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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.GraphicsConfiguration;
import java.awt.GraphicsDevice;
import java.awt.Rectangle;
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/*<GraphicsDevice, GL>*/ dummyContextMap = new HashMap();
private static Map/*<GraphicsDevice, String>*/ dummyExtensionsMap = new HashMap();
private static Set/*<GraphicsDevice >*/ pendingContextSet = new HashSet();
public WindowsGLContextFactory() {
AccessController.doPrivileged( new PrivilegedAction() {
public Object run() {
Runtime.getRuntime().addShutdownHook( new ShutdownHook() );
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
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() );
}
}
}
}
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