/* * Copyright (c) 2002-2011 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * 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. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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 THE COPYRIGHT OWNER 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. */ package org.lwjgl.opengl; import org.lwjgl.BufferChecks; import org.lwjgl.LWJGLUtil; import java.nio.ByteBuffer; import java.nio.IntBuffer; import java.nio.LongBuffer; /** * This class exposes the platform specific functionality present in the * NV_present_video extension. * * @author Spasi * @since 20/5/2011 */ public final class NVPresentVideoUtil { private NVPresentVideoUtil() {} private static void checkExtension() { if ( LWJGLUtil.CHECKS && !GLContext.getCapabilities().GL_NV_present_video ) throw new IllegalStateException("NV_present_video is not supported"); } private static ByteBuffer getPeerInfo() { return ContextGL.getCurrentContext().getPeerInfo().getHandle(); } /** * Enumerate the available video output devices. This method is the cross-platform * equivalent of glXEnumerateVideoDevicesNV and wglEnumerateVideoDevicesNV. Since they are * not really compatible, this method works like the WGL version. That is, you first * call it with a null devices buffer, get the number of devices, then call it again * with an appropriately sized buffer. * * @param devices the buffer to store devices in * * @return the number of available video output devices */ public static int glEnumerateVideoDevicesNV(LongBuffer devices) { checkExtension(); if ( devices != null ) BufferChecks.checkBuffer(devices, 1); return nglEnumerateVideoDevicesNV(getPeerInfo(), devices, devices == null ? 0 : devices.position()); } private static native int nglEnumerateVideoDevicesNV(ByteBuffer peer_info, LongBuffer devices, int devices_position); /** * Binds the video output device specified to one of the context's available video output slots. * This method is the cross-platform equivalent of glXBindVideoDeviceNV and wglBindVideoDeviceNV. * To release a video device without binding another device to the same slot, call it with * video_device set to 0 (will use INVALID_HANDLE_VALUE on WGL). * * @param video_slot the video slot * @param video_device the video device * @param attrib_list the attributes to use * * @return true if the binding was successful */ public static boolean glBindVideoDeviceNV(int video_slot, long video_device, IntBuffer attrib_list) { checkExtension(); if ( attrib_list != null ) BufferChecks.checkNullTerminated(attrib_list); return nglBindVideoDeviceNV(getPeerInfo(), video_slot, video_device, attrib_list, attrib_list == null ? 0 : attrib_list.position()); } private static native boolean nglBindVideoDeviceNV(ByteBuffer peer_info, int video_slot, long video_device, IntBuffer attrib_list, int attrib_list_position); /** * Queries an attribute associated with the current context. This method is the cross-platform * equivalent of glXQueryContext and wglQueryCurrentContextNV. * * @param attrib the attribute to query * @param value the buffer to store the value in */ public static boolean glQueryContextNV(int attrib, IntBuffer value) { checkExtension(); BufferChecks.checkBuffer(value, 1); ContextGL ctx = ContextGL.getCurrentContext(); return nglQueryContextNV(ctx.getPeerInfo().getHandle(), ctx.getHandle(), attrib, value, value.position()); } private static native boolean nglQueryContextNV(ByteBuffer peer_info, ByteBuffer context_handle, int attrib, IntBuffer value, int value_position); }