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Diffstat (limited to 'src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java')
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java361
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diff --git a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java b/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java
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--- a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java
+++ /dev/null
@@ -1,361 +0,0 @@
-/*
- * 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
- * MICROSYSTEMS, 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.windows;
-
-import java.awt.Component;
-import java.awt.GraphicsConfiguration;
-import java.awt.GraphicsDevice;
-import java.awt.Rectangle;
-import java.io.File;
-import java.security.AccessController;
-import java.security.PrivilegedAction;
-import java.util.HashMap;
-import java.util.HashSet;
-import java.util.Map;
-import java.util.Set;
-import java.util.Collection;
-import java.util.Iterator;
-import net.java.games.jogl.*;
-import net.java.games.jogl.impl.*;
-
-public class WindowsGLContextFactory extends GLContextFactory {
- private static final boolean DEBUG = Debug.debug("WindowsGLContextFactory");
- private static final boolean VERBOSE = Debug.verbose();
-
- // On Windows we want to be able to use some extension routines like
- // wglChoosePixelFormatARB during the creation of the user's first
- // GLContext. However, this and other routines' function pointers
- // aren't loaded by the driver until the first OpenGL context is
- // created. The standard way of working around this chicken-and-egg
- // problem is to create a dummy window, show it, send it a paint
- // message, create an OpenGL context, fetch the needed function
- // pointers, and then destroy the dummy window and context. It turns
- // out that ATI cards need the dummy context to be current while
- // wglChoosePixelFormatARB is called, so we cache the extension
- // strings the dummy context reports as being available.
- private static Map/*<GraphicsDevice, GL>*/ dummyContextMap = new HashMap();
- private static Map/*<GraphicsDevice, String>*/ dummyExtensionsMap = new HashMap();
- private static Set/*<GraphicsDevice >*/ pendingContextSet = new HashSet();
-
- public WindowsGLContextFactory() {
- AccessController.doPrivileged( new PrivilegedAction() {
- public Object run() {
- Runtime.getRuntime().addShutdownHook( new ShutdownHook() );
-
- // Test for whether we should enable the single-threaded
- // workaround for ATI cards. It appears that if we make any
- // OpenGL context current on more than one thread on ATI cards
- // on Windows then we see random failures like the inability
- // to create more OpenGL contexts, or having just the next
- // OpenGL SetPixelFormat operation fail with a GetNextError()
- // code of 0 (but subsequent ones on subsequently-created
- // windows succeed). These kinds of failures are obviously due
- // to bugs in ATI's OpenGL drivers. Through trial and error it
- // was found that specifying
- // -DJOGL_SINGLE_THREADED_WORKAROUND=true on the command line
- // caused these problems to completely disappear. Therefore at
- // least on Windows we try to enable the single-threaded
- // workaround before creating any OpenGL contexts. In the
- // future, if problems are encountered on other platforms and
- // -DJOGL_SINGLE_THREADED_WORKAROUND=true works around them,
- // we may want to implement a workaround like this on other
- // platforms.
-
- // The algorithm here is to try to find the system directory
- // (assuming it is on the same drive as TMPDIR, exposed
- // through the system property java.io.tmpdir) and see whether
- // a known file in the ATI drivers is present; if it is, we
- // enable the single-threaded workaround.
-
- // If any path down this code fails, we simply bail out -- we
- // don't go to great lengths to figure out if the ATI drivers
- // are present. We could add more checks here in the future if
- // these appear to be insufficient.
-
- String tmpDirProp = System.getProperty("java.io.tmpdir");
- if (tmpDirProp != null) {
- File file = new File(tmpDirProp);
- if (file.isAbsolute()) {
- File parent = null;
- do {
- parent = file.getParentFile();
- if (parent != null) {
- file = parent;
- }
- } while (parent != null);
- // Now the file contains just the drive letter
- file = new File(new File(new File(file, "windows"), "system32"), "atioglxx.dll");
- if (file.exists()) {
- SingleThreadedWorkaround.shouldDoWorkaround();
- }
- }
- }
-
- return( null );
- }
- });
- }
-
- public GraphicsConfiguration chooseGraphicsConfiguration(GLCapabilities capabilities,
- GLCapabilitiesChooser chooser,
- GraphicsDevice device) {
- return null;
- }
-
- public GLContext createGLContext(Component component,
- GLCapabilities capabilities,
- GLCapabilitiesChooser chooser,
- GLContext shareWith) {
- if (component != null) {
- return new WindowsOnscreenGLContext(component, capabilities, chooser, shareWith);
- } else {
- return new WindowsOffscreenGLContext(capabilities, chooser, shareWith);
- }
- }
-
- // Return cached GL context
- public static WindowsGLContext getDummyGLContext( final GraphicsDevice device ) {
- checkForDummyContext( device );
- NativeWindowStruct nws = (NativeWindowStruct) dummyContextMap.get(device);
- return nws.getWindowsContext();
- }
-
- // Return cached extension string
- public static String getDummyGLExtensions(final GraphicsDevice device) {
- checkForDummyContext( device );
- String exts = (String) dummyExtensionsMap.get(device);
- return (exts == null) ? "" : exts;
- }
-
- // Return cached GL function pointers
- public static GL getDummyGL(final GraphicsDevice device) {
- checkForDummyContext( device );
- NativeWindowStruct nws = (NativeWindowStruct) dummyContextMap.get(device);
- return( nws.getWindowsContext().getGL() );
- }
-
- /*
- * Locate a cached native window, if one doesn't exist create one amd
- * cache it.
- */
- private static void checkForDummyContext( final GraphicsDevice device ) {
- if (!pendingContextSet.contains(device) && !dummyContextMap.containsKey( device ) ) {
- if (DEBUG) {
- System.err.println("WindowsGLContextFactory.checkForDummyContext() called on thread " +
- Thread.currentThread().getName());
- }
-
- pendingContextSet.add(device);
- GraphicsConfiguration config = device.getDefaultConfiguration();
- Rectangle rect = config.getBounds();
- GLCapabilities caps = new GLCapabilities();
- caps.setDepthBits( 16 );
- // Create a context that we use to query pixel formats
- WindowsOnscreenGLContext context = new WindowsOnscreenGLContext( null, caps, null, null );
- // Start a native thread and grab native screen resources from the thread
- NativeWindowThread nwt = new NativeWindowThread( rect );
- nwt.start();
- long hWnd = 0;
- long tempHDC = 0;
- while( (hWnd = nwt.getHWND()) == 0 || (tempHDC = nwt.getHDC()) == 0 ) {
- Thread.yield();
- }
- // Choose a hardware accelerated pixel format
- PIXELFORMATDESCRIPTOR pfd = context.glCapabilities2PFD( caps, true );
- int pixelFormat = WGL.ChoosePixelFormat( tempHDC, pfd );
- if( pixelFormat == 0 ) {
- System.err.println("Pixel Format is Zero");
- pendingContextSet.remove(device);
- return;
- }
- // Set the hardware accelerated pixel format
- if (!WGL.SetPixelFormat(tempHDC, pixelFormat, pfd)) {
- System.err.println("SetPixelFormat Failed");
- pendingContextSet.remove( device );
- return;
- }
- // Create a rendering context
- long tempHGLRC = WGL.wglCreateContext( tempHDC );
- if( hWnd == 0 || tempHDC == 0 || tempHGLRC == 0 ) {
- pendingContextSet.remove( device );
- return;
- }
- // Store native handles for later use
- NativeWindowStruct nws = new NativeWindowStruct();
- nws.setHWND( hWnd );
- nws.setWindowsContext( context );
- nws.setWindowThread( nwt );
- long currentHDC = WGL.wglGetCurrentDC();
- long currentHGLRC = WGL.wglGetCurrentContext();
- // Make the new hardware accelerated context current
- if( !WGL.wglMakeCurrent( tempHDC, tempHGLRC ) ) {
- pendingContextSet.remove( device );
- return;
- }
- // Grab function pointers
- context.hdc = tempHDC;
- context.hglrc = tempHGLRC;
- context.resetGLFunctionAvailability();
- context.createGL();
- pendingContextSet.remove( device );
- dummyContextMap.put( device, nws );
- String availableGLExtensions = "";
- String availableWGLExtensions = "";
- String availableEXTExtensions = "";
- try {
- availableWGLExtensions = context.getGL().wglGetExtensionsStringARB( currentHDC );
- } catch( GLException e ) {
- }
- try {
- availableEXTExtensions = context.getGL().wglGetExtensionsStringEXT();
- } catch( GLException e ) {
- }
- availableGLExtensions = context.getGL().glGetString( GL.GL_EXTENSIONS );
- dummyExtensionsMap.put(device, availableGLExtensions + " " + availableEXTExtensions + " " + availableWGLExtensions);
- WGL.wglMakeCurrent( currentHDC, currentHGLRC );
- }
- }
-
- /*
- * This class stores handles to native resources that need to be destroyed
- * at JVM shutdown.
- */
- static class NativeWindowStruct {
- private long HWND;
- private WindowsGLContext windowsContext;
- private Thread windowThread;
-
- public NativeWindowStruct() {
- }
-
- public long getHDC() {
- return( windowsContext.hdc );
- }
-
- public long getHGLRC() {
- return( windowsContext.hglrc );
- }
-
- public void setHWND( long hwnd ) {
- HWND = hwnd;
- }
-
- public long getHWND() {
- return( HWND );
- }
-
- public void setWindowsContext( WindowsGLContext context ) {
- windowsContext = context;
- }
-
- public WindowsGLContext getWindowsContext() {
- return( windowsContext );
- }
-
- public void setWindowThread( Thread thread ) {
- windowThread = thread;
- }
-
- public Thread getWindowThread() {
- return( windowThread );
- }
- }
-
- /*
- * Native HWDN and HDC handles must be created and destroyed on the same
- * thread.
- */
-
- static class NativeWindowThread extends Thread {
- private long HWND = 0;
- private long HDC = 0;
- private Rectangle rectangle;
-
- public NativeWindowThread( Rectangle rect ) {
- rectangle = rect;
- }
-
- public synchronized long getHWND() {
- return( HWND );
- }
-
- public synchronized long getHDC() {
- return( HDC );
- }
-
- public void run() {
- // Create a native window and device context
- synchronized (WindowsGLContextFactory.class) {
- HWND = WGL.CreateDummyWindow( rectangle.x, rectangle.y, rectangle.width, rectangle.height );
- }
- HDC = WGL.GetDC( HWND );
-
- // Start the message pump at shutdown
- WGL.NativeEventLoop();
- }
- }
-
- /*
- * This class is registered with the JVM to destroy all cached redering
- * contexts, device contexts, and window handles.
- */
-
- class ShutdownHook extends Thread {
- public void run() {
- // Collect all saved screen resources
- Collection c = dummyContextMap.values();
- Iterator iter = c.iterator();
- while( iter.hasNext() ) {
- // NativeWindowStruct holds refs to native resources that need to be destroyed
- NativeWindowStruct struct = (NativeWindowStruct)iter.next();
- // Restart native window threads to respond to window closing events
- synchronized( struct.getWindowThread() ) {
- struct.getWindowThread().notifyAll();
- }
- // Destroy OpenGL rendering context
- if( !WGL.wglDeleteContext( struct.getHGLRC() ) ) {
- System.err.println( "Error Destroying NativeWindowStruct RC: " + WGL.GetLastError() );
- }
- // Send context handles to native method for deletion
- WGL.DestroyDummyWindow( struct.getHWND(), struct.getHDC() );
- }
- }
- }
-}