/* * 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.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 { private static final boolean DEBUG = Debug.debug("WindowsGLContextFactory"); private static final boolean VERBOSE = Debug.verbose(); static { NativeLibLoader.load(); } // 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() { // 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 GLDrawable getGLDrawable(Object target, GLCapabilities capabilities, GLCapabilitiesChooser chooser) { if (target == null) { throw new IllegalArgumentException("Null target"); } if (!(target instanceof Component)) { throw new IllegalArgumentException("GLDrawables not supported for objects of type " + target.getClass().getName() + " (only Components are supported in this implementation)"); } return new WindowsOnscreenGLDrawable((Component) target, capabilities, chooser); } public GLDrawableImpl createOffscreenDrawable(GLCapabilities capabilities, GLCapabilitiesChooser chooser) { return new WindowsOffscreenGLDrawable(capabilities, chooser); } static String wglGetLastError() { int err = WGL.GetLastError(); String detail = null; switch (err) { case WGL.ERROR_INVALID_PIXEL_FORMAT: detail = "ERROR_INVALID_PIXEL_FORMAT"; break; case WGL.ERROR_NO_SYSTEM_RESOURCES: detail = "ERROR_NO_SYSTEM_RESOURCES"; break; case WGL.ERROR_INVALID_DATA: detail = "ERROR_INVALID_DATA"; break; case WGL.ERROR_PROC_NOT_FOUND: detail = "ERROR_PROC_NOT_FOUND"; break; case WGL.ERROR_INVALID_WINDOW_HANDLE:detail = "ERROR_INVALID_WINDOW_HANDLE"; break; default: detail = "(Unknown error code " + err + ")"; break; } return detail; } }