/* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 2010 JogAmp Community. 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 javax.media.opengl; import java.nio.IntBuffer; import java.util.HashMap; import java.util.IdentityHashMap; import java.util.Iterator; import java.util.List; import java.util.Set; import javax.media.nativewindow.AbstractGraphicsDevice; import javax.media.nativewindow.NativeSurface; import jogamp.opengl.Debug; import jogamp.opengl.GLContextImpl; import jogamp.opengl.GLContextShareSet; import com.jogamp.common.os.Platform; import com.jogamp.common.util.VersionNumber; import com.jogamp.common.util.VersionNumberString; import com.jogamp.common.util.locks.LockFactory; import com.jogamp.common.util.locks.RecursiveLock; import com.jogamp.opengl.GLExtensions; import com.jogamp.opengl.GLRendererQuirks; /** Abstraction for an OpenGL rendering context. In order to perform OpenGL rendering, a context must be "made current" on the current thread. OpenGL rendering semantics specify that only one context may be current on the current thread at any given time, and also that a given context may be current on only one thread at any given time. Because components can be added to and removed from the component hierarchy at any time, it is possible that the underlying OpenGL context may need to be destroyed and recreated multiple times over the lifetime of a given component. This process is handled by the implementation, and the GLContext abstraction provides a stable object which clients can use to refer to a given context. */ public abstract class GLContext { public static final boolean DEBUG = Debug.debug("GLContext"); public static final boolean TRACE_SWITCH = Debug.isPropertyDefined("jogl.debug.GLContext.TraceSwitch", true); public static final boolean DEBUG_TRACE_SWITCH = DEBUG || TRACE_SWITCH; /** * If true (default), bootstrapping the available GL profiles * will use the highest compatible GL context for each profile, * hence skipping querying lower profiles if a compatible higher one is found: * * Otherwise the dedicated GL context would be queried and used: * * Using aliasing speeds up initialization about: *