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+/*
+ * 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());
+ }
+}