예제 #1
0
/**
 * Disposes of all native resources associated with this surface.
 */
void
OGLSD_Flush(JNIEnv *env, OGLSDOps *oglsdo)
{
    J2dTraceLn1(J2D_TRACE_INFO, "OGLSD_Flush: type=%d",
                oglsdo->drawableType);

    if (oglsdo->drawableType == OGLSD_TEXTURE) {
        if (oglsdo->textureID != 0) {
            j2d_glDeleteTextures(1, &oglsdo->textureID);
            oglsdo->textureID = 0;
        }
    } else if (oglsdo->drawableType == OGLSD_FBOBJECT) {
        if (oglsdo->textureID != 0) {
            j2d_glDeleteTextures(1, &oglsdo->textureID);
            oglsdo->textureID = 0;
        }
        if (oglsdo->depthID != 0) {
            j2d_glDeleteRenderbuffersEXT(1, &oglsdo->depthID);
            oglsdo->depthID = 0;
        }
        if (oglsdo->fbobjectID != 0) {
            j2d_glDeleteFramebuffersEXT(1, &oglsdo->fbobjectID);
            oglsdo->fbobjectID = 0;
        }
    } else {
        // dispose windowing system resources (pbuffer, pixmap, etc)
        OGLSD_DestroyOGLSurface(env, oglsdo);
    }
}
예제 #2
0
/**
 * Returns JNI_TRUE only if all of the following conditions are met:
 *   - the GL_EXT_framebuffer_object extension is available
 *   - FBO support has been enabled via the system property
 *   - we can successfully create an FBO with depth capabilities
 */
static jboolean
OGLContext_IsFBObjectExtensionAvailable(JNIEnv *env,
                                        const char *extString)
{
    jboolean isFBObjectEnabled = JNI_FALSE;
    GLuint fbobjectID, textureID, depthID;
    jint width = 1, height = 1;

    J2dTraceLn(J2D_TRACE_INFO, "OGLContext_IsFBObjectExtensionAvailable");

    // first see if the fbobject extension is available
    if (!OGLContext_IsExtensionAvailable(extString,
                                         "GL_EXT_framebuffer_object"))
    {
        return JNI_FALSE;
    }

    // next see if the depth texture extension is available
    if (!OGLContext_IsExtensionAvailable(extString,
                                         "GL_ARB_depth_texture"))
    {
        return JNI_FALSE;
    }

    // next see if the fbobject system property has been enabled
    isFBObjectEnabled =
        JNU_GetStaticFieldByName(env, NULL,
                                 "sun/java2d/opengl/OGLSurfaceData",
                                 "isFBObjectEnabled", "Z").z;
    if (!isFBObjectEnabled) {
        J2dRlsTraceLn(J2D_TRACE_INFO,
                      "OGLContext_IsFBObjectExtensionAvailable: disabled via flag");
        return JNI_FALSE;
    }

    // finally, create a dummy fbobject with depth capabilities to see
    // if this configuration is supported by the drivers/hardware
    // (first we initialize a color texture object that will be used to
    // construct the dummy fbobject)
    j2d_glGenTextures(1, &textureID);
    j2d_glBindTexture(GL_TEXTURE_2D, textureID);
    j2d_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
                     width, height, 0,
                     GL_RGB, GL_UNSIGNED_BYTE, NULL);
    j2d_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    j2d_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

    // initialize framebuffer object using color texture created above
    if (!OGLSD_InitFBObject(&fbobjectID, &depthID,
                            textureID, GL_TEXTURE_2D,
                            width, height))
    {
        J2dRlsTraceLn(J2D_TRACE_INFO,
                      "OGLContext_IsFBObjectExtensionAvailable: fbobject unsupported");
        j2d_glDeleteTextures(1, &textureID);
        return JNI_FALSE;
    }

    // delete the temporary resources
    j2d_glDeleteTextures(1, &textureID);
    j2d_glDeleteRenderbuffersEXT(1, &depthID);
    j2d_glDeleteFramebuffersEXT(1, &fbobjectID);

    J2dRlsTraceLn(J2D_TRACE_INFO,
                  "OGLContext_IsFBObjectExtensionAvailable: fbobject supported");

    return JNI_TRUE;
}
예제 #3
0
/**
 * Initializes a framebuffer object based on the given textureID and its
 * width/height.  This method will iterate through all possible depth formats
 * to find one that is supported by the drivers/hardware.  (Since our use of
 * the depth buffer is fairly simplistic, we hope to find a depth format that
 * uses as little VRAM as possible.)  If an appropriate depth buffer is found
 * and all attachments are successful (i.e. the framebuffer object is
 * "complete"), then this method will return JNI_TRUE and will initialize
 * the values of fbobjectID and depthID using the IDs created by this method.
 * Otherwise, this method returns JNI_FALSE.  Note that the caller is only
 * responsible for deleting the allocated fbobject and depth renderbuffer
 * resources if this method returned JNI_TRUE.
 */
jboolean
OGLSD_InitFBObject(GLuint *fbobjectID, GLuint *depthID,
                   GLuint textureID, GLenum textureTarget,
                   jint textureWidth, jint textureHeight)
{
    GLenum depthFormats[] = {
        GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32
    };
    GLuint fboTmpID, depthTmpID;
    jboolean foundDepth = JNI_FALSE;
    int i;

    J2dTraceLn3(J2D_TRACE_INFO, "OGLSD_InitFBObject: w=%d h=%d texid=%d",
                textureWidth, textureHeight, textureID);

    // initialize framebuffer object
    j2d_glGenFramebuffersEXT(1, &fboTmpID);
    j2d_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboTmpID);

    // attach color texture to framebuffer object
    j2d_glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
                                  GL_COLOR_ATTACHMENT0_EXT,
                                  textureTarget, textureID, 0);

    // attempt to create a depth renderbuffer of a particular format; we
    // will start with the smallest size and then work our way up
    for (i = 0; i < 3; i++) {
        GLenum error, status;
        GLenum depthFormat = depthFormats[i];
        int depthSize = 16 + (i * 8);

        // initialize depth renderbuffer
        j2d_glGenRenderbuffersEXT(1, &depthTmpID);
        j2d_glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthTmpID);
        j2d_glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormat,
                                     textureWidth, textureHeight);

        // creation of depth buffer could potentially fail, so check for error
        error = j2d_glGetError();
        if (error != GL_NO_ERROR) {
            J2dTraceLn2(J2D_TRACE_VERBOSE,
                "OGLSD_InitFBObject: could not create depth buffer: depth=%d error=%x",
                           depthSize, error);
            j2d_glDeleteRenderbuffersEXT(1, &depthTmpID);
            continue;
        }

        // attach depth renderbuffer to framebuffer object
        j2d_glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                         GL_DEPTH_ATTACHMENT_EXT,
                                         GL_RENDERBUFFER_EXT, depthTmpID);

        // now check for framebuffer "completeness"
        status = j2d_glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);

        if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
            // we found a valid format, so break out of the loop
            J2dTraceLn1(J2D_TRACE_VERBOSE,
                        "  framebuffer is complete: depth=%d", depthSize);
            foundDepth = JNI_TRUE;
            break;
        } else {
            // this depth format didn't work, so delete and try another format
            J2dTraceLn2(J2D_TRACE_VERBOSE,
                        "  framebuffer is incomplete: depth=%d status=%x",
                        depthSize, status);
            j2d_glDeleteRenderbuffersEXT(1, &depthTmpID);
        }
    }

    // unbind the texture and framebuffer objects (they will be bound again
    // later as needed)
    j2d_glBindTexture(textureTarget, 0);
    j2d_glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
    j2d_glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

    if (!foundDepth) {
        J2dRlsTraceLn(J2D_TRACE_ERROR,
            "OGLSD_InitFBObject: could not find valid depth format");
        j2d_glDeleteFramebuffersEXT(1, &fboTmpID);
        return JNI_FALSE;
    }

    *fbobjectID = fboTmpID;
    *depthID = depthTmpID;

    return JNI_TRUE;
}