = true;
+ createNewDepthBuffer = true;
+ if (DEBUG) {
+ System.err.println("-- GLJPanel: discovered frame_buffer_object workarounds to be necessary");
+ }
+ } else {
+ // Don't need the frameBufferTexture temporary any more
+ frameBufferTexture = null;
+ }
+ }
+
+ if (fbObjectWorkarounds && createNewDepthBuffer) {
+ if (frameBufferDepthBuffer == null)
+ frameBufferDepthBuffer = new int[1];
+
// Create our own depth renderbuffer and associated storage
// If we have an old one, delete it
if (frameBufferDepthBuffer[0] != 0) {
@@ -354,12 +370,8 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, frameBuffer[0]);
- if (frameBufferAttachmentWorkaround) {
+ if (fbObjectWorkarounds) {
// Hook up the color and depth buffer attachment points for this framebuffer
-
- // (FIXME: thought this would be automatic due to the fact that
- // the framebuffer is shared between contexts, but apparently not --
- // hope we don't damage Java2D's notion of the attachment points)
gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT,
GL.GL_COLOR_ATTACHMENT0_EXT,
GL.GL_TEXTURE_2D,
@@ -449,6 +461,7 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
// capabilities or need to fall back to a pbuffer
// FIXME: add more checks?
+ j2dContext.makeCurrent();
GL gl = j2dContext.getGL();
if ((getGLInteger(gl, GL.GL_RED_BITS) < offscreenCaps.getRedBits()) ||
(getGLInteger(gl, GL.GL_GREEN_BITS) < offscreenCaps.getGreenBits()) ||
@@ -478,10 +491,12 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
shouldInitialize = true;
oglPipelineEnabled = false;
handleReshape = true;
+ j2dContext.release();
j2dContext.destroy();
j2dContext = null;
return;
}
+ j2dContext.release();
}
j2dContext.makeCurrent();
@@ -511,8 +526,7 @@ public class GLJPanel extends JPanel implements GLAutoDrawable {
if (Java2D.isFBOEnabled() &&
Java2D.getOGLSurfaceType(g) == Java2D.FBOBJECT &&
- frameBufferAttachmentWorkaround &&
- frameBufferDepthBufferWorkaround) {
+ fbObjectWorkarounds) {
createNewDepthBuffer = true;
}
}