Improved WinGLContext initialization

Cleaned up and added debugging information to the temporary context
construction in WinGLContext. Simplified WinGraphicsMode constructor.
This commit is contained in:
Stefanos A. 2013-11-14 08:05:08 +01:00
parent 5d6ca5c7da
commit f142dbdfc3
2 changed files with 65 additions and 50 deletions

View file

@ -31,47 +31,60 @@ namespace OpenTK.Platform.Windows
static readonly object SyncRoot = new object();
static IntPtr opengl32Handle;
static bool wgl_loaded;
const string opengl32Name = "OPENGL32.DLL";
bool vsync_supported;
static readonly IGraphicsMode ModeSelector;
readonly WinGraphicsMode ModeSelector;
#region --- Contructors ---
static WinGLContext()
{
// Dynamically load the OpenGL32.dll in order to use the extension loading capabilities of Wgl.
if (opengl32Handle == IntPtr.Zero)
lock (LoadLock)
{
opengl32Handle = Functions.LoadLibrary(opengl32Name);
// Dynamically load opengl32.dll in order to use the extension loading capabilities of Wgl.
if (opengl32Handle == IntPtr.Zero)
throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}",
opengl32Name, Marshal.GetLastWin32Error()));
Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle));
}
{
opengl32Handle = Functions.LoadLibrary(opengl32Name);
if (opengl32Handle == IntPtr.Zero)
throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}",
opengl32Name, Marshal.GetLastWin32Error()));
Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle));
}
// We need to create a temp context in order to load
// wgl extensions (e.g. for multisampling or GL3).
// We cannot rely on OpenTK.Platform.Wgl until we
// create the context and call Wgl.LoadAll().
Debug.Print("Creating temporary context for wgl extensions.");
using (INativeWindow native = new NativeWindow())
{
// Create temporary context and load WGL entry points
WinWindowInfo window = native.WindowInfo as WinWindowInfo;
ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
Wgl.LoadAll();
// We need to create a temp context in order to load
// wgl extensions (e.g. for multisampling or GL3).
// We cannot rely on OpenTK.Platform.Wgl until we
// create the context and call Wgl.LoadAll().
Debug.Print("Creating temporary context for wgl extensions.");
using (INativeWindow native = new NativeWindow())
{
// Create temporary context and load WGL entry points
// First, set a compatible pixel format to the device context
// of the temp window
WinWindowInfo window = native.WindowInfo as WinWindowInfo;
WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);
SetGraphicsModePFD(selector, GraphicsMode.Default, window);
// Query graphics modes
ModeSelector = new WinGraphicsMode(temp_context, window.DeviceContext);
// Destroy temporary context
Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
Wgl.Imports.DeleteContext(temp_context.Handle);
wgl_loaded = true;
// Then, construct a temporary context and load all wgl extensions
ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
if (temp_context != ContextHandle.Zero)
{
bool success = Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
if (!success)
Debug.Print("wglMakeCurrent failed with error: {0}", Marshal.GetLastWin32Error());
Wgl.LoadAll();
// Destroy temporary context
Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
Wgl.Imports.DeleteContext(temp_context.Handle);
}
else
{
Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error());
}
}
}
}
@ -93,18 +106,8 @@ namespace OpenTK.Platform.Windows
lock (LoadLock)
{
// On intel drivers, wgl entry points appear to change
// when creating multiple contexts. As a workaround,
// we reload Wgl entry points every time we create a
// new context - this solves the issue without any apparent
// side-effects (i.e. the old contexts can still be handled
// using the new entry points.)
// Sigh...
//if (!wgl_loaded)
//{
//}
Mode = SetGraphicsModePFD(format, (WinWindowInfo)window);
ModeSelector = new WinGraphicsMode(window.DeviceContext);
Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);
if (Wgl.Delegates.wglCreateContextAttribsARB != null)
{
@ -158,6 +161,16 @@ namespace OpenTK.Platform.Windows
Debug.WriteLine(String.Format("success! (id: {0})", Handle));
// Todo: is this comment still true?
// On intel drivers, wgl entry points appear to change
// when creating multiple contexts. As a workaround,
// we reload Wgl entry points every time we create a
// new context - this solves the issue without any apparent
// side-effects (i.e. the old contexts can still be handled
// using the new entry points.)
// Sigh...
Wgl.LoadAll();
if (sharedContext != null)
{
Marshal.GetLastWin32Error();
@ -203,12 +216,13 @@ namespace OpenTK.Platform.Windows
{
bool success;
if (window != null)
WinWindowInfo wnd = window as WinWindowInfo;
if (wnd != null)
{
if (((WinWindowInfo)window).Handle == IntPtr.Zero)
if (wnd.Handle == IntPtr.Zero)
throw new ArgumentException("window", "Must point to a valid window.");
success = Wgl.Imports.MakeCurrent(((WinWindowInfo)window).DeviceContext, Handle.Handle);
success = Wgl.Imports.MakeCurrent(wnd.DeviceContext, Handle.Handle);
}
else
{
@ -303,7 +317,8 @@ namespace OpenTK.Platform.Windows
#region SetGraphicsModePFD
// Note: there is no relevant ARB function.
internal static GraphicsMode SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
GraphicsMode mode, WinWindowInfo window)
{
Debug.Write("Setting pixel format... ");
if (window == null)
@ -311,7 +326,7 @@ namespace OpenTK.Platform.Windows
if (!mode.Index.HasValue)
{
mode = ModeSelector.SelectGraphicsMode(
mode = mode_selector.SelectGraphicsMode(
mode.ColorFormat, mode.Depth, mode.Stencil,
mode.Samples, mode.AccumulatorFormat,
mode.Buffers, mode.Stereo);

View file

@ -46,13 +46,13 @@ namespace OpenTK.Platform.Windows
#region Constructors
public WinGraphicsMode(ContextHandle context, IntPtr device)
public WinGraphicsMode(IntPtr device)
{
lock (SyncRoot)
{
modes.AddRange(GetModesARB(context, device));
modes.AddRange(GetModesARB(device));
if (modes.Count == 0)
modes.AddRange(GetModesPFD(context, device));
modes.AddRange(GetModesPFD(device));
if (modes.Count == 0)
throw new GraphicsModeException(
"No GraphicsMode available. This should never happen, please report a bug at http://www.opentk.com");
@ -124,7 +124,7 @@ namespace OpenTK.Platform.Windows
#region GetModesPFD
IEnumerable<GraphicsMode> GetModesPFD(ContextHandle context, IntPtr device)
IEnumerable<GraphicsMode> GetModesPFD(IntPtr device)
{
Debug.WriteLine(String.Format("Device context: {0}", device));
@ -171,7 +171,7 @@ namespace OpenTK.Platform.Windows
#region GetModesARB
IEnumerable<GraphicsMode> GetModesARB(ContextHandle context, IntPtr device)
IEnumerable<GraphicsMode> GetModesARB(IntPtr device)
{
// See http://www.opengl.org/registry/specs/ARB/wgl_pixel_format.txt
// for more details