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Lighweight Java Game Library
/*
* 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);
}
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