/** * Copyright 2012 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions 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. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.util; import com.jogamp.nativewindow.AbstractGraphicsDevice; import com.jogamp.nativewindow.NativeSurface; import com.jogamp.opengl.GLAnimatorControl; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLBase; import com.jogamp.opengl.GLCapabilitiesImmutable; import com.jogamp.opengl.GLContext; import com.jogamp.opengl.GLDrawable; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.GLException; import com.jogamp.opengl.GLRunnable; import com.jogamp.opengl.Threading; import com.jogamp.common.util.locks.RecursiveLock; import com.jogamp.opengl.GLEventListenerState; import jogamp.opengl.Debug; /** * Providing utility functions dealing w/ {@link GLDrawable}s, {@link GLAutoDrawable} and their {@link GLEventListener}. */ public class GLDrawableUtil { protected static final boolean DEBUG = Debug.debug("GLDrawable"); public static final boolean isAnimatorStartedOnOtherThread(final GLAnimatorControl animatorCtrl) { return ( null != animatorCtrl ) ? animatorCtrl.isStarted() && animatorCtrl.getThread() != Thread.currentThread() : false ; } public static final boolean isAnimatorStarted(final GLAnimatorControl animatorCtrl) { return ( null != animatorCtrl ) ? animatorCtrl.isStarted() : false ; } public static final boolean isAnimatorAnimatingOnOtherThread(final GLAnimatorControl animatorCtrl) { return ( null != animatorCtrl ) ? animatorCtrl.isAnimating() && animatorCtrl.getThread() != Thread.currentThread() : false ; } public static final boolean isAnimatorAnimating(final GLAnimatorControl animatorCtrl) { return ( null != animatorCtrl ) ? animatorCtrl.isAnimating() : false ; } /** * {@link GLRunnable} to issue {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int)}, * returning <code>true</code> on {@link GLRunnable#run(GLAutoDrawable)}. */ public static class ReshapeGLEventListener implements GLRunnable { private final GLEventListener listener; private final boolean displayAfterReshape; /** * * @param listener * @param displayAfterReshape <code>true</code> to issue {@link GLEventListener#display(GLAutoDrawable)} * after {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int)}, * otherwise false. */ public ReshapeGLEventListener(final GLEventListener listener, final boolean displayAfterReshape) { this.listener = listener; this.displayAfterReshape = displayAfterReshape; } @Override public boolean run(final GLAutoDrawable drawable) { listener.reshape(drawable, 0, 0, drawable.getSurfaceWidth(), drawable.getSurfaceHeight()); if( displayAfterReshape ) { listener.display(drawable); } return true; } } /** * Moves the designated {@link GLEventListener} from {@link GLAutoDrawable} <code>src</code> to <code>dest</code>. * If <code>preserveInitState</code> is <code>true</code>, it's initialized state is preserved * and {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int) reshape(..)} issued w/ the next {@link GLAutoDrawable#display()} call. * <p> * Note that it is only legal to pass <code>preserveInitState := true</code>, * if the {@link GLContext} of both <code>src</code> and <code>dest</code> are shared, or has itself moved from <code>src</code> to <code>dest</code>. * </p> * <p> * Also note that the caller is encouraged to pause an attached {@link GLAnimatorControl}. * </p> * @param src * @param dest * @param listener * @param preserveInitState */ public static final void moveGLEventListener(final GLAutoDrawable src, final GLAutoDrawable dest, final GLEventListener listener, final boolean preserveInitState) { final boolean initialized = src.getGLEventListenerInitState(listener); if( preserveInitState ) { src.removeGLEventListener(listener); dest.addGLEventListener(listener); if( initialized ) { dest.setGLEventListenerInitState(listener, true); dest.invoke(false, new ReshapeGLEventListener(listener, true)); } } else { src.disposeGLEventListener(listener, true); dest.addGLEventListener(listener); } } /** * Moves all {@link GLEventListener} from {@link GLAutoDrawable} <code>src</code> to <code>dest</code>. * If <code>preserveInitState</code> is <code>true</code>, it's initialized state is preserved * and {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int) reshape(..)} issued w/ the next {@link GLAutoDrawable#display()} call. * <p> * Note that it is only legal to pass <code>preserveInitState := true</code>, * if the {@link GLContext} of both <code>src</code> and <code>dest</code> are shared, or has itself moved from <code>src</code> to <code>dest</code>. * </p> * <p> * Also note that the caller is encouraged to pause an attached {@link GLAnimatorControl}. * </p> * @param src * @param dest * @param listener * @param preserveInitState */ public static final void moveAllGLEventListener(final GLAutoDrawable src, final GLAutoDrawable dest, final boolean preserveInitState) { for(int count = src.getGLEventListenerCount(); 0<count; count--) { final GLEventListener listener = src.getGLEventListener(0); moveGLEventListener(src, dest, listener, preserveInitState); } } /** * Return a heuristic value whether switching the {@link GLContext} is safe between {@link GLAutoDrawable}s, * i.e. via {@link #swapGLContext(GLAutoDrawable, GLAutoDrawable)} or {@link #swapGLContextAndAllGLEventListener(GLAutoDrawable, GLAutoDrawable)}. * <p> * Method currently returns <code>false</code> if: * <ul> * <li>Switching between on- and offscreen and one of the following is <code>true</code>: * <ul> * <li>{@link GLCapabilitiesImmutable#getSampleBuffers() MSAA is <i>used</i>} [1] in <code>chosenCapsA</code> or <code>chosenCapsB</code></li> * <li>{@link GLCapabilitiesImmutable#getStereo() Stereo is <i>used</i>} in <code>chosenCapsA</code> or <code>chosenCapsB</code></li> * <li>{@link GLCapabilitiesImmutable#getAccumAlphaBits() Accumulator Buffer is <i>requested</i>} [2] in <code>requestedCaps</code></li> * </ul></li> * </ul> * Otherwise method returns <code>true</code> * </p> * <pre> * [1] See Bug 830: swapGLContextAndAllGLEventListener and onscreen MSAA w/ NV/GLX * On NVidia GPUs w/ it's proprietary driver context swapping does not work if MSAA is involved * and when swapping on- to offscreen. * </pre> * <pre> * [2] On AMD GPUs w/ it's proprietary driver, requesting an accumulator buffer leads to receive an accumulator buffer configuration, * for which context swapping does not work when swapping on- to offscreen and vice-versa, i.e. cannot make context current. * With AMD and Mesa drivers we only receive an accumulator buffer if requested, * where on NVidia drivers all configurations contain the accumulator buffer. * On both drivers, NVidia and Mesa, context swapping with accumulator buffer works. * </pre> * @param requestedCaps requested {@link GLCapabilitiesImmutable} which are intended for usage by both {@link GLAutoDrawable}s A and B * @param chosenCapsA chosen {@link GLCapabilitiesImmutable} of {@link GLAutoDrawable} A, which {@link GLContext} is intended to be swapped * @param chosenCapsB chosen {@link GLCapabilitiesImmutable} of {@link GLAutoDrawable} B, which {@link GLContext} is intended to be swapped * @see #swapGLContext(GLAutoDrawable, GLAutoDrawable) * @see #swapGLContextAndAllGLEventListener(GLAutoDrawable, GLAutoDrawable) */ public static boolean isSwapGLContextSafe(final GLCapabilitiesImmutable requestedCaps, final GLCapabilitiesImmutable chosenCapsA, final GLCapabilitiesImmutable chosenCapsB) { final boolean usingAccumulatorBuffer = requestedCaps.getAccumAlphaBits() > 0 || requestedCaps.getAccumRedBits() > 0 || requestedCaps.getAccumGreenBits() > 0 || requestedCaps.getAccumBlueBits() > 0; if( ( chosenCapsA.isOnscreen() && !chosenCapsB.isOnscreen() || !chosenCapsA.isOnscreen() && chosenCapsB.isOnscreen() ) && // switching between on- and offscreen ( ( chosenCapsA.getSampleBuffers() || chosenCapsB.getSampleBuffers() ) || // MSAA involved ( chosenCapsA.getStereo() || chosenCapsB.getStereo() ) || // Stereo involved usingAccumulatorBuffer // Using accumulator buffer ) ) { return false; } else { return true; } } /** * Swaps the {@link GLContext} and all {@link GLEventListener} between {@link GLAutoDrawable} <code>a</code> and <code>b</code>, * while preserving it's initialized state, resets the GL-Viewport and issuing {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int) reshape(..)}. * <p> * The {@link GLAutoDrawable} to {@link GLAnimatorControl} association * is also swapped. * </p> * <p> * If an {@link GLAnimatorControl} is being attached to {@link GLAutoDrawable} <code>a</code> or <code>b</code> * and the current thread is different than {@link GLAnimatorControl#getThread() the animator's thread}, it is paused during the operation. * </p> * <p> * During operation, both {@link GLAutoDrawable auto-drawable's} * {@link GLAutoDrawable#getUpstreamLock() upstream-locks} and {@link GLAutoDrawable#getNativeSurface() surfaces} are locked, * hence atomicity of operation is guaranteed, * see <a href="../../../../com/jogamp/opengl/GLAutoDrawable.html#locking">GLAutoDrawable Locking</a>. * </p> * <p> * Because of above mentioned locking, if this method is not performed * on {@link GLAutoDrawable#isThreadGLCapable() a OpenGL capable thread} of <i>both</i> * {@link GLAutoDrawable}s, it must be invoked on such an OpenGL capable thread, * e.g. via {@link Threading#invokeOnOpenGLThread(boolean, Runnable)}. * </p> * @throws GLException if the {@link AbstractGraphicsDevice} are incompatible w/ each other. * @see #isSwapGLContextSafe(GLCapabilitiesImmutable, GLCapabilitiesImmutable, GLCapabilitiesImmutable) */ public static final void swapGLContextAndAllGLEventListener(final GLAutoDrawable a, final GLAutoDrawable b) { final GLEventListenerState gllsA = GLEventListenerState.moveFrom(a, true); final GLEventListenerState gllsB = GLEventListenerState.moveFrom(b, true); final Runnable gllsAUnlockOp = gllsA.getUnlockSurfaceOp(); final Runnable gllsBUnlockOp = gllsB.getUnlockSurfaceOp(); try { gllsA.moveTo(b, gllsBUnlockOp); gllsB.moveTo(a, gllsAUnlockOp); } finally { // guarantee unlock in case of an exception gllsBUnlockOp.run(); gllsAUnlockOp.run(); } } /** * Swaps the {@link GLContext} of given {@link GLAutoDrawable} * and {@link GLAutoDrawable#disposeGLEventListener(GLEventListener, boolean) disposes} * each {@link GLEventListener} w/o removing it. * <p> * The GL-Viewport is reset and {@link GLEventListener#reshape(GLAutoDrawable, int, int, int, int) reshape(..)} issued implicit. * </p> * <p> * If an {@link GLAnimatorControl} is being attached to GLAutoDrawable src or dest and the current thread is different * than {@link GLAnimatorControl#getThread() the animator's thread}, it is paused during the operation. * </p> * <p> * During operation, both {@link GLAutoDrawable auto-drawable's} * {@link GLAutoDrawable#getUpstreamLock() upstream-locks} and {@link GLAutoDrawable#getNativeSurface() surfaces} are locked, * hence atomicity of operation is guaranteed, * see <a href="../../../../com/jogamp/opengl/GLAutoDrawable.html#locking">GLAutoDrawable Locking</a>. * </p> * <p> * Because of above mentioned locking, if this method is not performed * on {@link GLAutoDrawable#isThreadGLCapable() a OpenGL capable thread} of <i>both</i> * {@link GLAutoDrawable}s, it must be invoked on such an OpenGL capable thread, * e.g. via {@link Threading#invokeOnOpenGLThread(boolean, Runnable)}. * </p> * @param a * @param b * @see #isSwapGLContextSafe(GLCapabilitiesImmutable, GLCapabilitiesImmutable, GLCapabilitiesImmutable) */ public static final void swapGLContext(final GLAutoDrawable a, final GLAutoDrawable b) { final GLAnimatorControl aAnim = a.getAnimator(); final GLAnimatorControl bAnim = b.getAnimator(); final boolean aIsPaused = isAnimatorAnimatingOnOtherThread(aAnim) && aAnim.pause(); final boolean bIsPaused = isAnimatorAnimatingOnOtherThread(bAnim) && bAnim.pause(); final RecursiveLock aUpstreamLock = a.getUpstreamLock(); final RecursiveLock bUpstreamLock = b.getUpstreamLock(); aUpstreamLock.lock(); bUpstreamLock.lock(); try { final NativeSurface aSurface = a.getNativeSurface(); final boolean aSurfaceLocked = NativeSurface.LOCK_SURFACE_NOT_READY < aSurface.lockSurface(); if( a.isRealized() && !aSurfaceLocked ) { throw new GLException("Could not lock realized a surface "+a); } final NativeSurface bSurface = b.getNativeSurface(); final boolean bSurfaceLocked = NativeSurface.LOCK_SURFACE_NOT_READY < bSurface.lockSurface(); if( b.isRealized() && !bSurfaceLocked ) { throw new GLException("Could not lock realized b surface "+b); } try { for(int i = a.getGLEventListenerCount() - 1; 0 <= i; i--) { a.disposeGLEventListener(a.getGLEventListener(i), false); } for(int i = b.getGLEventListenerCount() - 1; 0 <= i; i--) { b.disposeGLEventListener(b.getGLEventListener(i), false); } b.setContext( a.setContext( b.getContext(), false ), false ); } finally { if( bSurfaceLocked ) { bSurface.unlockSurface(); } if( aSurfaceLocked ) { aSurface.unlockSurface(); } } } finally { bUpstreamLock.unlock(); aUpstreamLock.unlock(); } a.invoke(true, setViewport); b.invoke(true, setViewport); if(aIsPaused) { aAnim.resume(); } if(bIsPaused) { bAnim.resume(); } } private static final GLRunnable setViewport = new GLRunnable() { @Override public boolean run(final GLAutoDrawable drawable) { drawable.getGL().glViewport(0, 0, drawable.getSurfaceWidth(), drawable.getSurfaceHeight()); return false; // issue re-display w/ new viewport! } }; /** * Determines whether the chosen {@link GLCapabilitiesImmutable} * requires a {@link GLDrawable#swapBuffers() swap-buffers} * before reading pixels. * <p> * Usually one uses the {@link GLBase#getDefaultReadBuffer() default-read-buffer} * in which case {@link GLDrawable#swapBuffers() swap-buffers} shall happen <b>after</b> calling reading pixels, the default. * </p> * <p> * However, <i>multisampling</i> offscreen {@link com.jogamp.opengl.GLFBODrawable}s * utilize {@link GLDrawable#swapBuffers() swap-buffers} to <i>downsample</i> * the multisamples into the readable sampling sink. * In this case, we require {@link GLDrawable#swapBuffers() swap-buffers} <b>before</b> reading pixels. * </p> * @return chosenCaps.isFBO() && chosenCaps.getSampleBuffers() */ public static final boolean swapBuffersBeforeRead(final GLCapabilitiesImmutable chosenCaps) { return chosenCaps.isFBO() && chosenCaps.getSampleBuffers(); } }