/* * 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.x11; import java.awt.Component; import net.java.games.jogl.*; import net.java.games.jogl.impl.*; public abstract class X11GLDrawable extends GLDrawableImpl { protected static final boolean DEBUG = Debug.debug("X11GLDrawable"); protected long display; protected long drawable; protected long visualID; protected Component component; protected GLCapabilities capabilities; protected GLCapabilitiesChooser chooser; public X11GLDrawable(Component component, GLCapabilities capabilities, GLCapabilitiesChooser chooser) { this.component = component; this.capabilities = (capabilities == null) ? null : ((GLCapabilities) capabilities.clone()); this.chooser = chooser; } public void setRealized(boolean val) { throw new GLException("Should not call this (should only be called for onscreen GLDrawables)"); } public void destroy() { throw new GLException("Should not call this (should only be called for offscreen GLDrawables)"); } public void swapBuffers() throws GLException { } public long getDisplay() { return display; } public long getDrawable() { return drawable; } //--------------------------------------------------------------------------- // Internals only below this point // protected XVisualInfo chooseVisual(boolean onscreen) { if (display == 0) { throw new GLException("null display"); } // FIXME if (onscreen) { // The visual has already been chosen by the time we get here; // it's specified by the GraphicsConfiguration of the // GLCanvas. Fortunately, the JAWT supplies the visual ID for // the component in a portable fashion, so all we have to do is // use XGetVisualInfo with a VisualIDMask to get the // corresponding XVisualInfo to pass into glXChooseVisual. int[] count = new int[1]; XVisualInfo template = new XVisualInfo(); // FIXME: probably not 64-bit clean template.visualid((int) visualID); lockAWT(); XVisualInfo[] infos = GLX.XGetVisualInfo(display, GLX.VisualIDMask, template, count, 0); unlockAWT(); if (infos == null || infos.length == 0) { throw new GLException("Error while getting XVisualInfo for visual ID " + visualID); } // FIXME: the storage for the infos array is leaked (should // clean it up somehow when we're done with the visual we're // returning) return infos[0]; } else { // It isn't clear to me whether we need this much code to handle // the offscreen case, where we're creating a pixmap into which // to render...this is what we (incorrectly) used to do for the // onscreen case int screen = 0; // FIXME: provide way to specify this? XVisualInfo vis = null; int[] count = new int[1]; XVisualInfo template = new XVisualInfo(); template.screen(screen); XVisualInfo[] infos = null; GLCapabilities[] caps = null; lockAWT(); try { infos = GLX.XGetVisualInfo(display, GLX.VisualScreenMask, template, count, 0); if (infos == null) { throw new GLException("Error while enumerating available XVisualInfos"); } caps = new GLCapabilities[infos.length]; for (int i = 0; i < infos.length; i++) { caps[i] = X11GLContextFactory.xvi2GLCapabilities(display, infos[i]); } } finally { unlockAWT(); } int chosen = chooser.chooseCapabilities(capabilities, caps, -1); if (chosen < 0 || chosen >= caps.length) { throw new GLException("GLCapabilitiesChooser specified invalid index (expected 0.." + (caps.length - 1) + ")"); } if (DEBUG) { System.err.println("Chosen visual (" + chosen + "):"); System.err.println(caps[chosen]); } vis = infos[chosen]; if (vis == null) { throw new GLException("GLCapabilitiesChooser chose an invalid visual"); } // FIXME: the storage for the infos array is leaked (should // clean it up somehow when we're done with the visual we're // returning) return vis; } } // These synchronization primitives prevent the AWT from making // requests from the X server asynchronously to this code. protected void lockAWT() { X11GLContextFactory.lockAWT(); } protected void unlockAWT() { X11GLContextFactory.unlockAWT(); } }