Java Code Examples for sun.java2d.windows.WindowsFlags#isOGLVerbose()
The following examples show how to use
sun.java2d.windows.WindowsFlags#isOGLVerbose() .
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Example 1
Source File: Win32GraphicsDevice.java From dragonwell8_jdk with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 2
Source File: Win32GraphicsDevice.java From TencentKona-8 with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 3
Source File: Win32GraphicsDevice.java From jdk8u60 with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 4
Source File: Win32GraphicsDevice.java From openjdk-jdk8u with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 5
Source File: Win32GraphicsDevice.java From openjdk-jdk8u-backup with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 6
Source File: Win32GraphicsDevice.java From openjdk-jdk9 with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 7
Source File: Win32GraphicsDevice.java From jdk8u-jdk with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 8
Source File: Win32GraphicsDevice.java From hottub with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 9
Source File: Win32GraphicsDevice.java From openjdk-8-source with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 10
Source File: Win32GraphicsDevice.java From openjdk-8 with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 11
Source File: Win32GraphicsDevice.java From jdk8u_jdk with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 12
Source File: Win32GraphicsDevice.java From jdk8u-jdk with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }
Example 13
Source File: Win32GraphicsDevice.java From jdk8u-dev-jdk with GNU General Public License v2.0 | 5 votes |
/** * Returns the default graphics configuration * associated with this graphics device. */ public GraphicsConfiguration getDefaultConfiguration() { if (defaultConfig == null) { // first try to create a WGLGraphicsConfig if OGL is enabled // REMIND: the WGL code does not yet work properly in multimon // situations, so we will fallback on GDI if we are not on the // default device... if (WindowsFlags.isOGLEnabled() && isDefaultDevice()) { int defPixID = WGLGraphicsConfig.getDefaultPixFmt(screen); defaultConfig = WGLGraphicsConfig.getConfig(this, defPixID); if (WindowsFlags.isOGLVerbose()) { if (defaultConfig != null) { System.out.print("OpenGL pipeline enabled"); } else { System.out.print("Could not enable OpenGL pipeline"); } System.out.println(" for default config on screen " + screen); } } // Fix for 4669614. Most apps are not concerned with PixelFormats, // yet we ALWAYS used them for determining ColorModels and such. // By passing in 0 as the PixelFormatID here, we signal that // PixelFormats should not be used, thus avoid loading the opengl // library. Apps concerned with PixelFormats can still use // GraphicsConfiguration.getConfigurations(). // Note that calling native pixel format functions tends to cause // problems between those functions (which are OpenGL-related) // and our use of DirectX. For example, some Matrox boards will // crash or hang calling these functions when any app is running // in DirectX fullscreen mode. So avoiding these calls unless // absolutely necessary is preferable. if (defaultConfig == null) { defaultConfig = Win32GraphicsConfig.getConfig(this, 0); } } return defaultConfig; }