6c0da79687
Made XRR resolution changes more robust. Resolution changes now refresh the DisplayDevices on Windows.
410 lines
15 KiB
C#
410 lines
15 KiB
C#
#region --- License ---
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing detailed licensing details.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Diagnostics;
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namespace OpenTK.Graphics
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{
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/// <summary>Defines the format for graphics operations.</summary>
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public class GraphicsMode : IEquatable<GraphicsMode>
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{
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ColorFormat color_format, accumulator_format;
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int depth, stencil, buffers, samples;
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bool stereo;
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IntPtr? index = null; // The id of the pixel format or visual.
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static GraphicsMode defaultMode;
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static IGraphicsMode implementation;
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static readonly object SyncRoot = new object();
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#region --- Constructors ---
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#region static GraphicsMode()
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static GraphicsMode()
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{
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lock (SyncRoot)
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{
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implementation = Platform.Factory.Default.CreateGraphicsMode();
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}
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}
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#endregion
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#region internal GraphicsMode(GraphicsMode mode)
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internal GraphicsMode(GraphicsMode mode)
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: this(mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo) { }
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#endregion
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#region internal GraphicsMode(IntPtr? index, ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
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internal GraphicsMode(IntPtr? index, ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
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int buffers, bool stereo)
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{
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if (depth < 0) throw new ArgumentOutOfRangeException("depth", "Must be greater than, or equal to zero.");
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if (stencil < 0) throw new ArgumentOutOfRangeException("stencil", "Must be greater than, or equal to zero.");
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if (buffers <= 0) throw new ArgumentOutOfRangeException("buffers", "Must be greater than zero.");
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if (samples < 0) throw new ArgumentOutOfRangeException("samples", "Must be greater than, or equal to zero.");
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this.Index = index;
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this.ColorFormat = color;
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this.Depth = depth;
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this.Stencil = stencil;
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this.Samples = samples;
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this.AccumulatorFormat = accum;
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this.Buffers = buffers;
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this.Stereo = stereo;
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}
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#endregion
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#region public GraphicsMode()
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/// <summary>Constructs a new GraphicsMode with sensible default parameters.</summary>
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public GraphicsMode()
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: this(Default)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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public GraphicsMode(ColorFormat color)
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: this(color, Default.Depth, Default.Stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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public GraphicsMode(ColorFormat color, int depth)
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: this(color, depth, Default.Stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth, int stencil)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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/// <param name="stencil">The number of bits in the stencil buffer.</param>
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public GraphicsMode(ColorFormat color, int depth, int stencil)
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: this(color, depth, stencil, Default.Samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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/// <param name="stencil">The number of bits in the stencil buffer.</param>
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/// <param name="samples">The number of samples for FSAA.</param>
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public GraphicsMode(ColorFormat color, int depth, int stencil, int samples)
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: this(color, depth, stencil, samples, Default.AccumulatorFormat, Default.Buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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/// <param name="stencil">The number of bits in the stencil buffer.</param>
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/// <param name="samples">The number of samples for FSAA.</param>
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/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
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public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum)
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: this(color, depth, stencil, samples, accum, Default.Buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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/// <param name="stencil">The number of bits in the stencil buffer.</param>
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/// <param name="samples">The number of samples for FSAA.</param>
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/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
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/// <param name="buffers">The number of render buffers. Typical values include one (single-), two (double-) or three (triple-buffering).</param>
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public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers)
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: this(color, depth, stencil, samples, accum, buffers, Default.Stereo)
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{ }
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#endregion
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#region public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
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/// <summary>Constructs a new GraphicsMode with the specified parameters.</summary>
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/// <param name="color">The ColorFormat of the color buffer.</param>
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/// <param name="depth">The number of bits in the depth buffer.</param>
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/// <param name="stencil">The number of bits in the stencil buffer.</param>
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/// <param name="samples">The number of samples for FSAA.</param>
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/// <param name="accum">The ColorFormat of the accumilliary buffer.</param>
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/// <param name="stereo">Set to true for a GraphicsMode with stereographic capabilities.</param>
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/// <param name="buffers">The number of render buffers. Typical values include one (single-), two (double-) or three (triple-buffering).</param>
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public GraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo)
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: this(null, color, depth, stencil, samples, accum, buffers, stereo) { }
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#endregion
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#endregion
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#region --- Public Methods ---
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#region public IntPtr Index
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/// <summary>
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/// Gets a nullable <see cref="System.IntPtr"/> value, indicating the platform-specific index for this GraphicsMode.
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/// </summary>
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public IntPtr? Index
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{
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get
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{
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LazySelectGraphicsMode();
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return index;
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}
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set { index = value; }
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}
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#endregion
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#region public int ColorFormat
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/// <summary>
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/// Gets an OpenTK.Graphics.ColorFormat that describes the color format for this GraphicsFormat.
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/// </summary>
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public ColorFormat ColorFormat
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{
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get
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{
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LazySelectGraphicsMode();
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return color_format;
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}
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private set { color_format = value; }
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}
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#endregion
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#region public int AccumulatorFormat
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/// <summary>
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/// Gets an OpenTK.Graphics.ColorFormat that describes the accumulator format for this GraphicsFormat.
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/// </summary>
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public ColorFormat AccumulatorFormat
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{
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get
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{
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LazySelectGraphicsMode();
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return accumulator_format;
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}
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private set { accumulator_format = value; }
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}
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#endregion
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#region public int Depth
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/// <summary>
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/// Gets a System.Int32 that contains the bits per pixel for the depth buffer
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/// for this GraphicsFormat.
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/// </summary>
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public int Depth
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{
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get
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{
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LazySelectGraphicsMode();
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return depth;
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}
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private set { depth = value; }
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}
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#endregion
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#region public int Stencil
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/// <summary>
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/// Gets a System.Int32 that contains the bits per pixel for the stencil buffer
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/// of this GraphicsFormat.
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/// </summary>
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public int Stencil
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{
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get
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{
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LazySelectGraphicsMode();
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return stencil;
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}
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private set { stencil = value; }
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}
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#endregion
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#region public int Samples
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/// <summary>
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/// Gets a System.Int32 that contains the number of FSAA samples per pixel for this GraphicsFormat.
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/// </summary>
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public int Samples
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{
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get
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{
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LazySelectGraphicsMode();
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return samples;
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}
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private set { samples = value; }
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}
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#endregion
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#region public bool Stereo
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/// <summary>
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/// Gets a System.Boolean indicating whether this DisplayMode is stereoscopic.
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/// </summary>
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public bool Stereo
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{
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get
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{
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LazySelectGraphicsMode();
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return stereo;
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}
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private set { stereo = value; }
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}
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#endregion
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#region public int Buffers
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/// <summary>
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/// Gets a System.Int32 containing the number of buffers associated with this
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/// DisplayMode.
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/// </summary>
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public int Buffers
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{
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get
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{
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LazySelectGraphicsMode();
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return buffers;
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}
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private set { buffers = value; }
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}
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#endregion
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#region public static GraphicsFormat Default
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/// <summary>Returns an OpenTK.GraphicsFormat compatible with the underlying platform.</summary>
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public static GraphicsMode Default
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{
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get
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{
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lock (SyncRoot)
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{
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if (defaultMode == null)
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{
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Debug.Print("Creating default GraphicsMode ({0}, {1}, {2}, {3}, {4}, {5}, {6}).",
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DisplayDevice.Default.BitsPerPixel, 16, 0, 0, 0, 2, false);
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defaultMode = new GraphicsMode(DisplayDevice.Default.BitsPerPixel, 16, 0, 0, 0, 2, false);
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}
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return defaultMode;
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}
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}
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}
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#endregion
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#endregion
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#region --- Private Methods ---
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// Queries the implementation for the actual graphics mode if this hasn't been done already.
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// This method allows for lazy evaluation of the actual GraphicsMode and should be called
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// by all GraphicsMode properties.
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void LazySelectGraphicsMode()
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{
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if (index == null)
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{
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GraphicsMode mode = implementation.SelectGraphicsMode(color_format, depth, stencil, samples, accumulator_format, buffers, stereo);
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Index = mode.Index;
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ColorFormat = mode.ColorFormat;
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Depth = mode.Depth;
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Stencil = mode.Stencil;
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Samples = mode.Samples;
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AccumulatorFormat = mode.AccumulatorFormat;
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Buffers = mode.Buffers;
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Stereo = mode.Stereo;
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}
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}
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#endregion
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#region --- Overrides ---
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/// <summary>Returns a System.String describing the current GraphicsFormat.</summary>
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/// <returns>! System.String describing the current GraphicsFormat.</returns>
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public override string ToString()
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{
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return String.Format("Index: {0}, Color: {1}, Depth: {2}, Stencil: {3}, Samples: {4}, Accum: {5}, Buffers: {6}, Stereo: {7}",
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Index, ColorFormat, Depth, Stencil, Samples, AccumulatorFormat, Buffers, Stereo);
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}
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/// <summary>
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/// Returns the hashcode for this instance.
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/// </summary>
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/// <returns>A <see cref="System.Int32"/> hashcode for this instance.</returns>
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public override int GetHashCode()
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{
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return Index.GetHashCode();
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}
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/// <summary>
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/// Indicates whether obj is equal to this instance.
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/// </summary>
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/// <param name="obj">An object instance to compare for equality.</param>
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/// <returns>True, if obj equals this instance; false otherwise.</returns>
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public override bool Equals(object obj)
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{
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if (obj is GraphicsMode)
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{
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return Equals((GraphicsMode)obj);
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}
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return false;
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}
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#endregion
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#region IEquatable<GraphicsMode> Members
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/// <summary>
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/// Indicates whether other represents the same mode as this instance.
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/// </summary>
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/// <param name="other">The GraphicsMode to compare to.</param>
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/// <returns>True, if other is equal to this instance; false otherwise.</returns>
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public bool Equals(GraphicsMode other)
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{
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return Index.HasValue && Index == other.Index;
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}
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#endregion
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}
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}
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