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/*
* 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.Dialog;
import java.awt.EventQueue;
import java.awt.Frame;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Map;
import java.util.Set;
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/*<GraphicsDevice, GL>*/ dummyContextMap = new HashMap();
private static Map/*<GraphicsDevice, String>*/ dummyExtensionsMap = new HashMap();
private static Set/*<GraphicsDevice >*/ pendingContextSet = new HashSet();
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);
}
}
public static String getDummyGLExtensions(final GraphicsDevice device) {
String exts = (String) dummyExtensionsMap.get(device);
return (exts == null) ? "" : exts;
}
public static GL getDummyGLContext(final GraphicsDevice device) {
GL gl = (GL) dummyContextMap.get(device);
if (gl != null) {
return gl;
}
if (!pendingContextSet.contains(device)) {
pendingContextSet.add(device);
GraphicsConfiguration config = device.getDefaultConfiguration();
final Dialog frame = new Dialog(new Frame(config), "", false, config);
frame.setUndecorated(true);
final GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(),
null,
null,
device);
canvas.addGLEventListener(new GLEventListener() {
public void init(GLDrawable drawable) {
pendingContextSet.remove(device);
dummyContextMap.put(device, drawable.getGL());
String availableGLExtensions = "";
String availableWGLExtensions = "";
String availableEXTExtensions = "";
try {
availableWGLExtensions = drawable.getGL().wglGetExtensionsStringARB(WGL.wglGetCurrentDC());
} catch (GLException e) {}
try {
availableEXTExtensions = drawable.getGL().wglGetExtensionsStringEXT();
} catch (GLException e) {}
availableGLExtensions = drawable.getGL().glGetString(GL.GL_EXTENSIONS);
dummyExtensionsMap.put(device, availableGLExtensions + " " + availableEXTExtensions + " " + availableWGLExtensions);
EventQueue.invokeLater(new Runnable() {
public void run() {
frame.dispose();
}
});
}
public void display(GLDrawable drawable) {
}
public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
}
public void destroy(GLDrawable drawable) {
}
public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
});
// Attempt to work around deadlock issues with SingleThreadedWorkaround,
// which causes some of the methods below to block doing work on the AWT thread
try {
EventQueue.invokeLater(new Runnable() {
public void run() {
canvas.setSize(0, 0);
canvas.setNoAutoRedrawMode(true);
canvas.setAutoSwapBufferMode(false);
frame.add(canvas);
frame.pack();
frame.show();
canvas.display();
}
});
} catch (Exception e) {
throw new GLException(e);
}
}
return (GL) dummyContextMap.get(device);
}
}
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