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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
* 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();
}
}
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