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* accompanied this code).
*
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package sun.java2d.opengl;
import java.lang.annotation.Native;
import sun.java2d.pipe.BufferedContext;
import sun.java2d.pipe.RenderBuffer;
import sun.java2d.pipe.RenderQueue;
import sun.java2d.pipe.hw.ContextCapabilities;
import static sun.java2d.pipe.BufferedOpCodes.INVALIDATE_CONTEXT;
import static sun.java2d.pipe.BufferedOpCodes.SET_SCRATCH_SURFACE;
Note that the RenderQueue lock must be acquired before calling any of
the methods in this class.
/**
* Note that the RenderQueue lock must be acquired before calling any of
* the methods in this class.
*/
final class OGLContext extends BufferedContext {
OGLContext(RenderQueue rq) {
super(rq);
}
Convenience method that delegates to setScratchSurface() below.
/**
* Convenience method that delegates to setScratchSurface() below.
*/
static void setScratchSurface(OGLGraphicsConfig gc) {
setScratchSurface(gc.getNativeConfigInfo());
}
Makes the given GraphicsConfig's context current to its associated
"scratch surface". Each GraphicsConfig maintains a native context
(GLXContext on Unix, HGLRC on Windows) as well as a native pbuffer
known as the "scratch surface". By making the context current to the
scratch surface, we are assured that we have a current context for
the relevant GraphicsConfig, and can therefore perform operations
depending on the capabilities of that GraphicsConfig. For example,
if the GraphicsConfig supports the GL_ARB_texture_non_power_of_two
extension, then we should be able to make a non-pow2 texture for this
GraphicsConfig once we make the context current to the scratch surface.
This method should be used for operations with an OpenGL texture
as the destination surface (e.g. a sw->texture blit loop), or in those
situations where we may not otherwise have a current context (e.g.
when disposing a texture-based surface).
/**
* Makes the given GraphicsConfig's context current to its associated
* "scratch surface". Each GraphicsConfig maintains a native context
* (GLXContext on Unix, HGLRC on Windows) as well as a native pbuffer
* known as the "scratch surface". By making the context current to the
* scratch surface, we are assured that we have a current context for
* the relevant GraphicsConfig, and can therefore perform operations
* depending on the capabilities of that GraphicsConfig. For example,
* if the GraphicsConfig supports the GL_ARB_texture_non_power_of_two
* extension, then we should be able to make a non-pow2 texture for this
* GraphicsConfig once we make the context current to the scratch surface.
*
* This method should be used for operations with an OpenGL texture
* as the destination surface (e.g. a sw->texture blit loop), or in those
* situations where we may not otherwise have a current context (e.g.
* when disposing a texture-based surface).
*/
static void setScratchSurface(long pConfigInfo) {
// assert OGLRenderQueue.getInstance().lock.isHeldByCurrentThread();
// invalidate the current context
currentContext = null;
// set the scratch context
OGLRenderQueue rq = OGLRenderQueue.getInstance();
RenderBuffer buf = rq.getBuffer();
rq.ensureCapacityAndAlignment(12, 4);
buf.putInt(SET_SCRATCH_SURFACE);
buf.putLong(pConfigInfo);
}
Invalidates the currentContext field to ensure that we properly
revalidate the OGLContext (make it current, etc.) next time through
the validate() method. This is typically invoked from methods
that affect the current context state (e.g. disposing a context or
surface).
/**
* Invalidates the currentContext field to ensure that we properly
* revalidate the OGLContext (make it current, etc.) next time through
* the validate() method. This is typically invoked from methods
* that affect the current context state (e.g. disposing a context or
* surface).
*/
static void invalidateCurrentContext() {
// assert OGLRenderQueue.getInstance().lock.isHeldByCurrentThread();
// invalidate the current Java-level context so that we
// revalidate everything the next time around
if (currentContext != null) {
currentContext.invalidateContext();
currentContext = null;
}
// invalidate the context reference at the native level, and
// then flush the queue so that we have no pending operations
// dependent on the current context
OGLRenderQueue rq = OGLRenderQueue.getInstance();
rq.ensureCapacity(4);
rq.getBuffer().putInt(INVALIDATE_CONTEXT);
rq.flushNow();
}
Returns a string representing adapter id (vendor, renderer, version).
Must be called on the rendering thread.
Returns: an id string for the adapter
/**
* Returns a string representing adapter id (vendor, renderer, version).
* Must be called on the rendering thread.
*
* @return an id string for the adapter
*/
static final native String getOGLIdString();
static class OGLContextCaps extends ContextCapabilities {
Indicates the presence of the GL_EXT_framebuffer_object extension.
This cap will only be set if the fbobject system property has been
enabled and we are able to create an FBO with depth buffer.
/**
* Indicates the presence of the GL_EXT_framebuffer_object extension.
* This cap will only be set if the fbobject system property has been
* enabled and we are able to create an FBO with depth buffer.
*/
@Native
static final int CAPS_EXT_FBOBJECT =
(CAPS_RT_TEXTURE_ALPHA | CAPS_RT_TEXTURE_OPAQUE);
Indicates that the context is doublebuffered. /** Indicates that the context is doublebuffered. */
@Native
static final int CAPS_DOUBLEBUFFERED = (FIRST_PRIVATE_CAP << 0);
Indicates the presence of the GL_ARB_fragment_shader extension.
This cap will only be set if the lcdshader system property has been
enabled and the hardware supports the minimum number of texture units
/**
* Indicates the presence of the GL_ARB_fragment_shader extension.
* This cap will only be set if the lcdshader system property has been
* enabled and the hardware supports the minimum number of texture units
*/
@Native
static final int CAPS_EXT_LCD_SHADER = (FIRST_PRIVATE_CAP << 1);
Indicates the presence of the GL_ARB_fragment_shader extension.
This cap will only be set if the biopshader system property has been
enabled and the hardware meets our minimum requirements.
/**
* Indicates the presence of the GL_ARB_fragment_shader extension.
* This cap will only be set if the biopshader system property has been
* enabled and the hardware meets our minimum requirements.
*/
@Native
static final int CAPS_EXT_BIOP_SHADER = (FIRST_PRIVATE_CAP << 2);
Indicates the presence of the GL_ARB_fragment_shader extension.
This cap will only be set if the gradshader system property has been
enabled and the hardware meets our minimum requirements.
/**
* Indicates the presence of the GL_ARB_fragment_shader extension.
* This cap will only be set if the gradshader system property has been
* enabled and the hardware meets our minimum requirements.
*/
@Native
static final int CAPS_EXT_GRAD_SHADER = (FIRST_PRIVATE_CAP << 3);
Indicates the presence of the GL_ARB_texture_rectangle extension. /** Indicates the presence of the GL_ARB_texture_rectangle extension. */
@Native
static final int CAPS_EXT_TEXRECT = (FIRST_PRIVATE_CAP << 4);
Indicates the presence of the GL_NV_texture_barrier extension. /** Indicates the presence of the GL_NV_texture_barrier extension. */
@Native
static final int CAPS_EXT_TEXBARRIER = (FIRST_PRIVATE_CAP << 5);
OGLContextCaps(int caps, String adapterId) {
super(caps, adapterId);
}
@Override
public String toString() {
StringBuilder sb = new StringBuilder(super.toString());
if ((caps & CAPS_EXT_FBOBJECT) != 0) {
sb.append("CAPS_EXT_FBOBJECT|");
}
if ((caps & CAPS_DOUBLEBUFFERED) != 0) {
sb.append("CAPS_DOUBLEBUFFERED|");
}
if ((caps & CAPS_EXT_LCD_SHADER) != 0) {
sb.append("CAPS_EXT_LCD_SHADER|");
}
if ((caps & CAPS_EXT_BIOP_SHADER) != 0) {
sb.append("CAPS_BIOP_SHADER|");
}
if ((caps & CAPS_EXT_GRAD_SHADER) != 0) {
sb.append("CAPS_EXT_GRAD_SHADER|");
}
if ((caps & CAPS_EXT_TEXRECT) != 0) {
sb.append("CAPS_EXT_TEXRECT|");
}
if ((caps & CAPS_EXT_TEXBARRIER) != 0) {
sb.append("CAPS_EXT_TEXBARRIER|");
}
return sb.toString();
}
}
}