4a2a223751
Added OpenGL 3.0 support for GLX contexts. Added support for creating dummy contexts (useful if you are creating contexts from an external library). Cleaned up unused and stale code.
489 lines
18 KiB
C#
489 lines
18 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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using OpenTK.Platform;
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namespace OpenTK.Graphics
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{
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/// <summary>
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/// Represents and provides methods to manipulate an OpenGL render context.
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/// </summary>
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public sealed class GraphicsContext : IGraphicsContext, IGraphicsContextInternal
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{
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#region --- Fields ---
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IGraphicsContext implementation; // The actual render context implementation for the underlying platform.
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List<IDisposable> dispose_queue = new List<IDisposable>();
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bool disposed;
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// Indicates that this context was created through external means, e.g. Tao.Sdl or GLWidget#.
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// In this case, We'll assume that the external program will manage the lifetime of this
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// context - we'll not destroy it manually.
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bool is_external;
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static bool share_contexts = true;
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static bool direct_rendering = true;
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readonly static object context_lock = new object();
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// Maps OS-specific context handles to GraphicsContext weak references.
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readonly static Dictionary<ContextHandle, WeakReference> available_contexts = new Dictionary<ContextHandle, WeakReference>();
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#endregion
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#region --- Constructors ---
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// Necessary to allow creation of dummy GraphicsContexts (see CreateDummyContext static method).
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GraphicsContext() { }
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/// <summary>
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/// Constructs a new GraphicsContext with the specified GraphicsMode and attaches it to the specified window.
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/// </summary>
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/// <param name="format">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
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/// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
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public GraphicsContext(GraphicsMode mode, IWindowInfo window)
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: this(mode, window, 1, 0, GraphicsContextFlags.Default)
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{ }
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/// <summary>
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/// Constructs a new GraphicsContext with the specified GraphicsMode, version and flags, and attaches it to the specified window.
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/// </summary>
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/// <param name="format">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
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/// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
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/// <param name="major">The major version of the new GraphicsContext.</param>
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/// <param name="minor">The minor version of the new GraphicsContext.</param>
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/// <param name="flags">The GraphicsContextFlags for the GraphicsContext.</param>
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/// <remarks>
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/// Different hardware supports different flags, major and minor versions. Invalid parameters will be silently ignored.
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/// </remarks>
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public GraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
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{
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bool designMode = false;
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if (mode == null && window == null)
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designMode = true;
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else if (mode == null) throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
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else if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");
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// Silently ignore invalid major and minor versions.
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if (major <= 0)
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major = 1;
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if (minor < 0)
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minor = 0;
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Debug.Print("Creating GraphicsContext.");
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try
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{
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Debug.Indent();
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Debug.Print("GraphicsMode: {0}", mode);
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Debug.Print("IWindowInfo: {0}", window);
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IGraphicsContext shareContext = null;
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if (GraphicsContext.ShareContexts)
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{
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lock (context_lock)
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{
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// A small hack to create a shared context with the first available context.
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foreach (WeakReference r in GraphicsContext.available_contexts.Values)
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{
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shareContext = (IGraphicsContext)r.Target;
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break;
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}
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}
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}
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// Todo: Add a DummyFactory implementing IPlatformFactory.
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if (designMode)
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implementation = new Platform.Dummy.DummyGLContext(mode);
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else
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implementation = Factory.CreateGLContext(mode, window, shareContext, DirectRendering, major, minor, flags);
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lock (context_lock)
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{
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available_contexts.Add((this as IGraphicsContextInternal).Context, new WeakReference(this));
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}
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//(implementation as IGraphicsContextInternal).LoadAll();
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}
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finally
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{
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Debug.Unindent();
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}
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}
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#endregion
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#region --- Static Members ---
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/// <summary>
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/// Creates a dummy GraphicsContext to allow OpenTK to work with contexts created by external libraries.
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/// </summary>
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/// <returns>A new, dummy GraphicsContext instance.</returns>
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/// <remarks>
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/// <para>Instances created by this methodwill not be functional. Instance methods will have no effect.</para>
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/// </remarks>
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public static GraphicsContext CreateDummyContext()
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{
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GraphicsContext context = new GraphicsContext();
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context.is_external = true;
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context.implementation = new OpenTK.Platform.Dummy.DummyGLContext(GraphicsMode.Default);
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lock (context_lock)
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{
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available_contexts.Add((context as IGraphicsContextInternal).Context, new WeakReference(context));
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}
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return context;
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}
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#endregion
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#region --- Private Members ---
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#region void ContextDestroyed(IGraphicsContext context, EventArgs e)
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/// <summary>
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/// Handles the Destroy event.
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/// </summary>
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/// <param name="context">The OpenTK.Platform.IGraphicsContext that was destroyed.</param>
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/// <param name="e">Not used.</param>
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void ContextDestroyed(IGraphicsContext context, EventArgs e)
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{
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this.Destroy -= ContextDestroyed;
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//available_contexts.Remove(((IGraphicsContextInternal)this).Context);
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}
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#endregion
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#endregion
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#region --- Public Members ---
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#region public static IGraphicsContext CurrentContext
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internal delegate ContextHandle GetCurrentContextDelegate();
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internal static GetCurrentContextDelegate GetCurrentContext;
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/// <summary>
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/// Gets or sets the current GraphicsContext in the calling thread.
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/// </summary>
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public static GraphicsContext CurrentContext
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{
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get
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{
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lock (context_lock)
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{
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if (available_contexts.Count > 0)
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{
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ContextHandle handle = GetCurrentContext();
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if (handle.Handle != IntPtr.Zero)
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return (GraphicsContext)available_contexts[handle].Target;
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}
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return null;
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}
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}
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//set
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//{
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// if (value != null)
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// value.MakeCurrent();
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// else if (CurrentContext != null)
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// CurrentContext.IsCurrent = false;
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//}
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}
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#endregion
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#region public static bool ShareContexts
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/// <summary>Gets or sets a System.Boolean, indicating whether GraphicsContext resources are shared</summary>
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/// <remarks>
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/// <para>If ShareContexts is true, new GLContexts will share resources. If this value is
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/// false, new GLContexts will not share resources.</para>
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/// <para>Changing this value will not affect already created GLContexts.</para>
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/// </remarks>
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public static bool ShareContexts { get { return share_contexts; } set { share_contexts = value; } }
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#endregion
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#region public static bool DirectRendering
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/// <summary>Gets or sets a System.Boolean, indicating whether GraphicsContexts will perform direct rendering.</summary>
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/// <remarks>
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/// <para>
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/// If DirectRendering is true, new contexts will be constructed with direct rendering capabilities, if possible.
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/// If DirectRendering is false, new contexts will be constructed with indirect rendering capabilities.
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/// </para>
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/// <para>This property does not affect existing GraphicsContexts, unless they are recreated.</para>
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/// <para>
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/// This property is ignored on Operating Systems without support for indirect rendering, like Windows and OS X.
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/// </para>
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/// </remarks>
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public static bool DirectRendering
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{
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get { return direct_rendering; }
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set { direct_rendering = value; }
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}
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#endregion
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#region public static AvailableDisplayFormats
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#endregion
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#region public static void Assert()
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/// <summary>
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/// Checks if a GraphicsContext exists in the calling thread and throws a GraphicsContextException if it doesn't.
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/// </summary>
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public static void Assert()
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{
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if (GraphicsContext.CurrentContext == null)
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throw new GraphicsContextException();
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}
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#endregion
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#endregion
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#region --- IGraphicsContext Members ---
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/// <summary>
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/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
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/// specified IGraphicsContext.
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/// </summary>
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/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
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/// <param name="source">The source IGraphicsContext to share state from.</param>.
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/// <remarks>
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/// <para>
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/// Direct rendering is the default rendering mode for OpenTK, since it can provide higher performance
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/// in some circumastances.
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/// </para>
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/// <para>
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/// The 'direct' parameter is a hint, and will ignored if the specified mode is not supported (e.g. setting
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/// indirect rendering on Windows platforms).
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/// </para>
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/// </remarks>
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void CreateContext(bool direct, IGraphicsContext source)
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{
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this.Destroy += ContextDestroyed;
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lock (context_lock)
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{
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available_contexts.Add((this as IGraphicsContextInternal).Context, new WeakReference(this));
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}
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//OpenTK.Graphics.OpenGL.GL.Clear(OpenTK.Graphics.OpenGL.ClearBufferMask.ColorBufferBit);
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//if (StaticGetCurrentContext == null)
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// StaticGetCurrentContext = implementation.GetCurrentContext;
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}
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/// <summary>
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/// Swaps buffers on a context. This presents the rendered scene to the user.
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/// </summary>
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public void SwapBuffers()
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{
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implementation.SwapBuffers();
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}
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/// <summary>
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/// Makes the GraphicsContext the current rendering target.
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/// </summary>
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/// <param name="info">A System.Platform.IWindowInfo structure for the window this context is bound to.</param>
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/// <remarks>
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/// You can use this method to bind the GraphicsContext to a different window than the one it was created from.
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/// </remarks>
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public void MakeCurrent(IWindowInfo info)
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{
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implementation.MakeCurrent(info);
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}
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/// <summary>
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/// Gets a System.Boolean indicating whether this Context is current in the calling thread.
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/// </summary>
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public bool IsCurrent
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{
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get { return implementation.IsCurrent; }
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//set { implementation.IsCurrent = value; }
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}
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/// <summary>
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/// Raised when a Context is destroyed.
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/// </summary>
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public event DestroyEvent<IGraphicsContext> Destroy
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{
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add { implementation.Destroy += value; }
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remove { implementation.Destroy -= value; }
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}
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/// <summary>
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/// Gets or sets a value indicating whether VSync is enabled.
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/// </summary>
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public bool VSync
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{
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get { return implementation.VSync; }
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set { implementation.VSync = value; }
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}
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/// <summary>
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/// Updates the graphics context. This must be called when the render target
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/// is resized for proper behavior on Mac OS X.
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/// </summary>
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/// <param name="window"></param>
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public void Update(IWindowInfo window)
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{
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implementation.Update(window);
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}
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#endregion
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#region --- IGraphicsContextInternal Members ---
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#region Implementation
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IGraphicsContext IGraphicsContextInternal.Implementation
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{
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get { return implementation; }
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}
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#endregion
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#region void LoadAll()
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void IGraphicsContextInternal.LoadAll()
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{
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(implementation as IGraphicsContextInternal).LoadAll();
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}
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#endregion
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/// <internal />
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/// <summary>Gets a handle to the OpenGL rendering context.</summary>
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ContextHandle IGraphicsContextInternal.Context
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{
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get { return ((IGraphicsContextInternal)implementation).Context; }
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}
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/*
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/// <summary>
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/// Gets the IWindowInfo describing the window associated with this context.
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/// </summary>
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IWindowInfo IGraphicsContextInternal.Info
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{
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get { return (implementation as IGraphicsContextInternal).Info; }
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//internal set { (implementation as IGLContextInternal).Info = value; }
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}
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*/
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/// <summary>
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/// Gets the GraphicsMode of the context.
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/// </summary>
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public GraphicsMode GraphicsMode
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{
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get { return (implementation as IGraphicsContextInternal).GraphicsMode; }
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}
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///// <summary>
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///// Gets a System.IntPtr containing the handle to the OpenGL context which is current in the
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///// calling thread, or IntPtr.Zero if no OpenGL context is current.
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///// </summary>
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///// <returns>A System.IntPtr that holds the handle to the current OpenGL context.</returns>
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//ContextHandle IGLContextInternal.GetCurrentContext()
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//{
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// return (implementation as IGLContextInternal).GetCurrentContext();
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//}
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/// <summary>
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/// Registers an OpenGL resource for disposal.
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/// </summary>
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/// <param name="resource">The OpenGL resource to dispose.</param>
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void IGraphicsContextInternal.RegisterForDisposal(IDisposable resource)
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{
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GC.KeepAlive(resource);
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dispose_queue.Add(resource);
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}
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/// <summary>
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/// Disposes all registered OpenGL resources.
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/// </summary>
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void IGraphicsContextInternal.DisposeResources()
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{
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foreach (IDisposable resource in dispose_queue)
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resource.Dispose();
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dispose_queue.Clear();
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}
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/// <summary>
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/// Gets the address of an OpenGL extension function.
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/// </summary>
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/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
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/// <returns>
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/// A pointer to the specified function or IntPtr.Zero if the function isn't
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/// available in the current opengl context.
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/// </returns>
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/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
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IntPtr IGraphicsContextInternal.GetAddress(string function)
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{
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return (implementation as IGraphicsContextInternal).GetAddress(function);
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}
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#endregion
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#region --- IDisposable Members ---
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/// <summary>
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/// Disposes of the GraphicsContext.
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/// </summary>
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public void Dispose()
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{
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this.Dispose(true);
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GC.SuppressFinalize(this);
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}
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void Dispose(bool manual)
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{
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if (!disposed)
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{
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Debug.WriteLine("Disposing context {0}.", (this as IGraphicsContextInternal).Context.ToString());
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lock (context_lock)
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{
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available_contexts.Remove((this as IGraphicsContextInternal).Context);
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}
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if (manual && !is_external)
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{
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if (implementation != null)
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implementation.Dispose();
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}
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disposed = true;
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}
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}
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//~GraphicsContext()
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//{
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// this.Dispose(false);
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//}
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#endregion
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}
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#region public class GraphicsException : Exception
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/// <summary>Represents errors related to Graphics operations.</summary>
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public class GraphicsException : Exception
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{
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/// <summary>Constructs a new GraphicsException.</summary>
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public GraphicsException() : base() { }
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/// <summary>Constructs a new GraphicsException with the specified excpetion message.</summary>
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/// <param name="message"></param>
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public GraphicsException(string message) : base(message) { }
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}
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#endregion
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}
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