Opentk/Source/OpenTK/Platform/Windows/WinGLContext.cs
the_fiddler 5142354cda Renamed internal BindingsBase.LoadAll/Load methods to LoadEntryPoints/LoadEntryPoint, in order to avoid name clashes with the static GL.LoadAll() method.
Added GraphicsContext() constructor that takes an existing, valid OpenGL context. This can be used for interop with third-party toolkits which create the OpenGL context themselves.
2009-11-04 16:49:56 +00:00

378 lines
13 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* Contributions from Erik Ylvisaker
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
#endregion
namespace OpenTK.Platform.Windows
{
/// <summary>
/// Provides methods to create and control an opengl context on the Windows platform.
/// This class supports OpenTK, and is not intended for use by OpenTK programs.
/// </summary>
internal sealed class WinGLContext : DesktopGraphicsContext
{
static object SyncRoot = new object();
static IntPtr opengl32Handle;
static bool wgl_loaded;
const string opengl32Name = "OPENGL32.DLL";
bool vsync_supported;
#region --- Contructors ---
static WinGLContext()
{
lock (SyncRoot)
{
// Dynamically load the OpenGL32.dll in order to use the extension loading capabilities of Wgl.
if (opengl32Handle == IntPtr.Zero)
{
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));
}
}
}
public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
int major, int minor, GraphicsContextFlags flags)
{
// There are many ways this code can break when accessed by multiple threads. The biggest offender is
// the sharedContext stuff, which will only become valid *after* this constructor returns.
// The easiest solution is to serialize all context construction - hence the big lock, below.
lock (SyncRoot)
{
if (window == null)
throw new ArgumentNullException("window", "Must point to a valid window.");
if (window.WindowHandle == IntPtr.Zero)
throw new ArgumentException("window", "Must be a valid window.");
Mode = format;
Debug.Print("OpenGL will be bound to handle: {0}", window.WindowHandle);
Debug.Write("Setting pixel format... ");
this.SetGraphicsModePFD(format, (WinWindowInfo)window);
if (!wgl_loaded)
{
// 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.");
ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
Wgl.LoadAll();
Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
Wgl.DeleteContext(temp_context.Handle);
wgl_loaded = true;
}
if (Wgl.Delegates.wglCreateContextAttribsARB != null)
{
try
{
Debug.Write("Using WGL_ARB_create_context... ");
List<int> attributes = new List<int>();
attributes.Add((int)ArbCreateContext.MajorVersion);
attributes.Add(major);
attributes.Add((int)ArbCreateContext.MinorVersion);
attributes.Add(minor);
if (flags != 0)
{
attributes.Add((int)ArbCreateContext.Flags);
#warning "This is not entirely correct: Embedded is not a valid flag! We need to add a GetARBContextFlags(GraphicsContextFlags) method."
attributes.Add((int)flags);
}
attributes.Add(0);
Handle = new ContextHandle(
Wgl.Arb.CreateContextAttribs(
window.DeviceContext,
sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
attributes.ToArray()));
if (Handle == ContextHandle.Zero)
Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
else
Debug.Print("success!");
}
catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
catch (NullReferenceException e) { Debug.Print(e.ToString()); }
}
if (Handle == ContextHandle.Zero)
{
// Failed to create GL3-level context, fall back to GL2.
Debug.Write("Falling back to GL2... ");
Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
if (Handle == ContextHandle.Zero)
Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
if (Handle == ContextHandle.Zero)
throw new GraphicsContextException(
String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
Marshal.GetLastWin32Error()));
}
Debug.WriteLine(String.Format("success! (id: {0})", Handle));
if (sharedContext != null)
{
Debug.Print("Sharing state with context {0}", sharedContext.ToString());
Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
}
}
}
public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
int major, int minor, GraphicsContextFlags flags)
{
if (handle == ContextHandle.Zero)
throw new ArgumentException("handle");
if (window == null)
throw new ArgumentNullException("window");
Handle = handle;
}
#endregion
#region --- IGraphicsContext Members ---
#region SwapBuffers
public override void SwapBuffers()
{
if (!Functions.SwapBuffers(Wgl.GetCurrentDC()))
throw new GraphicsContextException(String.Format(
"Failed to swap buffers for context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
}
#endregion
#region MakeCurrent
public override void MakeCurrent(IWindowInfo window)
{
bool success;
if (window != null)
{
if (((WinWindowInfo)window).WindowHandle == IntPtr.Zero)
throw new ArgumentException("window", "Must point to a valid window.");
success = Wgl.Imports.MakeCurrent(((WinWindowInfo)window).DeviceContext, Handle.Handle);
}
else
success = Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
if (!success)
throw new GraphicsContextException(String.Format(
"Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
}
#endregion
#region IsCurrent
public override bool IsCurrent
{
get { return Wgl.GetCurrentContext() == Handle.Handle; }
}
#endregion
#region public bool VSync
/// <summary>
/// Gets or sets a System.Boolean indicating whether SwapBuffer calls are synced to the screen refresh rate.
/// </summary>
public override bool VSync
{
get
{
return vsync_supported && Wgl.Ext.GetSwapInterval() != 0;
}
set
{
if (vsync_supported)
Wgl.Ext.SwapInterval(value ? 1 : 0);
}
}
#endregion
#endregion
#region --- IGLContextInternal Members ---
#region void LoadAll()
public override void LoadAll()
{
Wgl.LoadAll();
vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") &&
Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT");
base.LoadAll();
}
#endregion
#region IWindowInfo IGLContextInternal.Info
/*
IWindowInfo IGraphicsContextInternal.Info
{
get { return (IWindowInfo)windowInfo; }
}
*/
#endregion
#region GetAddress
public override IntPtr GetAddress(string function_string)
{
return Wgl.Imports.GetProcAddress(function_string);
}
#endregion
#endregion
#region --- Private Methods ---
#region void SetGraphicsModePFD(GraphicsMode format, WinWindowInfo window)
void SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
{
if (!mode.Index.HasValue)
throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");
PixelFormatDescriptor pfd = new PixelFormatDescriptor();
Functions.DescribePixelFormat(window.DeviceContext, (int)mode.Index.Value,
API.PixelFormatDescriptorSize, ref pfd);
Debug.WriteLine(mode.Index.ToString());
if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
throw new GraphicsContextException(String.Format(
"Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error()));
}
#endregion
#region void SetGraphicsModeARB(GraphicsMode format, IWindowInfo window)
void SetGraphicsModeARB(GraphicsMode format, IWindowInfo window)
{
throw new NotImplementedException();
}
#endregion
#endregion
#region --- Internal Methods ---
#region internal IntPtr DeviceContext
internal IntPtr DeviceContext
{
get
{
return Wgl.GetCurrentDC();
}
}
#endregion
#endregion
#region --- Overrides ---
/// <summary>Returns a System.String describing this OpenGL context.</summary>
/// <returns>A System.String describing this OpenGL context.</returns>
public override string ToString()
{
return (this as IGraphicsContextInternal).Context.ToString();
}
#endregion
#region --- IDisposable Members ---
public override void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool calledManually)
{
if (!IsDisposed)
{
if (calledManually)
{
DestroyContext();
}
else
{
Debug.Print("[Warning] OpenGL context {0} leaked. Did you forget to call IGraphicsContext.Dispose()?",
Handle.Handle);
}
IsDisposed = true;
}
}
~WinGLContext()
{
Dispose(false);
}
#region private void DestroyContext()
private void DestroyContext()
{
if (Handle != ContextHandle.Zero)
{
try
{
// This will fail if the user calls Dispose() on thread X when the context is current on thread Y.
if (!Wgl.Imports.DeleteContext(Handle.Handle))
Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}",
Handle.ToString(), Marshal.GetLastWin32Error());
}
catch (AccessViolationException e)
{
Debug.WriteLine("An access violation occured while destroying the OpenGL context. Please report at http://www.opentk.com.");
Debug.Indent();
Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString());
Debug.WriteLine(e.ToString());
Debug.Unindent();
}
Handle = ContextHandle.Zero;
}
}
#endregion
#endregion
}
}