/* * 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. */ package javax.media.opengl; import com.jogamp.common.jvm.JVMUtil; import com.jogamp.common.util.ReflectionUtil; import com.jogamp.opengl.util.VersionInfo; import com.jogamp.opengl.impl.Debug; import com.jogamp.opengl.impl.GLDrawableFactoryImpl; import com.jogamp.opengl.impl.GLDynamicLookupHelper; import com.jogamp.opengl.impl.DesktopGLDynamicLookupHelper; import java.util.HashMap; import java.util.Iterator; import java.security.*; import javax.media.opengl.fixedfunc.GLPointerFunc; import javax.media.nativewindow.NativeWindowFactory; /** * 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 { public static final boolean DEBUG = Debug.debug("GLProfile"); // // Query platform available OpenGL implementation // public static final boolean isGL4bcAvailable() { return null != mappedProfiles.get(GL4bc); } public static final boolean isGL4Available() { return null != mappedProfiles.get(GL4); } public static final boolean isGL3bcAvailable() { return null != mappedProfiles.get(GL3bc); } public static final boolean isGL3Available() { return null != mappedProfiles.get(GL3); } public static final boolean isGL2Available() { return null != mappedProfiles.get(GL2); } public static final boolean isGLES2Available() { return null != mappedProfiles.get(GLES2); } public static final boolean isGLES1Available() { return null != mappedProfiles.get(GLES1); } public static final boolean isGL2ES1Available() { return null != mappedProfiles.get(GL2ES1); } public static final boolean isGL2ES2Available() { return null != mappedProfiles.get(GL2ES2); } private static final void glAvailabilityToString(StringBuffer sb, int major, int profile) { String str = GLContext.getGLVersionAvailable(major, profile); if(null==str) { throw new GLException("Internal Error"); } sb.append("["); sb.append(str); sb.append("]"); } public static final String glAvailabilityToString() { boolean avail; StringBuffer sb = new StringBuffer(); sb.append("GLAvailability[Native[GL4bc "); avail=isGL4bcAvailable(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 4, GLContext.CTX_PROFILE_COMPAT); } sb.append(", GL4 "); avail=isGL4Available(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 4, GLContext.CTX_PROFILE_CORE); } sb.append(", GL3bc "); avail=isGL3bcAvailable(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 3, GLContext.CTX_PROFILE_COMPAT); } sb.append(", GL3 "); avail=isGL3Available(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 3, GLContext.CTX_PROFILE_CORE); } sb.append(", GL2 "); avail=isGL2Available(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 2, GLContext.CTX_PROFILE_COMPAT); } sb.append(", GL2ES1 "); sb.append(isGL2ES1Available()); sb.append(", GLES1 "); avail=isGLES1Available(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 1, GLContext.CTX_PROFILE_ES); } sb.append(", GL2ES2 "); sb.append(isGL2ES2Available()); sb.append(", GLES2 "); avail=isGLES2Available(); sb.append(avail); if(avail) { glAvailabilityToString(sb, 2, GLContext.CTX_PROFILE_ES); } 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() { validateInitialization(); 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 { validateInitialization(); 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 { validateInitialization(); for(int i=0; i*/ mappedProfiles; /** * Tries the profiles implementation and native libraries. * Throws an GLException if no profile could be found at all. */ private static void initProfiles(boolean firstUIActionOnProcess) { NativeWindowFactory.initSingleton(firstUIActionOnProcess); ClassLoader classloader = GLProfile.class.getClassLoader(); isAWTAvailable = NativeWindowFactory.isAWTAvailable() && ReflectionUtil.isClassAvailable("javax.media.opengl.awt.GLCanvas", classloader) ; // JOGL hasGL234Impl = ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.gl4.GL4bcImpl", classloader); hasGL4bcImpl = hasGL234Impl; hasGL4Impl = hasGL234Impl; hasGL3bcImpl = hasGL234Impl; hasGL3Impl = hasGL234Impl; hasGL2Impl = hasGL234Impl; hasGL2ES12Impl = ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.gl2es12.GL2ES12Impl", classloader); mappedProfiles = computeProfileMap(); boolean hasDesktopGL = false; boolean hasDesktopGLES12 = false; boolean hasNativeOSFactory = false; Throwable t; // // 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 .. // t=null; // if successfull it has a shared dummy drawable and context created try { GLDrawableFactoryImpl factory = (GLDrawableFactoryImpl) GLDrawableFactory.getFactoryImpl(GL2); hasNativeOSFactory = null != factory; if(hasNativeOSFactory) { DesktopGLDynamicLookupHelper glLookupHelper = (DesktopGLDynamicLookupHelper) factory.getGLDynamicLookupHelper(0); if(null!=glLookupHelper) { hasDesktopGL = glLookupHelper.hasGLBinding(); hasDesktopGLES12 = glLookupHelper.hasGLES12Binding(); } } } catch (LinkageError le) { t=le; } catch (RuntimeException re) { t=re; } catch (Throwable tt) { t=tt; } if(DEBUG) { if(null!=t) { t.printStackTrace(); } if(!hasNativeOSFactory) { System.err.println("Info: GLProfile.init - Native platform GLDrawable factory not available"); } } if(hasDesktopGL && !GLContext.mappedVersionsAvailableSet) { // nobody yet set the available desktop versions, see {@link GLContextImpl#makeCurrent}, // so we have to add the usual suspect GLContext.mapVersionAvailable(2, GLContext.CTX_PROFILE_COMPAT, 1, 5, GLContext.CTX_PROFILE_COMPAT|GLContext.CTX_OPTION_ANY); } if(!hasNativeOSFactory) { hasDesktopGL = false; hasGL234Impl = false; hasGL4bcImpl = false; hasGL4Impl = false; hasGL3bcImpl = false; hasGL3Impl = false; hasGL2ES12Impl = false; hasGL2Impl = false; } else { hasGL4bcImpl = hasGL4bcImpl && GLContext.isGL4bcAvailable(); hasGL4Impl = hasGL4Impl && GLContext.isGL4Available(); hasGL3bcImpl = hasGL3bcImpl && GLContext.isGL3bcAvailable(); hasGL3Impl = hasGL3Impl && GLContext.isGL3Available(); hasGL2Impl = hasGL2Impl && GLContext.isGL2Available(); hasGL2ES12Impl = hasGL2ES12Impl && GLContext.isGL2Available(); } if ( ReflectionUtil.isClassAvailable("com.jogamp.opengl.impl.egl.EGLDrawableFactory", classloader) ) { t=null; try { GLDrawableFactoryImpl factory = (GLDrawableFactoryImpl) GLDrawableFactory.getFactoryImpl(GLES2); if(null != factory) { GLDynamicLookupHelper eglLookupHelper = factory.getGLDynamicLookupHelper(2); if(null!=eglLookupHelper) { hasGLES2Impl = eglLookupHelper.isLibComplete(); } eglLookupHelper = factory.getGLDynamicLookupHelper(1); if(null!=eglLookupHelper) { hasGLES1Impl = eglLookupHelper.isLibComplete(); } } } catch (LinkageError le) { t=le; } catch (SecurityException se) { t=se; } catch (NullPointerException npe) { t=npe; } catch (RuntimeException re) { t=re; } if(DEBUG && null!=t) { t.printStackTrace(); } } if(hasGLES2Impl) { GLContext.mapVersionAvailable(2, GLContext.CTX_PROFILE_ES, 2, 0, GLContext.CTX_PROFILE_ES|GLContext.CTX_OPTION_ANY); } if(hasGLES1Impl) { GLContext.mapVersionAvailable(1, GLContext.CTX_PROFILE_ES, 1, 0, GLContext.CTX_PROFILE_ES|GLContext.CTX_OPTION_ANY); } mappedProfiles = computeProfileMap(); if (DEBUG) { System.err.println(VersionInfo.getPackageInfo(null, "GLProfile.init", "javax.media.opengl", "GL")); System.err.println(VersionInfo.getPlatformInfo(null, "GLProfile.init")); System.err.println("GLProfile.init firstUIActionOnProcess "+firstUIActionOnProcess); System.err.println("GLProfile.init isAWTAvailable "+isAWTAvailable); System.err.println("GLProfile.init hasNativeOSFactory "+hasNativeOSFactory); System.err.println("GLProfile.init hasDesktopGL "+hasDesktopGL); System.err.println("GLProfile.init hasDesktopGLES12 "+hasDesktopGLES12); System.err.println("GLProfile.init hasGL234Impl "+hasGL234Impl); System.err.println("GLProfile.init "+glAvailabilityToString()); } } static { JVMUtil.initSingleton(); } static boolean initialized = false; /** * Static one time initialization of JOGL. *

* Applications shall call this methods ASAP, before any other UI invocation.
* You may issue the call in your main function.
* In case applications are able to initialize JOGL before any other UI action,
* they shall invoke this method with firstUIActionOnProcess=true and benefit from fast native multithreading support on all platforms if possible.

*

* RCP Application (Applet's, Webstart, Netbeans, ..) using JOGL may not be able to initialize JOGL * before the first UI action.
* In such case you shall invoke this method with firstUIActionOnProcess=false.
* On some platforms, notably X11 with AWT usage, JOGL will utilize special locking mechanisms which may slow down your * application.

*

* Remark: NEWT is currently not affected by this behavior, ie always uses native multithreading.

*

* However, in case this method is not invoked, hence GLProfile is not initialized explicitly by the user,
* the first call to {@link #getDefault()}, {@link #get(java.lang.String)}, etc, will initialize with firstUIActionOnProcess=false,
* hence without the possibility to enable native multithreading.
* This is not the recommended way, since it may has a performance impact, but it allows you to run code without explicit initialization.

*

* In case no explicit initialization was invoked and the implicit initialization didn't happen,
* you may encounter the following exception: *

     *      javax.media.opengl.GLException: No default profile available
     * 

* * @param firstUIActionOnProcess Should be true if called before the first UI action of the running program, * otherwise false. */ public static synchronized void initSingleton(final boolean firstUIActionOnProcess) { if(!initialized) { initialized = true; // run the whole static initialization privileged to speed up, // since this skips checking further access AccessController.doPrivileged(new PrivilegedAction() { public Object run() { initProfiles(firstUIActionOnProcess); return null; } }); if(null==defaultGLProfile) { throw new GLException("No profile available: "+array2String(GL_PROFILE_LIST_ALL)+", "+glAvailabilityToString()); } } } private static void validateInitialization() { if(!initialized) { synchronized(GLProfile.class) { if(!initialized) { initSingleton(false); } } } } private static final String array2String(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