233 lines
6.6 KiB
C++
233 lines
6.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file glxGraphicsBuffer.cxx
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* @author drose
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* @date 2004-02-09
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*/
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#include "glxGraphicsBuffer.h"
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#include "glxGraphicsStateGuardian.h"
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#include "config_glxdisplay.h"
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#include "glxGraphicsPipe.h"
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#include "graphicsPipe.h"
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#include "glgsg.h"
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#include "pStatTimer.h"
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TypeHandle glxGraphicsBuffer::_type_handle;
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/**
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*
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*/
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glxGraphicsBuffer::
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glxGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe,
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const std::string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) :
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GraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
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{
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glxGraphicsPipe *glx_pipe;
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DCAST_INTO_V(glx_pipe, _pipe);
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_display = glx_pipe->get_display();
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_pbuffer = None;
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// Since the pbuffer never gets flipped, we get screenshots from the same
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// buffer we draw into.
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_screenshot_buffer_type = _draw_buffer_type;
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}
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/**
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*
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*/
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glxGraphicsBuffer::
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~glxGraphicsBuffer() {
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nassertv(_pbuffer == None);
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}
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/**
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* This function will be called within the draw thread before beginning
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* rendering for a given frame. It should do whatever setup is required, and
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* return true if the frame should be rendered, or false if it should be
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* skipped.
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*/
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bool glxGraphicsBuffer::
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begin_frame(FrameMode mode, Thread *current_thread) {
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PStatTimer timer(_make_current_pcollector, current_thread);
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begin_frame_spam(mode);
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if (_gsg == nullptr ||
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_pbuffer == None) {
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return false;
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}
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glxGraphicsStateGuardian *glxgsg;
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DCAST_INTO_R(glxgsg, _gsg, false);
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{
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LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
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glXMakeCurrent(_display, _pbuffer, glxgsg->_context);
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}
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// Now that we have made the context current to a window, we can reset the
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// GSG state if this is the first time it has been used. (We can't just
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// call reset() when we construct the GSG, because reset() requires having a
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// current context.)
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glxgsg->reset_if_new();
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if (mode == FM_render) {
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CDLockedReader cdata(_cycler);
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for (size_t i = 0; i != cdata->_textures.size(); ++i) {
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const RenderTexture &rt = cdata->_textures[i];
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RenderTextureMode rtm_mode = rt._rtm_mode;
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if (rtm_mode == RTM_bind_or_copy) {
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CDWriter cdataw(_cycler, cdata, false);
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nassertr(cdata->_textures.size() == cdataw->_textures.size(), false);
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cdataw->_textures[i]._rtm_mode = RTM_copy_texture;
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}
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}
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clear_cube_map_selection();
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}
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_gsg->set_current_properties(&get_fb_properties());
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return _gsg->begin_frame(current_thread);
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}
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/**
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* This function will be called within the draw thread after rendering is
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* completed for a given frame. It should do whatever finalization is
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* required.
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*/
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void glxGraphicsBuffer::
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end_frame(FrameMode mode, Thread *current_thread) {
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end_frame_spam(mode);
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nassertv(_gsg != nullptr);
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if (mode == FM_render) {
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copy_to_textures();
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}
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_gsg->end_frame(current_thread);
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if (mode == FM_render) {
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trigger_flip();
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clear_cube_map_selection();
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}
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}
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/**
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* Closes the buffer right now. Called from the window thread.
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*/
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void glxGraphicsBuffer::
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close_buffer() {
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if (_gsg != nullptr) {
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LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
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glXMakeCurrent(_display, None, nullptr);
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if (_pbuffer != None) {
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glxGraphicsStateGuardian *glxgsg;
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DCAST_INTO_V(glxgsg, _gsg);
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glxgsg->_glXDestroyPbuffer(_display, _pbuffer);
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_pbuffer = None;
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}
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_gsg.clear();
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}
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_pbuffer = None;
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_is_valid = false;
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}
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/**
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* Opens the buffer right now. Called from the window thread. Returns true
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* if the buffer is successfully opened, or false if there was a problem.
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*/
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bool glxGraphicsBuffer::
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open_buffer() {
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glxGraphicsPipe *glx_pipe;
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DCAST_INTO_R(glx_pipe, _pipe, false);
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// GSG CreationInitialization
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glxGraphicsStateGuardian *glxgsg;
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if (_gsg == nullptr) {
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// There is no old gsg. Create a new one.
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glxgsg = new glxGraphicsStateGuardian(_engine, _pipe, nullptr);
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glxgsg->choose_pixel_format(_fb_properties, glx_pipe->get_display(), glx_pipe->get_screen(), true, false);
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_gsg = glxgsg;
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} else {
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// If the old gsg has the wrong pixel format, create a new one that shares
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// with the old gsg.
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DCAST_INTO_R(glxgsg, _gsg, false);
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if (!glxgsg->_context_has_pbuffer ||
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!glxgsg->get_fb_properties().subsumes(_fb_properties)) {
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// We need a new pixel format, and hence a new GSG.
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glxgsg = new glxGraphicsStateGuardian(_engine, _pipe, glxgsg);
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glxgsg->choose_pixel_format(_fb_properties, glx_pipe->get_display(), glx_pipe->get_screen(), true, false);
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_gsg = glxgsg;
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}
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}
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if (glxgsg->_fbconfig == None || !glxgsg->_context_has_pbuffer) {
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// If we didn't use an fbconfig to create the GSG, or it doesn't support
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// buffers, we can't create a PBuffer.
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return false;
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}
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nassertr(glxgsg->_supports_pbuffer, false);
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LightReMutexHolder holder(glxGraphicsPipe::_x_mutex);
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static const int max_attrib_list = 32;
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int attrib_list[max_attrib_list];
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int n = 0;
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if (glxgsg->_uses_sgix_pbuffer) {
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// The SGI version passed in the size in the parameter list.
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nassertr(n < max_attrib_list, false);
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attrib_list[n] = (int)None;
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_pbuffer = glxgsg->_glXCreateGLXPbufferSGIX(glxgsg->_display, glxgsg->_fbconfig,
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get_x_size(), get_y_size(), attrib_list);
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} else {
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// The official GLX 1.3 version passes in the size in the attrib list.
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attrib_list[n++] = GLX_PBUFFER_WIDTH;
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attrib_list[n++] = get_x_size();
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attrib_list[n++] = GLX_PBUFFER_HEIGHT;
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attrib_list[n++] = get_y_size();
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nassertr(n < max_attrib_list, false);
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attrib_list[n] = (int)None;
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_pbuffer = glxgsg->_glXCreatePbuffer(glxgsg->_display, glxgsg->_fbconfig,
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attrib_list);
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}
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if (_pbuffer == None) {
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glxdisplay_cat.error()
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<< "failed to create GLX pbuffer.\n";
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return false;
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}
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glXMakeCurrent(_display, _pbuffer, glxgsg->_context);
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glxgsg->reset_if_new();
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if (!glxgsg->is_valid()) {
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close_buffer();
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return false;
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}
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if (!glxgsg->get_fb_properties().verify_hardware_software
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(_fb_properties, glxgsg->get_gl_renderer())) {
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close_buffer();
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return false;
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}
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_fb_properties = glxgsg->get_fb_properties();
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_is_valid = true;
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return true;
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}
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