Beispiel #1
0
def glVertexAttribPointerARB(
    baseOperation,
    index,
    size,
    type,
    normalized,
    stride,
    pointer,
):
    """Set an attribute pointer for a given shader (index)
    
    index -- the index of the generic vertex to bind, see 
        glGetAttribLocation for retrieval of the value,
        note that index is a global variable, not per-shader
    size -- number of basic elements per record, 1,2,3, or 4
    type -- enum constant for data-type 
    normalized -- whether to perform int to float 
        normalization on integer-type values
    stride -- stride in machine units (bytes) between 
        consecutive records, normally used to create 
        "interleaved" arrays 
    pointer -- data-pointer which provides the data-values,
        normally a vertex-buffer-object or offset into the 
        same.
    
    This implementation stores a copy of the data-pointer 
    in the contextdata structure in order to prevent null-
    reference errors in the renderer.
    """
    array = ArrayDatatype.asArray(pointer, type)
    key = ('vertex-attrib', index)
    contextdata.setValue(key, array)
    return baseOperation(index, size, type, normalized, stride,
                         ArrayDatatype.voidDataPointer(array))
Beispiel #2
0
 def copy_data( self ):
     """Copy our data into the buffer on the GL side (if required)
     
     Ensures that the GL's version of the data in the VBO matches our 
     internal view of the data, either by copying the entire data-set 
     over with glBufferData or by updating the already-transferred 
     data with glBufferSubData.
     """
     assert self.buffers, """Should do create_buffers before copy_data"""
     if self.copied:
         if self._copy_segments:
             while self._copy_segments:
                 start,size,data  = self._copy_segments.pop(0)
                 dataptr = ArrayDatatype.voidDataPointer( data )
                 self.implementation.glBufferSubData(self.target, start, size, dataptr)
     else:
         if self.data is not None and self.size is None:
             self.size = ArrayDatatype.arrayByteCount( self.data )
         self.implementation.glBufferData(
             self.target,
             self.size,
             self.data,
             self.usage,
         )
         self.copied = True
Beispiel #3
0
 def copy_data( self ):
     """Copy our data into the buffer on the GL side (if required)
     
     Ensures that the GL's version of the data in the VBO matches our 
     internal view of the data, either by copying the entire data-set 
     over with glBufferData or by updating the already-transferred 
     data with glBufferSubData.
     """
     assert self.buffers, """Should do create_buffers before copy_data"""
     if self.copied:
         if self._copy_segments:
             while self._copy_segments:
                 start,size,data  = self._copy_segments.pop(0)
                 dataptr = ArrayDatatype.voidDataPointer( data )
                 self.implementation.glBufferSubData(self.target, start, size, dataptr)
     else:
         if self.data is not None and self.size is None:
             self.size = ArrayDatatype.arrayByteCount( self.data )
         self.implementation.glBufferData(
             self.target,
             self.size,
             self.data,
             self.usage,
         )
         self.copied = True
Beispiel #4
0
def glVertexAttribPointer(
    baseOperation, index, size, type,
    normalized, stride, pointer,
):
    """Set an attribute pointer for a given shader (index)

    index -- the index of the generic vertex to bind, see
        glGetAttribLocation for retrieval of the value,
        note that index is a global variable, not per-shader
    size -- number of basic elements per record, 1,2,3, or 4
    type -- enum constant for data-type
    normalized -- whether to perform int to float
        normalization on integer-type values
    stride -- stride in machine units (bytes) between
        consecutive records, normally used to create
        "interleaved" arrays
    pointer -- data-pointer which provides the data-values,
        normally a vertex-buffer-object or offset into the
        same.

    This implementation stores a copy of the data-pointer
    in the contextdata structure in order to prevent null-
    reference errors in the renderer.
    """
    array = ArrayDatatype.asArray( pointer, type )
    key = ('vertex-attrib',index)
    contextdata.setValue( key, array )
    return baseOperation(
        index, size, type,
        normalized, stride,
        ArrayDatatype.voidDataPointer( array )
    )
Beispiel #5
0
        def __setitem__( self, slice, array):
            """Set slice of data on the array and vbo (if copied already)

            slice -- the Python slice object determining how the data should
                be copied into the vbo/array
            array -- something array-compatible that will be used as the
                source of the data, note that the data-format will have to
                be the same as the internal data-array to work properly, if
                not, the amount of data copied will be wrong.

            This is a reasonably complex operation, it has to have all sorts
            of state-aware changes to correctly map the source into the low-level
            OpenGL view of the buffer (which is just bytes as far as the GL
            is concerned).
            """
            if slice.step and not slice.step == 1:
                raise NotImplemented( """Don't know how to map stepped arrays yet""" )
            # TODO: handle e.g. mapping character data into an integer data-set
            data = ArrayDatatype.asArray( array )
            start = (slice.start or 0)
            stop = (slice.stop or len(self.data))
            if start < 0:
                start += len(self.data)
                start = max((start,0))
            if stop < 0:
                stop += len(self.data)
                stop = max((stop,0))
            self.data[ slice ] = data
            if self.copied and self.buffers:
                if start-stop != len(data):
                    self.copied = False
                elif start-stop == len(self.data):
                    # re-copy the whole data-set
                    self.copied = False
                elif len(data):
                    # now the fun part, we need to make the array match the
                    # structure of the array we're going to copy into and make
                    # the "size" parameter match the value we're going to copy in,
                    # note that a 2D array (rather than a 1D array) may require
                    # multiple mappings to copy into the memory area...

                    # find the step size from the dimensions and base size...
                    size = ArrayDatatype.arrayByteCount( data ) / len(array)
                    #baseSize = ArrayDatatype.unitSize( data )
                    # now create the start and distance values...
                    start *= size
                    stop *= size
                    # wait until the last moment (bind) to copy the data...
                    self._copy_segments.append(
                        (start,(stop-start), data)
                    )
Beispiel #6
0
    def init_gl(self, glcontext):
        assert not self.shader
        assert glcontext == self.glcontext

        frag_stage = GstGL.GLSLStage.new_default_fragment(self.glcontext)
        vert_stage = GstGL.GLSLStage.new_with_string(
            self.glcontext, GL_VERTEX_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER_SRC)
        self.shader = GstGL.GLShader.new(self.glcontext)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        self.u_transformation = glGetUniformLocation.wrappedOperation(
            self.shader.get_program_handle(), 'u_transformation')

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao = glGenVertexArrays(1)
        glBindVertexArray(self.vao)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT,
                                               GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)
Beispiel #7
0
        def __setitem__( self, slice, array):
            """Set slice of data on the array and vbo (if copied already)

            slice -- the Python slice object determining how the data should
                be copied into the vbo/array
            array -- something array-compatible that will be used as the
                source of the data, note that the data-format will have to
                be the same as the internal data-array to work properly, if
                not, the amount of data copied will be wrong.

            This is a reasonably complex operation, it has to have all sorts
            of state-aware changes to correctly map the source into the low-level
            OpenGL view of the buffer (which is just bytes as far as the GL
            is concerned).
            """
            if slice.step and not slice.step == 1:
                raise NotImplemented( """Don't know how to map stepped arrays yet""" )
            # TODO: handle e.g. mapping character data into an integer data-set
            data = ArrayDatatype.asArray( array )
            start = (slice.start or 0)
            stop = (slice.stop or len(self.data))
            if start < 0:
                start += len(self.data)
                start = max((start,0))
            if stop < 0:
                stop += len(self.data)
                stop = max((stop,0))
            self.data[ slice ] = data
            if self.copied and self.buffers:
                if start-stop != len(data):
                    self.copied = False
                elif start-stop == len(self.data):
                    # re-copy the whole data-set
                    self.copied = False
                elif len(data):
                    # now the fun part, we need to make the array match the
                    # structure of the array we're going to copy into and make
                    # the "size" parameter match the value we're going to copy in,
                    # note that a 2D array (rather than a 1D array) may require
                    # multiple mappings to copy into the memory area...

                    # find the step size from the dimensions and base size...
                    size = ArrayDatatype.arrayByteCount( data ) / len(array)
                    #baseSize = ArrayDatatype.unitSize( data )
                    # now create the start and distance values...
                    start *= size
                    stop *= size
                    # wait until the last moment (bind) to copy the data...
                    self._copy_segments.append(
                        (start,(stop-start), data)
                    )
Beispiel #8
0
 def set_array(self, data, size=None):
     """Update our entire array with new data"""
     self.data = data
     self.copied = False
     if size is not None:
         self.size = size
     elif self.data is not None:
         self.size = ArrayDatatype.arrayByteCount(self.data)
Beispiel #9
0
 def set_array( self, data, size=None ):
     """Update our entire array with new data"""
     self.data = data 
     self.copied = False
     if size is not None:
         self.size = size
     elif self.data is not None:
         self.size = ArrayDatatype.arrayByteCount( self.data )
Beispiel #10
0
    def do_gl_start(self):
        frag_stage = GstGL.GLSLStage.new_default_fragment(self.context)
        vert_stage = GstGL.GLSLStage.new_with_string(self.context,
            GL_VERTEX_SHADER,
            GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            VERTEX_SHADER)

        self.shader = GstGL.GLShader.new(self.context)
        self.shader.compile_attach_stage(vert_stage)
        self.shader.compile_attach_stage(frag_stage)
        self.shader.link()

        a_position = self.shader.get_attribute_location('a_position')
        a_texcoord = self.shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS), POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS), TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES), INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer);
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer);
        glVertexAttribPointer.wrappedOperation(a_position, 2, GL_FLOAT, GL_FALSE, 0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer);
        glVertexAttribPointer.wrappedOperation(a_texcoord, 2, GL_FLOAT, GL_FALSE, 0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        return True
Beispiel #11
0
 def copy_data( self ):
     """Copy our data into the buffer on the GL side"""
     assert self.buffers, """Should do create_buffers before copy_data"""
     if self.copied:
         if self._copy_segments:
             while self._copy_segments:
                 start,size,data  = self._copy_segments.pop(0)
                 dataptr = ArrayDatatype.voidDataPointer( data )
                 self.implementation.glBufferSubData(self.target, start, size, dataptr)
     else:
         if self.data is not None and self.size is None:
             self.size = ArrayDatatype.arrayByteCount( self.data )
         self.implementation.glBufferData(
             self.target, 
             self.size,
             self.data,
             self.usage,
         )
         self.copied = True
Beispiel #12
0
 def copy_data(self):
     """Copy our data into the buffer on the GL side"""
     assert self.buffers, """Should do create_buffers before copy_data"""
     if self.copied:
         if self._copy_segments:
             while self._copy_segments:
                 start, size, data = self._copy_segments.pop(0)
                 dataptr = ArrayDatatype.voidDataPointer(data)
                 self.implementation.glBufferSubData(
                     self.target, start, size, dataptr)
     else:
         if self.data is not None and self.size is None:
             self.size = ArrayDatatype.arrayByteCount(self.data)
         self.implementation.glBufferData(
             self.target,
             self.size,
             self.data,
             self.usage,
         )
         self.copied = True
 def typeLookup( cls, type ):
     """Lookup handler by data-type"""
     registry = ArrayDatatype.getRegistry()
     try:
         return registry[ type ]
     except KeyError as err:
         key = '%s.%s'%(type.__module__,type.__name__)
         plugin = cls.LAZY_TYPE_REGISTRY.get( key )
         if plugin:
             cls.loadPlugin( plugin )
             return registry[ type ]
         raise KeyError( """Unable to find data-format handler for %s"""%( type,))
 def typeLookup( cls, type ):
     """Lookup handler by data-type"""
     registry = ArrayDatatype.getRegistry()
     try:
         return registry[ type ]
     except KeyError as err:
         key = '%s.%s'%(type.__module__,type.__name__)
         plugin = cls.LAZY_TYPE_REGISTRY.get( key )
         if plugin:
             cls.loadPlugin( plugin )
             return registry[ type ]
         raise KeyError( """Unable to find data-format handler for %s"""%( type,))
Beispiel #15
0
 def set_array( self, data, size=None ):
     """Update our entire array with new data
     
     data -- PyOpenGL-compatible array-data structure, numpy arrays, ctypes arrays, etc.
     size -- if not provided, will use arrayByteCount to determine the size of the data-array,
         thus this value (number of bytes) is required when using opaque data-structures,
         (such as ctypes pointers) as the array data-source.
     """
     self.data = data
     self.copied = False
     if size is not None:
         self.size = size
     elif self.data is not None:
         self.size = ArrayDatatype.arrayByteCount( self.data )
Beispiel #16
0
 def set_array( self, data, size=None ):
     """Update our entire array with new data
     
     data -- PyOpenGL-compatible array-data structure, numpy arrays, ctypes arrays, etc.
     size -- if not provided, will use arrayByteCount to determine the size of the data-array,
         thus this value (number of bytes) is required when using opaque data-structures,
         (such as ctypes pointers) as the array data-source.
     """
     self.data = data
     self.copied = False
     if size is not None:
         self.size = size
     elif self.data is not None:
         self.size = ArrayDatatype.arrayByteCount( self.data )
 def loadPlugin(cls, entrypoint):
     """Load a single entry-point via plugins module"""
     if not entrypoint.loaded:
         from OpenGL.arrays.arraydatatype import ArrayDatatype
         try:
             plugin_class = entrypoint.load()
         except ImportError, err:
             from OpenGL import logs, WARN_ON_FORMAT_UNAVAILABLE
             log = logs.getLog('OpenGL.formathandler')
             if WARN_ON_FORMAT_UNAVAILABLE:
                 logFunc = log.warn
             else:
                 logFunc = log.info
             logFunc(
                 'Unable to load registered array format handler %s:\n%s',
                 entrypoint.name, log.getException(err))
         else:
             handler = plugin_class()
             handler.register(handler.HANDLED_TYPES)
             ArrayDatatype.getRegistry()[entrypoint.name] = handler
         entrypoint.loaded = True
Beispiel #18
0
 def loadPlugin( cls, entrypoint ):
     """Load a single entry-point via plugins module"""
     if not entrypoint.loaded:
         from OpenGL.arrays.arraydatatype import ArrayDatatype
         try:
             plugin_class = entrypoint.load()
         except ImportError, err:
             from OpenGL import logs,WARN_ON_FORMAT_UNAVAILABLE
             log = logs.getLog( 'OpenGL.formathandler' )
             if WARN_ON_FORMAT_UNAVAILABLE:
                 logFunc = log.warn
             else:
                 logFunc = log.info 
             logFunc(
                 'Unable to load registered array format handler %s:\n%s', 
                 entrypoint.name, log.getException( err )
             )
         else:
             handler = plugin_class()
             handler.register( handler.HANDLED_TYPES )
             ArrayDatatype.getRegistry()[ entrypoint.name ] = handler
         entrypoint.loaded = True
Beispiel #19
0
def check_GL_support(gldrawable, glcontext, min_texture_size=0, force_enable=False):
    if not gldrawable.gl_begin(glcontext):
        raise ImportError("gl_begin failed on %s" % gldrawable)
    props = {}
    try:
        if SILENCE_FORMAT_HANDLER_LOGGER:
            debug("silencing formathandler warnings")
            logging.getLogger('OpenGL.formathandler').setLevel(logging.WARN)
        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            gl_check_error("OpenGL version is missing - cannot continue")
            return  {}
        gl_major = int(gl_version_str[0])
        gl_minor = int(gl_version_str[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1,1)
        if (gl_major, gl_minor) < MIN_VERSION:
            gl_check_error("OpenGL output requires version %s or greater, not %s.%s" %
                              (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            debug("found valid OpenGL version: %s.%s", gl_major, gl_minor)
        try:
            extensions = glGetString(GL_EXTENSIONS).split(" ")
        except:
            gl_check_error("OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?")
        debug("OpenGL extensions found: %s", ", ".join(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            debug("found the following array handlers: %s", set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION
        for d,s,fatal in (("vendor",     GL_VENDOR,      True),
                          ("renderer",   GL_RENDERER,    True),
                          ("shading language version", GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                debug("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log.warn("OpenGL property '%s' is missing" % d)
                v = ""
            props[d] = v

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d,s in {"GLU version": GLU_VERSION, "GLU extensions":GLU_EXTENSIONS}.items():
            v = gluGetString(s)
            debug("%s: %s", d, v)
            props[d] = v

        for k,vlist in BLACKLIST.items():
            v = props.get(k)
            if v in vlist:
                if force_enable:
                    log.warn("Warning: %s '%s' is blacklisted!", k, v)
                else:
                    gl_check_error("%s '%s' is blacklisted!" % (k, v))

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)

        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        for ext in required_extensions:
            if ext not in extensions:
                gl_check_error("OpenGL driver lacks support for extension: %s" % ext)
            else:
                debug("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            gl_check_error("OpenGL output requires glInitFragmentProgramARB")
        else:
            debug("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            gl_check_error("OpenGL output requires glInitTextureRectangleARB")
        else:
            debug("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB, glBindProgramARB, glProgramStringARB)

        from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE, GL_MAX_TEXTURE_SIZE
        texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
        rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
        if min_texture_size>texture_size or min_texture_size>rect_texture_size:
            gl_check_error("The texture size is too small: %s" % texture_size)
        else:
            debug("Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB=%s, GL_MAX_TEXTURE_SIZE=%s", rect_texture_size, texture_size)
        return props
    finally:
        if SILENCE_FORMAT_HANDLER_LOGGER:
            try:
                logging.getLogger('OpenGL.formathandler').setLevel(logging.INFO)
            except:
                pass
        gldrawable.gl_end()
Beispiel #20
0
def check_GL_support(gldrawable,
                     glcontext,
                     min_texture_size=0,
                     force_enable=False):
    if not gldrawable.gl_begin(glcontext):
        raise ImportError("gl_begin failed on %s" % gldrawable)
    props = {}
    try:
        #log redirection:
        def redirect_log(logger_name):
            logger = logging.getLogger(logger_name)
            assert logger is not None
            logger.saved_handlers = logger.handlers
            logger.saved_propagate = logger.propagate
            logger.handlers = [CaptureHandler()]
            logger.propagate = 0
            return logger

        fhlogger = redirect_log('OpenGL.formathandler')
        elogger = redirect_log('OpenGL.extensions')
        alogger = redirect_log('OpenGL.acceleratesupport')
        arlogger = redirect_log('OpenGL.arrays')
        clogger = redirect_log('OpenGL.converters')

        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            gl_check_error("OpenGL version is missing - cannot continue")
            return {}
        gl_major = int(gl_version_str[0])
        gl_minor = int(gl_version_str[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1, 1)
        if (gl_major, gl_minor) < MIN_VERSION:
            gl_check_error(
                "OpenGL output requires version %s or greater, not %s.%s" %
                (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            log("found valid OpenGL version: %s.%s", gl_major, gl_minor)
        try:
            extensions = glGetString(GL_EXTENSIONS).split(" ")
        except:
            gl_check_error(
                "OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?"
            )
        log("OpenGL extensions found: %s", ", ".join(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            log("found the following array handlers: %s",
                set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION
        for d, s, fatal in (("vendor", GL_VENDOR, True), ("renderer",
                                                          GL_RENDERER, True),
                            ("shading language version",
                             GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                log("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log.warn("OpenGL property '%s' is missing" % d)
                v = ""
            props[d] = v

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d, s in {
                "GLU version": GLU_VERSION,
                "GLU extensions": GLU_EXTENSIONS
        }.items():
            v = gluGetString(s)
            log("%s: %s", d, v)
            props[d] = v

        for k, vlist in BLACKLIST.items():
            v = props.get(k)
            if v in vlist:
                if force_enable:
                    log.warn("Warning: %s '%s' is blacklisted!", k, v)
                else:
                    gl_check_error("%s '%s' is blacklisted!" % (k, v))

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)

        glEnablei = None
        try:
            from OpenGL.GL import glEnablei
        except:
            pass
        if not bool(glEnablei):
            log.warn(
                "OpenGL glEnablei is not available, disabling transparency")
            global GL_ALPHA_SUPPORTED
            GL_ALPHA_SUPPORTED = False

        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        for ext in required_extensions:
            if ext not in extensions:
                gl_check_error(
                    "OpenGL driver lacks support for extension: %s" % ext)
            else:
                log("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            gl_check_error("OpenGL output requires glInitFragmentProgramARB")
        else:
            log("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            gl_check_error("OpenGL output requires glInitTextureRectangleARB")
        else:
            log("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB,
                        glBindProgramARB, glProgramStringARB)

        try:
            from OpenGL.GL import GL_MAX_TEXTURE_SIZE
            texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
            #this one may be missing?
            rect_texture_size = texture_size
            try:
                from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE
                rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
            except ImportError, e:
                log("OpenGL: %s", e)
                log("using GL_MAX_TEXTURE_SIZE=%s as default", texture_size)
        except Exception, e:
            emsg = str(e)
            if hasattr(e, "description"):
                emsg = e.description
            gl_check_error("unable to query max texture size: %s" % emsg)
            return props

        if min_texture_size > texture_size or min_texture_size > rect_texture_size:
            gl_check_error("The texture size is too small: %s" % texture_size)
        else:
            log(
                "Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB=%s, GL_MAX_TEXTURE_SIZE=%s",
                rect_texture_size, texture_size)
        return props
 def dimensions(self, value, typeCode=None):
     """Determine dimensions of the passed array value (if possible)"""
     return ArrayDatatype.dimensions(value.data)
Beispiel #22
0
    def initializeGL(self):
        self.initGeometry()

        self.vertex_code = """
            #version 120
            //attribute vec4 color;
            attribute float x_position;
            attribute float y_position;
            //varying vec4 v_color;
            void main()
            {
                gl_Position = vec4(x_position, y_position, 0.0, 1.0);
                //v_color = color;
            } """

        self.fragment_code = """
            #version 120
            //varying vec4 v_color;
            void main()
            {
                //gl_FragColor = v_color;
                gl_FragColor = vec4(1,1,1,1);
            } """

        ## Build and activate program
        # Request program and shader slots from GPU
        self.program = GL.glCreateProgram()
        self.vertex = GL.glCreateShader(GL.GL_VERTEX_SHADER)
        self.fragment = GL.glCreateShader(GL.GL_FRAGMENT_SHADER)

        # Set shaders source
        GL.glShaderSource(self.vertex, self.vertex_code)
        GL.glShaderSource(self.fragment, self.fragment_code)

        # Compile shaders
        GL.glCompileShader(self.vertex)
        GL.glCompileShader(self.fragment)

        # Attach shader objects to the program
        GL.glAttachShader(self.program, self.vertex)
        GL.glAttachShader(self.program, self.fragment)
        
        #GL.glBindAttribLocation(self.program, 0, "x_position1".encode('utf-8'))
        #GL.glBindAttribLocation(self.program, 1, "y_position1".encode('utf-8'))
        
        # Build program
        GL.glLinkProgram(self.program)

        # Get rid of shaders (not needed anymore)
        GL.glDetachShader(self.program, self.vertex)
        GL.glDetachShader(self.program, self.fragment)

        # Make program the default program
        GL.glUseProgram(self.program)

        # Create array object
        self.vao = GL.glGenVertexArrays(1)
        GL.glBindVertexArray(self.vao)

        # Request buffer slot from GPU
        self.x_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.x), self.x, GL.GL_DYNAMIC_DRAW)
        
        self.y_data_buffer = GL.glGenBuffers(1)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glBufferData(GL.GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(self.y), self.y, GL.GL_DYNAMIC_DRAW)
        
        
        

        ## Bind attributes
        #self.stride = self.x.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "x_position".encode('utf-8'))
        print(self.loc)
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.x_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
        
        #self.stride = self.y.strides[0]
        #self.offset = ctypes.c_void_p(0)
        self.loc = GL.glGetAttribLocation(self.program, "y_position".encode('utf-8'))
        print(self.loc)
        GL.glEnableVertexAttribArray(self.loc)
        GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.y_data_buffer)
        GL.glVertexAttribPointer(self.loc, 1, GL.GL_FLOAT, GL.GL_FALSE, 0, 0)
 def arrayToGLType(self, value):
     """Given a value, guess OpenGL type of the corresponding pointer"""
     return ArrayDatatype.arrayToGLType(value.data)
 def arraySize(self, value, typeCode=None):
     """Given a data-value, calculate dimensions for the array"""
     return ArrayDatatype.arraySize(value.data)
Beispiel #25
0
 def unitSize( self, value, typeCode=None ):
     """Determine unit size of an array (if possible)"""
     return ArrayDatatype.unitSize( value.data )
Beispiel #26
0
 def arrayByteCount( self, value ):
     return ArrayDatatype.arrayByteCount( value.data )
Beispiel #27
0
 def register(self, types=None):
     """Register this class as handler for given set of types"""
     from OpenGL.arrays.arraydatatype import ArrayDatatype
     ArrayDatatype.getRegistry().register(self, types)
Beispiel #28
0
 def registerReturn(self):
     """Register this handler as the default return-type handler"""
     from OpenGL.arrays.arraydatatype import ArrayDatatype
     ArrayDatatype.getRegistry().registerReturn(self)
Beispiel #29
0
def check_PyOpenGL_support(force_enable):
    props = {}
    try:
        if CRASH:
            import ctypes
            ctypes.string_at(0)
            raise Exception("should have crashed!")
        elif TIMEOUT > 0:
            import time
            time.sleep(TIMEOUT)
        #log redirection:
        def redirect_log(logger_name):
            logger = logging.getLogger(logger_name)
            assert logger is not None
            logger.saved_handlers = logger.handlers
            logger.saved_propagate = logger.propagate
            logger.handlers = [CaptureHandler()]
            logger.propagate = 0
            return logger

        fhlogger = redirect_log('OpenGL.formathandler')
        elogger = redirect_log('OpenGL.extensions')
        alogger = redirect_log('OpenGL.acceleratesupport')
        arlogger = redirect_log('OpenGL.arrays')
        clogger = redirect_log('OpenGL.converters')

        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger, glGetIntegerv
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            raise_fatal_error("OpenGL version is missing - cannot continue")
            return {}
        gl_major = int(bytestostr(gl_version_str)[0])
        gl_minor = int(bytestostr(gl_version_str)[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1, 1)
        if (gl_major, gl_minor) < MIN_VERSION:
            raise_fatal_error(
                "OpenGL output requires version %s or greater, not %s.%s" %
                (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            log("found valid OpenGL version: %s.%s", gl_major, gl_minor)

        from OpenGL import version as OpenGL_version
        pyopengl_version = OpenGL_version.__version__
        try:
            import OpenGL_accelerate  #@UnresolvedImport
            accel_version = OpenGL_accelerate.__version__
            props["accelerate"] = accel_version
            log("OpenGL_accelerate version %s", accel_version)
        except:
            log("OpenGL_accelerate not found")
            OpenGL_accelerate = None
            accel_version = None

        if accel_version is not None and pyopengl_version != accel_version:
            global _version_warning_shown
            if not _version_warning_shown:
                log.warn(
                    "Warning: version mismatch between PyOpenGL and PyOpenGL-accelerate"
                )
                log.warn(" %s vs %s", pyopengl_version, accel_version)
                log.warn(" this may cause crashes")
                _version_warning_shown = True
                gl_check_error(
                    "PyOpenGL vs accelerate version mismatch: %s vs %s" %
                    (pyopengl_version, accel_version))
        vsplit = pyopengl_version.split('.')
        #we now require PyOpenGL 3.1 or later
        if vsplit[:3] < ['3', '1'] and not force_enable:
            raise_fatal_error("PyOpenGL version %s is too old and buggy" %
                              pyopengl_version)
            return {}
        props["zerocopy"] = bool(
            OpenGL_accelerate) and is_pyopengl_memoryview_safe(
                pyopengl_version, accel_version)

        try:
            extensions = glGetString(GL_EXTENSIONS).decode().split(" ")
        except:
            log("error querying extensions", exc_info=True)
            extensions = []
            raise_fatal_error(
                "OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?"
            )
        log("OpenGL extensions found: %s", csv(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            log("found the following array handlers: %s",
                set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION

        def fixstring(v):
            try:
                return str(v).strip()
            except:
                return str(v)

        for d, s, fatal in (("vendor", GL_VENDOR, True), ("renderer",
                                                          GL_RENDERER, True),
                            ("shading-language-version",
                             GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                v = fixstring(v.decode())
                log("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log("OpenGL property '%s' is missing", d)
                v = ""
            props[d] = v
        vendor = props["vendor"]
        version_req = VERSION_REQ.get(vendor)
        if version_req:
            req_maj, req_min = version_req
            if gl_major < req_maj or (gl_major == req_maj
                                      and gl_minor < req_min):
                if force_enable:
                    log.warn(
                        "Warning: '%s' OpenGL driver requires version %i.%i",
                        vendor, req_maj, req_min)
                    log.warn(" version %i.%i was found", gl_major, gl_minor)
                else:
                    gl_check_error(
                        "OpenGL version %i.%i is too old, %i.%i is required for %s"
                        % (gl_major, gl_minor, req_maj, req_min, vendor))

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d, s in {
                "GLU.version": GLU_VERSION,
                "GLU.extensions": GLU_EXTENSIONS
        }.items():
            v = gluGetString(s)
            v = v.decode()
            log("%s: %s", d, v)
            props[d] = v

        def match_list(thelist, listname):
            for k, vlist in thelist.items():
                v = props.get(k)
                matches = [x for x in vlist if v.find(x) >= 0]
                if matches:
                    log("%s '%s' found in %s: %s", k, v, listname, vlist)
                    return (k, v)
                log("%s '%s' not found in %s: %s", k, v, listname, vlist)
            return None

        blacklisted = match_list(BLACKLIST, "blacklist")
        greylisted = match_list(GREYLIST, "greylist")
        whitelisted = match_list(WHITELIST, "whitelist")
        if blacklisted:
            if whitelisted:
                log.info(
                    "%s '%s' enabled (found in both blacklist and whitelist)",
                    *whitelisted)
            elif force_enable:
                log.warn("Warning: %s '%s' is blacklisted!", *blacklisted)
                log.warn(" force enabled by option")
            else:
                raise_fatal_error("%s '%s' is blacklisted!" % (blacklisted))
        safe = bool(whitelisted) or not bool(blacklisted)
        if greylisted and not whitelisted:
            log.warn("Warning: %s '%s' is greylisted,", *greylisted)
            log.warn(" you may want to turn off OpenGL if you encounter bugs")
        props["safe"] = safe

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)
        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        glEnablei = None
        try:
            from OpenGL.GL import glEnablei
        except:
            pass
        if not bool(glEnablei):
            log.warn(
                "OpenGL glEnablei is not available, disabling transparency")
            global GL_ALPHA_SUPPORTED
            GL_ALPHA_SUPPORTED = False
        props["transparency"] = GL_ALPHA_SUPPORTED

        for ext in required_extensions:
            if ext not in extensions:
                raise_fatal_error(
                    "OpenGL driver lacks support for extension: %s" % ext)
            else:
                log("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            raise_fatal_error(
                "OpenGL output requires glInitFragmentProgramARB")
        else:
            log("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            raise_fatal_error(
                "OpenGL output requires glInitTextureRectangleARB")
        else:
            log("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB,
                        glBindProgramARB, glProgramStringARB)

        try:
            from OpenGL.GL import GL_MAX_TEXTURE_SIZE
            texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
            #this one may be missing?
            rect_texture_size = texture_size
            try:
                from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE
                rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
            except ImportError as e:
                log("OpenGL: %s", e)
                log("using GL_MAX_TEXTURE_SIZE=%s as default", texture_size)
        except Exception as e:
            emsg = str(e)
            if hasattr(e, "description"):
                emsg = e.description
            gl_check_error("unable to query max texture size: %s" % emsg)
            return props

        log(
            "Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE=%s, GL_MAX_TEXTURE_SIZE=%s",
            rect_texture_size, texture_size)
        texture_size_limit = min(rect_texture_size, texture_size)
        props["texture-size-limit"] = int(texture_size_limit)

        try:
            from OpenGL.GL import GL_MAX_VIEWPORT_DIMS
            v = glGetIntegerv(GL_MAX_VIEWPORT_DIMS)
            max_viewport_dims = int(v[0]), int(v[1])
            assert max_viewport_dims[
                0] >= texture_size_limit and max_viewport_dims[
                    1] >= texture_size_limit
            log("GL_MAX_VIEWPORT_DIMS=%s", max_viewport_dims)
        except ImportError as e:
            log.error("Error querying max viewport dims: %s", e)
            max_viewport_dims = texture_size_limit, texture_size_limit
        props["max-viewport-dims"] = max_viewport_dims
        return props
    finally:
        for x in alogger.handlers[0].records:
            #strip default message prefix:
            msg = x.getMessage().replace(
                "No OpenGL_accelerate module loaded: ", "")
            if msg == "No module named OpenGL_accelerate":
                msg = "missing accelerate module"
            if msg == "OpenGL_accelerate module loaded":
                log.info(msg)
            else:
                log.warn("PyOpenGL warning: %s", msg)

        #format handler messages:
        STRIP_LOG_MESSAGE = "Unable to load registered array format handler "
        missing_handlers = []
        for x in fhlogger.handlers[0].records:
            msg = x.getMessage()
            p = msg.find(STRIP_LOG_MESSAGE)
            if p < 0:
                #unknown message, log it:
                log.info(msg)
                continue
            format_handler = msg[p + len(STRIP_LOG_MESSAGE):]
            p = format_handler.find(":")
            if p > 0:
                format_handler = format_handler[:p]
                missing_handlers.append(format_handler)
        if len(missing_handlers) > 0:
            log.warn("PyOpenGL warning: missing array format handlers: %s",
                     csv(missing_handlers))

        for x in elogger.handlers[0].records:
            msg = x.getMessage()
            #ignore extension messages:
            p = msg.startswith("GL Extension ") and msg.endswith("available")
            if not p:
                log.info(msg)

        missing_accelerators = []
        STRIP_AR_HEAD = "Unable to load"
        STRIP_AR_TAIL = "from OpenGL_accelerate"
        for x in arlogger.handlers[0].records + clogger.handlers[0].records:
            msg = x.getMessage()
            if msg.startswith(STRIP_AR_HEAD) and msg.endswith(STRIP_AR_TAIL):
                m = msg[len(STRIP_AR_HEAD):-len(STRIP_AR_TAIL)].strip()
                m = m.replace("accelerators", "").replace("accelerator",
                                                          "").strip()
                missing_accelerators.append(m)
                continue
            elif msg.startswith("Using accelerated"):
                log(msg)
            else:
                log.info(msg)
        if missing_accelerators:
            log.info("OpenGL accelerate missing: %s",
                     csv(missing_accelerators))

        def restore_logger(logger):
            logger.handlers = logger.saved_handlers
            logger.propagate = logger.saved_propagate

        restore_logger(fhlogger)
        restore_logger(elogger)
        restore_logger(alogger)
        restore_logger(arlogger)
        restore_logger(clogger)
Beispiel #30
0
 def arrayToGLType( self, value ):
     """Given a value, guess OpenGL type of the corresponding pointer"""
     return ArrayDatatype.arrayToGLType( value.data )
 def registerReturn( self ):
     """Register this handler as the default return-type handler"""
     from OpenGL.arrays.arraydatatype import ArrayDatatype
     ArrayDatatype.getRegistry().registerReturn( self )
Beispiel #32
0
 def arraySize( self, value, typeCode = None ):
     """Given a data-value, calculate dimensions for the array"""
     return ArrayDatatype.arraySize( value.data )
Beispiel #33
0
def do_check_GL_support(force_enable):
    props = {}
    try:
        #log redirection:
        def redirect_log(logger_name):
            logger = logging.getLogger(logger_name)
            assert logger is not None
            logger.saved_handlers = logger.handlers
            logger.saved_propagate = logger.propagate
            logger.handlers = [CaptureHandler()]
            logger.propagate = 0
            return logger
        fhlogger = redirect_log('OpenGL.formathandler')
        elogger = redirect_log('OpenGL.extensions')
        alogger = redirect_log('OpenGL.acceleratesupport')
        arlogger = redirect_log('OpenGL.arrays')
        clogger = redirect_log('OpenGL.converters')

        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger, glGetIntegerv
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            gl_check_error("OpenGL version is missing - cannot continue")
            return  {}
        gl_major = int(gl_version_str[0])
        gl_minor = int(gl_version_str[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1,1)
        if (gl_major, gl_minor) < MIN_VERSION:
            gl_check_error("OpenGL output requires version %s or greater, not %s.%s" %
                              (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            log("found valid OpenGL version: %s.%s", gl_major, gl_minor)

        from OpenGL import version as OpenGL_version
        pyopengl_version = OpenGL_version.__version__
        try:
            import OpenGL_accelerate
            accel_version = OpenGL_accelerate.__version__
            props["accelerate"] = accel_version
            log("OpenGL_accelerate version %s", accel_version)
        except:
            log("OpenGL_accelerate not found")
            OpenGL_accelerate = None
            accel_version = None

        if accel_version is not None and pyopengl_version!=accel_version:
            global _version_warning_shown
            if not _version_warning_shown:
                log.warn("Warning: version mismatch between PyOpenGL and PyOpenGL-accelerate")
                log.warn(" this may cause crashes")
                _version_warning_shown = True
        vsplit = pyopengl_version.split('.')
        #we now require PyOpenGL 3.1 or later
        if vsplit[:2]<['3','1'] and not force_enable:
            gl_check_error("PyOpenGL version 3.1 or later is required (found version %s)" % pyopengl_version)
            return {}

        props["zerocopy"] = bool(OpenGL_accelerate) and is_pyopengl_memoryview_safe(pyopengl_version, accel_version)

        try:
            extensions = glGetString(GL_EXTENSIONS).decode().split(" ")
        except:
            log("error querying extensions", exc_info=True)
            extensions = []
            gl_check_error("OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?")
        log("OpenGL extensions found: %s", ", ".join(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            log("found the following array handlers: %s", set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION
        def fixstring(v):
            try:
                return str(v).strip()
            except:
                return str(v)
        for d,s,fatal in (("vendor",     GL_VENDOR,      True),
                          ("renderer",   GL_RENDERER,    True),
                          ("shading language version", GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                v = fixstring(v.decode())
                log("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log("OpenGL property '%s' is missing", d)
                v = ""
            props[d] = v
        vendor = props["vendor"]
        version_req = VERSION_REQ.get(vendor)
        if version_req:
            req_maj, req_min = version_req
            if gl_major<req_maj or (gl_major==req_maj and gl_minor<req_min):
                if force_enable:
                    log.warn("Warning: '%s' OpenGL driver requires version %i.%i", vendor, req_maj, req_min)
                    log.warn(" version %i.%i was found", gl_major, gl_minor)
                else:
                    gl_check_error("OpenGL version %i.%i is too old, %i.%i is required for %s" % (gl_major, gl_minor, req_maj, req_min, vendor))

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d,s in {"GLU version": GLU_VERSION, "GLU extensions":GLU_EXTENSIONS}.items():
            v = gluGetString(s)
            v = v.decode()
            log("%s: %s", d, v)
            props[d] = v

        blacklisted = None
        whitelisted = None
        greylisted = None
        for k,vlist in BLACKLIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in blacklist: %s", k, v, vlist)
                blacklisted = k, v
        for k,vlist in GREYLIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in greylist: %s", k, v, vlist)
                greylisted = k, v
        for k,vlist in WHITELIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in whitelist: %s", k, v, vlist)
                whitelisted = k, v
        if blacklisted:
            if whitelisted:
                log.info("%s '%s' enabled (found in both blacklist and whitelist)", *whitelisted)
            elif force_enable:
                log.warn("Warning: %s '%s' is blacklisted!", *blacklisted)
            else:
                gl_check_error("%s '%s' is blacklisted!" % (blacklisted))
        safe = bool(whitelisted) or not (bool(greylisted) or bool(blacklisted))
        if safe and sys.version_info[0]>2:
            log.warn("Warning: OpenGL python3 support is not enabled by default")
            safe = False
        props["safe"] = safe

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)

        glEnablei = None
        try:
            from OpenGL.GL import glEnablei
        except:
            pass
        if not bool(glEnablei):
            log.warn("OpenGL glEnablei is not available, disabling transparency")
            global GL_ALPHA_SUPPORTED
            GL_ALPHA_SUPPORTED = False
        props["transparency"] = GL_ALPHA_SUPPORTED

        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        for ext in required_extensions:
            if ext not in extensions:
                gl_check_error("OpenGL driver lacks support for extension: %s" % ext)
            else:
                log("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            gl_check_error("OpenGL output requires glInitFragmentProgramARB")
        else:
            log("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            gl_check_error("OpenGL output requires glInitTextureRectangleARB")
        else:
            log("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB, glBindProgramARB, glProgramStringARB)

        try:
            from OpenGL.GL import GL_MAX_TEXTURE_SIZE
            texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
            #this one may be missing?
            rect_texture_size = texture_size
            try:
                from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE
                rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
            except ImportError as e:
                log("OpenGL: %s", e)
                log("using GL_MAX_TEXTURE_SIZE=%s as default", texture_size)
        except Exception as e:
            emsg = str(e)
            if hasattr(e, "description"):
                emsg = e.description
            gl_check_error("unable to query max texture size: %s" % emsg)
            return props

        log("Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE=%s, GL_MAX_TEXTURE_SIZE=%s", rect_texture_size, texture_size)
        texture_size_limit = min(rect_texture_size, texture_size)
        props["texture-size-limit"] = texture_size_limit

        try:
            from OpenGL.GL import GL_MAX_VIEWPORT_DIMS
            v = glGetIntegerv(GL_MAX_VIEWPORT_DIMS)
            max_viewport_dims = v[0], v[1]
            assert max_viewport_dims[0]>=texture_size_limit and max_viewport_dims[1]>=texture_size_limit
            log("GL_MAX_VIEWPORT_DIMS=%s", max_viewport_dims)
        except ImportError as e:
            log.error("Error querying max viewport dims: %s", e)
            max_viewport_dims = texture_size_limit, texture_size_limit
        props["max-viewport-dims"] = max_viewport_dims
        return props
    finally:
        for x in alogger.handlers[0].records:
            #strip default message prefix:
            msg = x.getMessage().replace("No OpenGL_accelerate module loaded: ", "")
            if msg=="No module named OpenGL_accelerate":
                msg = "missing accelerate module"
            if msg!="OpenGL_accelerate module loaded":
                msg = "PyOpenGL warning: %s" % msg
            log.info(msg)

        #format handler messages:
        STRIP_LOG_MESSAGE = "Unable to load registered array format handler "
        missing_handlers = []
        for x in fhlogger.handlers[0].records:
            msg = x.getMessage()
            p = msg.find(STRIP_LOG_MESSAGE)
            if p<0:
                #unknown message, log it:
                log.info(msg)
                continue
            format_handler = msg[p+len(STRIP_LOG_MESSAGE):]
            p = format_handler.find(":")
            if p>0:
                format_handler = format_handler[:p]
                missing_handlers.append(format_handler)
        if len(missing_handlers)>0:
            log.warn("PyOpenGL warning: missing array format handlers: %s", ", ".join(missing_handlers))

        for x in elogger.handlers[0].records:
            msg = x.getMessage()
            #ignore extension messages:
            p = msg.startswith("GL Extension ") and msg.endswith("available")
            if not p:
                log.info(msg)

        missing_accelerators = []
        STRIP_AR_HEAD = "Unable to load"
        STRIP_AR_TAIL = "from OpenGL_accelerate"
        for x in arlogger.handlers[0].records+clogger.handlers[0].records:
            msg = x.getMessage()
            if msg.startswith(STRIP_AR_HEAD) and msg.endswith(STRIP_AR_TAIL):
                m = msg[len(STRIP_AR_HEAD):-len(STRIP_AR_TAIL)].strip()
                m = m.replace("accelerators", "").replace("accelerator", "").strip()
                missing_accelerators.append(m)
                continue
            elif msg.startswith("Using accelerated"):
                log(msg)
            else:
                log.info(msg)
        if missing_accelerators:
            log.info("OpenGL accelerate missing: %s", ", ".join(missing_accelerators))

        def restore_logger(logger):
            logger.handlers = logger.saved_handlers
            logger.propagate = logger.saved_propagate
        restore_logger(fhlogger)
        restore_logger(elogger)
        restore_logger(alogger)
        restore_logger(arlogger)
        restore_logger(clogger)
Beispiel #34
0
 def dimensions( self, value, typeCode=None ):
     """Determine dimensions of the passed array value (if possible)"""
     return ArrayDatatype.dimensions( value.data )
Beispiel #35
0
def do_check_GL_support(force_enable):
    props = {}
    try:
        #log redirection:
        def redirect_log(logger_name):
            logger = logging.getLogger(logger_name)
            assert logger is not None
            logger.saved_handlers = logger.handlers
            logger.saved_propagate = logger.propagate
            logger.handlers = [CaptureHandler()]
            logger.propagate = 0
            return logger

        fhlogger = redirect_log('OpenGL.formathandler')
        elogger = redirect_log('OpenGL.extensions')
        alogger = redirect_log('OpenGL.acceleratesupport')
        arlogger = redirect_log('OpenGL.arrays')
        clogger = redirect_log('OpenGL.converters')

        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            gl_check_error("OpenGL version is missing - cannot continue")
            return {}
        gl_major = int(gl_version_str[0])
        gl_minor = int(gl_version_str[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1, 1)
        if (gl_major, gl_minor) < MIN_VERSION:
            gl_check_error(
                "OpenGL output requires version %s or greater, not %s.%s" %
                (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            log("found valid OpenGL version: %s.%s", gl_major, gl_minor)

        from OpenGL import version as OpenGL_version
        try:
            import OpenGL_accelerate
        except:
            OpenGL_accelerate = None
        props["zerocopy"] = is_pyopengl_memoryview_safe(
            OpenGL_version.__version__) and bool(OpenGL_accelerate)

        try:
            extensions = glGetString(GL_EXTENSIONS).decode().split(" ")
        except:
            log("error querying extensions", exc_info=True)
            extensions = []
            gl_check_error(
                "OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?"
            )
        log("OpenGL extensions found: %s", ", ".join(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            log("found the following array handlers: %s",
                set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION
        for d, s, fatal in (("vendor", GL_VENDOR, True), ("renderer",
                                                          GL_RENDERER, True),
                            ("shading language version",
                             GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                v = v.decode()
                log("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log("OpenGL property '%s' is missing", d)
                v = ""
            props[d] = v

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d, s in {
                "GLU version": GLU_VERSION,
                "GLU extensions": GLU_EXTENSIONS
        }.items():
            v = gluGetString(s)
            v = v.decode()
            log("%s: %s", d, v)
            props[d] = v

        blacklisted = None
        whitelisted = None
        greylisted = None
        for k, vlist in BLACKLIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in blacklist: %s", k, v, vlist)
                blacklisted = k, v
        for k, vlist in GREYLIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in greylist: %s", k, v, vlist)
                greylisted = k, v
        for k, vlist in WHITELIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in whitelist: %s", k, v, vlist)
                whitelisted = k, v
        if blacklisted:
            if whitelisted:
                log.info(
                    "%s '%s' enabled (found in both blacklist and whitelist)",
                    *whitelisted)
            elif force_enable:
                log.warn("Warning: %s '%s' is blacklisted!", *blacklisted)
            else:
                gl_check_error("%s '%s' is blacklisted!" % (blacklisted))
        safe = bool(whitelisted) or not (bool(greylisted) or bool(blacklisted))
        if safe and sys.version_info[0] > 2:
            log.warn(
                "Warning: OpenGL python3 support is not enabled by default")
            safe = False
        props["safe"] = safe

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)

        glEnablei = None
        try:
            from OpenGL.GL import glEnablei
        except:
            pass
        if not bool(glEnablei):
            log.warn(
                "OpenGL glEnablei is not available, disabling transparency")
            global GL_ALPHA_SUPPORTED
            GL_ALPHA_SUPPORTED = False

        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        for ext in required_extensions:
            if ext not in extensions:
                gl_check_error(
                    "OpenGL driver lacks support for extension: %s" % ext)
            else:
                log("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            gl_check_error("OpenGL output requires glInitFragmentProgramARB")
        else:
            log("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            gl_check_error("OpenGL output requires glInitTextureRectangleARB")
        else:
            log("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB,
                        glBindProgramARB, glProgramStringARB)

        try:
            from OpenGL.GL import GL_MAX_TEXTURE_SIZE
            texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
            #this one may be missing?
            rect_texture_size = texture_size
            try:
                from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE
                rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
            except ImportError as e:
                log("OpenGL: %s", e)
                log("using GL_MAX_TEXTURE_SIZE=%s as default", texture_size)
        except Exception as e:
            emsg = str(e)
            if hasattr(e, "description"):
                emsg = e.description
            gl_check_error("unable to query max texture size: %s" % emsg)
            return props

            log(
                "Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE=%s, GL_MAX_TEXTURE_SIZE=%s",
                rect_texture_size, texture_size)
        props["texture-size-limit"] = min(rect_texture_size, texture_size)
        return props
    finally:
        for x in alogger.handlers[0].records:
            #strip default message prefix:
            msg = x.getMessage().replace(
                "No OpenGL_accelerate module loaded: ", "")
            if msg == "No module named OpenGL_accelerate":
                msg = "missing accelerate module"
            if msg != "OpenGL_accelerate module loaded":
                msg = "PyOpenGL warning: %s" % msg
            log.info(msg)

        #format handler messages:
        STRIP_LOG_MESSAGE = "Unable to load registered array format handler "
        missing_handlers = []
        for x in fhlogger.handlers[0].records:
            msg = x.getMessage()
            p = msg.find(STRIP_LOG_MESSAGE)
            if p < 0:
                #unknown message, log it:
                log.info(msg)
                continue
            format_handler = msg[p + len(STRIP_LOG_MESSAGE):]
            p = format_handler.find(":")
            if p > 0:
                format_handler = format_handler[:p]
                missing_handlers.append(format_handler)
        if len(missing_handlers) > 0:
            log.warn("PyOpenGL warning: missing array format handlers: %s",
                     ", ".join(missing_handlers))

        for x in elogger.handlers[0].records:
            msg = x.getMessage()
            #ignore extension messages:
            p = msg.startswith("GL Extension ") and msg.endswith("available")
            if not p:
                log.info(msg)

        missing_accelerators = []
        STRIP_AR_HEAD = "Unable to load"
        STRIP_AR_TAIL = "from OpenGL_accelerate"
        for x in arlogger.handlers[0].records + clogger.handlers[0].records:
            msg = x.getMessage()
            if msg.startswith(STRIP_AR_HEAD) and msg.endswith(STRIP_AR_TAIL):
                m = msg[len(STRIP_AR_HEAD):-len(STRIP_AR_TAIL)].strip()
                m = m.replace("accelerators", "").replace("accelerator",
                                                          "").strip()
                missing_accelerators.append(m)
                continue
            log.info(msg)
        if missing_accelerators:
            log.info("OpenGL accelerate missing: %s",
                     ", ".join(missing_accelerators))

        def restore_logger(logger):
            logger.handlers = logger.saved_handlers
            logger.propagate = logger.saved_propagate

        restore_logger(fhlogger)
        restore_logger(elogger)
        restore_logger(alogger)
        restore_logger(arlogger)
        restore_logger(clogger)
 def arrayByteCount(self, value):
     return ArrayDatatype.arrayByteCount(value.data)
Beispiel #37
0
def check_GL_support(gldrawable, glcontext, min_texture_size=0, force_enable=False):
    if not gldrawable.gl_begin(glcontext):
        raise ImportError("gl_begin failed on %s" % gldrawable)
    props = {}
    try:
        #log redirection:
        def redirect_log(logger_name):
            logger = logging.getLogger(logger_name)
            assert logger is not None
            logger.saved_handlers = logger.handlers
            logger.saved_propagate = logger.propagate
            logger.handlers = [CaptureHandler()]
            logger.propagate = 0
            return logger
        fhlogger = redirect_log('OpenGL.formathandler')
        elogger = redirect_log('OpenGL.extensions')
        alogger = redirect_log('OpenGL.acceleratesupport')
        arlogger = redirect_log('OpenGL.arrays')
        clogger = redirect_log('OpenGL.converters')

        import OpenGL
        props["pyopengl"] = OpenGL.__version__
        from OpenGL.GL import GL_VERSION, GL_EXTENSIONS
        from OpenGL.GL import glGetString, glGetInteger
        gl_version_str = glGetString(GL_VERSION)
        if gl_version_str is None:
            gl_check_error("OpenGL version is missing - cannot continue")
            return  {}
        gl_major = int(gl_version_str[0])
        gl_minor = int(gl_version_str[2])
        props["opengl"] = gl_major, gl_minor
        MIN_VERSION = (1,1)
        if (gl_major, gl_minor) < MIN_VERSION:
            gl_check_error("OpenGL output requires version %s or greater, not %s.%s" %
                              (".".join([str(x) for x in MIN_VERSION]), gl_major, gl_minor))
        else:
            log("found valid OpenGL version: %s.%s", gl_major, gl_minor)

	from OpenGL import version as OpenGL_version
        try:
            import OpenGL_accelerate
        except:
            OpenGL_accelerate = None
        props["zerocopy"] = is_pyopengl_memoryview_safe(OpenGL_version.__version__) and bool(OpenGL_accelerate)

        try:
            extensions = glGetString(GL_EXTENSIONS).split(" ")
        except:
            extensions = []
            gl_check_error("OpenGL could not find the list of GL extensions - does the graphics driver support OpenGL?")
        log("OpenGL extensions found: %s", ", ".join(extensions))
        props["extensions"] = extensions

        from OpenGL.arrays.arraydatatype import ArrayDatatype
        try:
            log("found the following array handlers: %s", set(ArrayDatatype.getRegistry().values()))
        except:
            pass

        from OpenGL.GL import GL_RENDERER, GL_VENDOR, GL_SHADING_LANGUAGE_VERSION
        for d,s,fatal in (("vendor",     GL_VENDOR,      True),
                          ("renderer",   GL_RENDERER,    True),
                          ("shading language version", GL_SHADING_LANGUAGE_VERSION, False)):
            try:
                v = glGetString(s)
                log("%s: %s", d, v)
            except:
                if fatal:
                    gl_check_error("OpenGL property '%s' is missing" % d)
                else:
                    log("OpenGL property '%s' is missing", d)
                v = ""
            props[d] = v

        from OpenGL.GLU import gluGetString, GLU_VERSION, GLU_EXTENSIONS
        for d,s in {"GLU version": GLU_VERSION, "GLU extensions":GLU_EXTENSIONS}.items():
            v = gluGetString(s)
            log("%s: %s", d, v)
            props[d] = v

        blacklisted = None
        whitelisted = None
        for k,vlist in BLACKLIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in blacklist: %s", k, v, vlist)
                blacklisted = k, v
        for k,vlist in WHITELIST.items():
            v = props.get(k)
            if v in vlist:
                log("%s '%s' found in whitelist: %s", k, v, vlist)
                whitelisted = k, v
        if blacklisted:
            if whitelisted:
                log.info("%s '%s' enabled (found in both blacklist and whitelist)", *whitelisted)
            elif force_enable:
                log.warn("Warning: %s '%s' is blacklisted!", *blacklisted)
            else:
                gl_check_error("%s '%s' is blacklisted!" % (blacklisted))

        #check for specific functions we need:
        from OpenGL.GL import glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd
        check_functions(glActiveTexture, glTexSubImage2D, glTexCoord2i, \
            glViewport, glMatrixMode, glLoadIdentity, glOrtho, \
            glEnableClientState, glGenTextures, glDisable, \
            glBindTexture, glPixelStorei, glEnable, glBegin, glFlush, \
            glTexParameteri, glTexEnvi, glHint, glBlendFunc, glLineStipple, \
            glTexImage2D, \
            glMultiTexCoord2i, \
            glVertex2i, glEnd)

        glEnablei = None
        try:
            from OpenGL.GL import glEnablei
        except:
            pass
        if not bool(glEnablei):
            log.warn("OpenGL glEnablei is not available, disabling transparency")
            global GL_ALPHA_SUPPORTED
            GL_ALPHA_SUPPORTED = False

        #check for framebuffer functions we need:
        from OpenGL.GL.ARB.framebuffer_object import GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D
        check_functions(GL_FRAMEBUFFER, \
            GL_COLOR_ATTACHMENT0, glGenFramebuffers, glBindFramebuffer, glFramebufferTexture2D)

        for ext in required_extensions:
            if ext not in extensions:
                gl_check_error("OpenGL driver lacks support for extension: %s" % ext)
            else:
                log("Extension %s is present", ext)

        #this allows us to do CSC via OpenGL:
        #see http://www.opengl.org/registry/specs/ARB/fragment_program.txt
        from OpenGL.GL.ARB.fragment_program import glInitFragmentProgramARB
        if not glInitFragmentProgramARB():
            gl_check_error("OpenGL output requires glInitFragmentProgramARB")
        else:
            log("glInitFragmentProgramARB works")

        from OpenGL.GL.ARB.texture_rectangle import glInitTextureRectangleARB
        if not glInitTextureRectangleARB():
            gl_check_error("OpenGL output requires glInitTextureRectangleARB")
        else:
            log("glInitTextureRectangleARB works")

        from OpenGL.GL.ARB.vertex_program import glGenProgramsARB, glDeleteProgramsARB, \
            glBindProgramARB, glProgramStringARB
        check_functions(glGenProgramsARB, glDeleteProgramsARB, glBindProgramARB, glProgramStringARB)

        try:
            from OpenGL.GL import GL_MAX_TEXTURE_SIZE
            texture_size = glGetInteger(GL_MAX_TEXTURE_SIZE)
            #this one may be missing?
            rect_texture_size = texture_size
            try:
                from OpenGL.GL import GL_MAX_RECTANGLE_TEXTURE_SIZE
                rect_texture_size = glGetInteger(GL_MAX_RECTANGLE_TEXTURE_SIZE)
            except ImportError, e:
                log("OpenGL: %s", e)
                log("using GL_MAX_TEXTURE_SIZE=%s as default", texture_size)
        except Exception, e:
            emsg = str(e)
            if hasattr(e, "description"):
                emsg = e.description
            gl_check_error("unable to query max texture size: %s" % emsg)
            return props

        if min_texture_size>texture_size or min_texture_size>rect_texture_size:
            gl_check_error("The texture size is too small: %s" % texture_size)
        else:
            log("Texture size GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB=%s, GL_MAX_TEXTURE_SIZE=%s", rect_texture_size, texture_size)
        props["texture-size-limit"] = min(rect_texture_size, texture_size)
        return props
 def unitSize(self, value, typeCode=None):
     """Determine unit size of an array (if possible)"""
     return ArrayDatatype.unitSize(value.data)
Beispiel #39
0
 def setSlice(self, start, size, data):
     """
     sets a slice of data.
     """
     dataptr = ArrayDatatype.voidDataPointer( data )
     gl.glBufferSubData( self.target, start, size, dataptr )
 def register( self, types=None ):
     """Register this class as handler for given set of types"""
     from OpenGL.arrays.arraydatatype import ArrayDatatype
     ArrayDatatype.getRegistry().register( self, types )
    def init_gl(self, glcontext):
        #TODO deinit at some point
        assert not self.glcontext

        vert_stage = GstGL.GLSLStage.new_default_vertex(glcontext)
        frag_stage = GstGL.GLSLStage.new_with_string(
            glcontext, GL_FRAGMENT_SHADER, GstGL.GLSLVersion.NONE,
            GstGL.GLSLProfile.COMPATIBILITY | GstGL.GLSLProfile.ES,
            FRAGMENT_SHADER_SRC)
        self.hm_shader = GstGL.GLShader.new(glcontext)
        self.hm_shader.compile_attach_stage(vert_stage)
        self.hm_shader.compile_attach_stage(frag_stage)
        self.hm_shader.link()

        self.default_shader = GstGL.GLShader.new_default(glcontext)
        a_position = self.default_shader.get_attribute_location('a_position')
        a_texcoord = self.default_shader.get_attribute_location('a_texcoord')

        self.vao_id = glGenVertexArrays(1)
        glBindVertexArray(self.vao_id)

        self.positions_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(POSITIONS),
                     POSITIONS, GL_STATIC_DRAW)

        self.texcoords_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(TEXCOORDS),
                     TEXCOORDS, GL_STATIC_DRAW)

        self.vbo_indices_buffer = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(INDICES),
                     INDICES, GL_STATIC_DRAW)

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.vbo_indices_buffer)
        glBindBuffer(GL_ARRAY_BUFFER, self.positions_buffer)
        glVertexAttribPointer.baseFunction(a_position, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glBindBuffer(GL_ARRAY_BUFFER, self.texcoords_buffer)
        glVertexAttribPointer.baseFunction(a_texcoord, 2, GL_FLOAT, GL_FALSE,
                                           0, None)
        glEnableVertexAttribArray(a_position)
        glEnableVertexAttribArray(a_texcoord)

        glBindVertexArray(0)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
        glBindBuffer(GL_ARRAY_BUFFER, 0)

        hm_w, hm_h = self.get_heatmap_texture_size()

        texture_ids = glGenTextures(1)
        self.hm_tex_id = texture_ids

        glActiveTexture(GL_TEXTURE0 + 1)
        glBindTexture(GL_TEXTURE_2D, self.hm_tex_id)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, hm_w, hm_h, 0, GL_RGBA,
                     GL_FLOAT, None)

        self.glcontext = glcontext