/* * 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. */ package javax.media.opengl; import com.jogamp.common.util.*; import com.jogamp.opengl.impl.DRIHack; import com.jogamp.opengl.impl.Debug; import com.jogamp.opengl.impl.GLJNILibLoader; import com.jogamp.common.jvm.JVMUtil; import java.util.HashMap; import java.util.Iterator; import java.security.AccessControlContext; import java.security.AccessController; import javax.media.opengl.fixedfunc.GLPointerFunc; /** * Specifies the the OpenGL profile. * * This class static singleton initialization queries the availability of all OpenGL Profiles * and instantiates singleton GLProfile objects for each available profile. * * The platform default profile may be used, using {@link GLProfile#GetProfileDefault()}, * or more specialized versions using the other static GetProfile methods. */ public class GLProfile implements Cloneable { public static final boolean DEBUG = Debug.debug("GLProfile"); // // Query platform available OpenGL implementation // public static final boolean isGL4bcAvailable() { return hasGL4bcImpl; } public static final boolean isGL4Available() { return hasGL4Impl; } public static final boolean isGL3bcAvailable() { return hasGL3bcImpl; } public static final boolean isGL3Available() { return hasGL3Impl; } public static final boolean isGL2Available() { return hasGL2Impl; } public static final boolean isGLES2Available() { return hasGLES2Impl; } public static final boolean isGLES1Available() { return hasGLES1Impl; } public static final String glAvailabilityToString() { StringBuffer sb = new StringBuffer(); sb.append("GLAvailability[Native[GL4bc "); sb.append(hasGL4bcImpl); sb.append(", GL4 "); sb.append(hasGL4Impl); sb.append(", GL3bc "); sb.append(hasGL3bcImpl); sb.append(", GL3 "); sb.append(hasGL3Impl); sb.append(", GL2 "); sb.append(hasGL2Impl); sb.append(", GLES1 "); sb.append(hasGLES1Impl); sb.append(", GLES2 "); sb.append(hasGLES2Impl); sb.append("], Profiles["); for(Iterator i=mappedProfiles.values().iterator(); i.hasNext(); ) { sb.append(((GLProfile)i.next()).toString()); sb.append(", "); } sb.append(", default "); sb.append(defaultGLProfile); sb.append("]]"); return sb.toString(); } // // Public (user-visible) profiles // /** The desktop OpenGL compatibility profile 4.x, with x >= 0, ie GL2 plus GL4.
bc stands for backward compatibility. */ public static final String GL4bc = "GL4bc"; /** The desktop OpenGL core profile 4.x, with x >= 0 */ public static final String GL4 = "GL4"; /** The desktop OpenGL compatibility profile 3.x, with x >= 1, ie GL2 plus GL3.
bc stands for backward compatibility. */ public static final String GL3bc = "GL3bc"; /** The desktop OpenGL core profile 3.x, with x >= 1 */ public static final String GL3 = "GL3"; /** The desktop OpenGL profile 1.x up to 3.0 */ public static final String GL2 = "GL2"; /** The embedded OpenGL profile ES 1.x, with x >= 0 */ public static final String GLES1 = "GLES1"; /** The embedded OpenGL profile ES 2.x, with x >= 0 */ public static final String GLES2 = "GLES2"; /** The intersection of the desktop GL2 and embedded ES1 profile */ public static final String GL2ES1 = "GL2ES1"; /** The intersection of the desktop GL3, GL2 and embedded ES2 profile */ public static final String GL2ES2 = "GL2ES2"; /** The intersection of the desktop GL3 and GL2 profile */ public static final String GL2GL3 = "GL2GL3"; /** * All GL Profiles in the order of default detection. * Desktop compatibility profiles (the one with fixed function pipeline) comes first. * * FIXME GL3GL4: Due to GL3 and GL4 implementation bugs, we still choose GL2 first, if available! * * * */ public static final String[] GL_PROFILE_LIST_ALL = new String[] { GL2, GL3bc, GL4bc, GL2GL3, GL3, GL4, GL2ES2, GLES2, GL2ES1, GLES1 }; /** * Order of maximum fixed function profiles * * * */ public static final String[] GL_PROFILE_LIST_MAX_FIXEDFUNC = new String[] { GL4bc, GL3bc, GL2, GL2ES1, GLES1 }; /** * Order of maximum programmable shader profiles * * * */ public static final String[] GL_PROFILE_LIST_MAX_PROGSHADER = new String[] { GL4, GL4bc, GL3, GL3bc, GL2, GL2ES2, GLES2 }; /** * All GL2ES2 Profiles in the order of default detection. * * FIXME GL3GL4: Due to GL3 and GL4 implementation bugs, we still choose GL2 first, if available! * * * */ public static final String[] GL_PROFILE_LIST_GL2ES2 = new String[] { GL2ES2, GL2, GL3, GL4, GLES2 }; /** * All GL2ES1 Profiles in the order of default detection. * * FIXME GL3GL4: Due to GL3 and GL4 implementation bugs, we still choose GL2 first, if available! * * * */ public static final String[] GL_PROFILE_LIST_GL2ES1 = new String[] { GL2ES1, GL2, GL3bc, GL4bc, GLES1 }; /** Returns a default GLProfile object, reflecting the best for the running platform. * It selects the first of the set {@link GLProfile#GL_PROFILE_LIST_ALL} * @see #GL_PROFILE_LIST_ALL */ public static final GLProfile getDefault() { if(null==defaultGLProfile) { throw new GLException("No default profile available"); // should never be reached } return defaultGLProfile; } /** * Returns the highest profile, implementing the fixed function pipeline * It selects the first of the set: {@link GLProfile#GL_PROFILE_LIST_MAX_FIXEDFUNC} * * @throws GLException if no implementation for the given profile is found. * @see #GL_PROFILE_LIST_MAX_FIXEDFUNC */ public static final GLProfile getMaxFixedFunc() throws GLException { return get(GL_PROFILE_LIST_MAX_FIXEDFUNC); } /** * Returns the highest profile, implementing the programmable shader pipeline. * It selects the first of the set: {@link GLProfile#GL_PROFILE_LIST_MAX_PROGSHADER} * * @throws GLException if no implementation for the given profile is found. * @see #GL_PROFILE_LIST_MAX_PROGSHADER */ public static final GLProfile getMaxProgrammable() throws GLException { return get(GL_PROFILE_LIST_MAX_PROGSHADER); } /** * Returns a profile, implementing the interface GL2ES1. * It selects the first of the set: {@link GLProfile#GL_PROFILE_LIST_GL2ES1} * * @throws GLException if no implementation for the given profile is found. * @see #GL_PROFILE_LIST_GL2ES1 */ public static final GLProfile getGL2ES1() throws GLException { return get(GL_PROFILE_LIST_GL2ES1); } /** * Returns a profile, implementing the interface GL2ES2. * It selects the first of the set: {@link GLProfile#GL_PROFILE_LIST_GL2ES2} * * @throws GLException if no implementation for the given profile is found. * @see #GL_PROFILE_LIST_GL2ES2 */ public static final GLProfile getGL2ES2() throws GLException { return get(GL_PROFILE_LIST_GL2ES2); } /** Returns a GLProfile object. * Verfifies the given profile and chooses an apropriate implementation. * A generic value of null or GL will result in * the default profile. * * @throws GLException if no implementation for the given profile is found. */ public static final GLProfile get(String profile) throws GLException { if(null==profile || profile.equals("GL")) return getDefault(); GLProfile glProfile = (GLProfile) mappedProfiles.get(profile); if(null==glProfile) { throw new GLException("No implementation for profile "+profile+" available"); } return glProfile; } /** * Returns the first profile from the given list, * where an implementation is available. * * @throws GLException if no implementation for the given profile is found. */ public static final GLProfile get(String[] profiles) throws GLException { for(int i=0; i*/ mappedProfiles; /** * Tries the profiles implementation and native libraries. * Throws an GLException if no profile could be found at all. */ static { JVMUtil.initSingleton(); AccessControlContext acc = AccessController.getContext(); isAWTAvailable = !Debug.getBooleanProperty("java.awt.headless", true, acc) && ReflectionUtil.isClassAvailable("java.awt.Component") ; isAWTJOGLAvailable = isAWTAvailable && ReflectionUtil.isClassAvailable("javax.media.nativewindow.awt.AWTGraphicsDevice") && // NativeWindow ReflectionUtil.isClassAvailable("javax.media.opengl.awt.GLCanvas") ; // JOGL boolean hasDesktopGL = false; boolean hasNativeOSFactory = false; Throwable t; // // First iteration of desktop GL availability detection // - native libs exist // - class exists // t=null; try { // See DRIHack.java for an explanation of why this is necessary DRIHack.begin(); GLJNILibLoader.loadGLDesktop(); DRIHack.end(); hasDesktopGL = true; } catch (UnsatisfiedLinkError ule) { t=ule; } catch (SecurityException se) { t=se; } catch (NullPointerException npe) { t=npe; } catch (RuntimeException re) { t=re; } if(null!=t) { if (DEBUG) { System.err.println("GLProfile.static Desktop GL Library not available"); t.printStackTrace(); } } hasGL234Impl = hasDesktopGL && ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.gl4.GL4bcImpl"); hasGL4bcImpl = hasGL234Impl; hasGL4Impl = hasGL234Impl; hasGL3bcImpl = hasGL234Impl; hasGL3Impl = hasGL234Impl; hasGL2Impl = hasGL234Impl; mappedProfiles = computeProfileMap(); // // Second iteration of desktop GL availability detection // utilizing the detected GL version in the shared context. // // - Instantiate GLDrawableFactory incl its shared dummy drawable/context, // which will register at GLContext .. // if(hasDesktopGL) { // if successfull it has a shared dummy drawable and context created try { hasNativeOSFactory = null != GLDrawableFactory.getFactoryImpl(GL2); } catch (RuntimeException re) { System.err.println("GLProfile.static - Native platform GLDrawable factory not available"); re.printStackTrace(); } } if(hasNativeOSFactory && !GLContext.mappedVersionsAvailableSet) { // nobody yet set the available desktop versions, see {@link GLContextImpl#makeCurrent}, // so we have to add the usual suspect GLContext.mapVersionAvailable(2, true, 1, 5, GLContext.CTX_PROFILE_COMPAT|GLContext.CTX_OPTION_ANY); } if(!hasNativeOSFactory) { hasDesktopGL = false; hasGL234Impl = false; hasGL4bcImpl = false; hasGL4Impl = false; hasGL3bcImpl = false; hasGL3Impl = false; hasGL2Impl = false; } else { hasGL4bcImpl = GLContext.isGL4bcAvailable(); hasGL4Impl = GLContext.isGL4Available(); hasGL3bcImpl = GLContext.isGL3bcAvailable(); hasGL3Impl = GLContext.isGL3Available(); hasGL2Impl = GLContext.isGL2Available(); } boolean btest = false; boolean hasEGLDynLookup = ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.egl.EGLDynamicLookupHelper"); boolean hasEGLDrawableFactory = false; t=null; try { if(hasEGLDynLookup) { hasEGLDrawableFactory = null!=GLDrawableFactory.getFactoryImpl(GLES2); try { btest = hasEGLDrawableFactory && ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.es2.GLES2Impl") && null!=com.jogamp.opengl.impl.egl.EGLDynamicLookupHelper.getDynamicLookupHelper(2); } catch (GLException gle) { // n/a .. } } } catch (UnsatisfiedLinkError ule) { t=ule; } catch (SecurityException se) { t=se; } catch (NullPointerException npe) { t=npe; } catch (RuntimeException re) { t=re; } if(null!=t) { if (DEBUG) { System.err.println("GLProfile.static - GL ES2 Factory/Library not available"); t.printStackTrace(); } } hasGLES2Impl = btest; if(hasGLES2Impl) { GLContext.mapVersionAvailable(2, false, 2, 0, GLContext.CTX_PROFILE_ES|GLContext.CTX_PROFILE_CORE|GLContext.CTX_OPTION_ANY); } btest = false; if(hasEGLDynLookup) { try { btest = hasEGLDrawableFactory && ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.es1.GLES1Impl") && null!=com.jogamp.opengl.impl.egl.EGLDynamicLookupHelper.getDynamicLookupHelper(1); } catch (GLException jre) { /* just not available .. */ } } hasGLES1Impl = btest; if(hasGLES1Impl) { GLContext.mapVersionAvailable(1, false, 1, 0, GLContext.CTX_PROFILE_ES|GLContext.CTX_PROFILE_CORE|GLContext.CTX_OPTION_ANY); } mappedProfiles = computeProfileMap(); if(null==defaultGLProfile) { throw new GLException("No profile available: "+list2String(GL_PROFILE_LIST_ALL)); } if (DEBUG) { System.err.println("GLProfile.static isAWTAvailable "+isAWTAvailable); System.err.println("GLProfile.static isAWTJOGLAvailable "+isAWTJOGLAvailable); System.err.println("GLProfile.static hasNativeOSFactory "+hasNativeOSFactory); System.err.println("GLProfile.static hasDesktopGL "+hasDesktopGL); System.err.println("GLProfile.static hasEGLDynLookup "+hasEGLDynLookup); System.err.println("GLProfile.static hasEGLDrawableFactory "+hasEGLDrawableFactory); System.err.println("GLProfile.static hasGL234Impl "+hasGL234Impl); System.err.println("GLProfile.static "+glAvailabilityToString()); } } private static final String list2String(String[] list) { StringBuffer msg = new StringBuffer(); msg.append("["); for (int i = 0; i < list.length; i++) { if (i > 0) msg.append(", "); msg.append(list[i]); } msg.append("]"); return msg.toString(); } private static HashMap computeProfileMap() { defaultGLProfile=null; HashMap/**/ _mappedProfiles = new HashMap(GL_PROFILE_LIST_ALL.length); for(int i=0; i