/* * 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.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 { // 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/**/ dummyContextMap = new HashMap(); private static Map/**/ dummyExtensionsMap = new HashMap(); private static Set/**/ 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 ) ) { 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() ); } } } }