532 lines
19 KiB
C#
532 lines
19 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* Contributions from Erik Ylvisaker
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* See license.txt for license info
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*/
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#endregion
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#region --- Using Directives ---
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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.Runtime.InteropServices;
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using System.Diagnostics;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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#endregion
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namespace OpenTK.Platform.Windows
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{
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/// \internal
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/// <summary>
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/// Provides methods to create and control an opengl context on the Windows platform.
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/// This class supports OpenTK, and is not intended for use by OpenTK programs.
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/// </summary>
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internal sealed class WinGLContext : DesktopGraphicsContext
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{
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static readonly object LoadLock = new object();
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IntPtr device_context;
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bool vsync_supported;
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bool vsync_tear_supported;
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readonly WinGraphicsMode ModeSelector;
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// We need to create a temp context in order to load
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// wgl extensions (e.g. for multisampling or GL3).
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// We cannot rely on any WGL extensions before
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// we load them with the temporary context.
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class TemporaryContext : IDisposable
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{
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public ContextHandle Context;
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public TemporaryContext(INativeWindow native)
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{
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Debug.WriteLine("[WGL] Creating temporary context to load extensions");
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if (native == null)
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throw new ArgumentNullException();
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// Create temporary context and load WGL entry points
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// First, set a compatible pixel format to the device context
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// of the temp window
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WinWindowInfo window = native.WindowInfo as WinWindowInfo;
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WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);
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WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window);
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bool success = false;
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// Then, construct a temporary context and load all wgl extensions
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Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
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if (Context != ContextHandle.Zero)
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{
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// Make the context current.
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// Note: on some video cards and on some virtual machines, wglMakeCurrent
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// may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround
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// is to call wglMakeCurrent in a loop until it succeeds.
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// See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
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// Sigh...
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for (int retry = 0; retry < 5 && !success; retry++)
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{
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success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
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if (!success)
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{
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Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
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System.Threading.Thread.Sleep(10);
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}
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}
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}
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else
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{
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Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
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}
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if (!success)
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{
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Debug.WriteLine("[WGL] Failed to create temporary context");
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}
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}
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public void Dispose()
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{
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if (Context != ContextHandle.Zero)
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{
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Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
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Wgl.DeleteContext(Context.Handle);
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}
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}
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}
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#region --- Contructors ---
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public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
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int major, int minor, GraphicsContextFlags flags)
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{
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// There are many ways this code can break when accessed by multiple threads. The biggest offender is
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// the sharedContext stuff, which will only become valid *after* this constructor returns.
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// The easiest solution is to serialize all context construction - hence the big lock, below.
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lock (LoadLock)
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{
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if (window == null)
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throw new ArgumentNullException("window", "Must point to a valid window.");
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if (window.Handle == IntPtr.Zero)
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throw new ArgumentException("window", "Must be a valid window.");
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IntPtr current_context = Wgl.GetCurrentContext();
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INativeWindow temp_window = null;
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TemporaryContext temp_context = null;
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try
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{
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if (current_context == IntPtr.Zero)
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{
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// Create temporary context to load WGL extensions
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temp_window = new NativeWindow();
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temp_context = new TemporaryContext(temp_window);
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current_context = Wgl.GetCurrentContext();
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if (current_context != IntPtr.Zero && current_context == temp_context.Context.Handle)
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{
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new Wgl().LoadEntryPoints();
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}
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}
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Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
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System.Threading.Thread.CurrentThread.ManagedThreadId);
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ModeSelector = new WinGraphicsMode(window.DeviceContext);
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Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);
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if (Wgl.SupportsFunction("wglCreateContextAttribsARB"))
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{
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try
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{
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Debug.Write("Using WGL_ARB_create_context... ");
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List<int> attributes = new List<int>();
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attributes.Add((int)ArbCreateContext.MajorVersion);
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attributes.Add(major);
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attributes.Add((int)ArbCreateContext.MinorVersion);
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attributes.Add(minor);
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if (flags != 0)
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{
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attributes.Add((int)ArbCreateContext.ContextFlags);
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attributes.Add((int)GetARBContextFlags(flags));
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attributes.Add((int)ArbCreateContext.ProfileMask);
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attributes.Add((int)GetARBContextProfile(flags));
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}
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// According to the docs, " <attribList> specifies a list of attributes for the context.
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// The list consists of a sequence of <name,value> pairs terminated by the
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// value 0. [...]"
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// Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
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attributes.Add(0);
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attributes.Add(0);
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Handle = new ContextHandle(
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Wgl.Arb.CreateContextAttribs(
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window.DeviceContext,
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sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
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attributes.ToArray()));
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if (Handle == ContextHandle.Zero)
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Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
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}
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catch (Exception e) { Debug.Print(e.ToString()); }
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}
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if (Handle == ContextHandle.Zero)
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{
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// Failed to create GL3-level context, fall back to GL2.
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Debug.Write("Falling back to GL2... ");
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Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
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if (Handle == ContextHandle.Zero)
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Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
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if (Handle == ContextHandle.Zero)
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throw new GraphicsContextException(
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String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
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Marshal.GetLastWin32Error()));
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}
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Debug.WriteLine(String.Format("success! (id: {0})", Handle));
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}
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finally
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{
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if (temp_context != null)
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{
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temp_context.Dispose();
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temp_context = null;
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}
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if (temp_window != null)
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{
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temp_window.Dispose();
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temp_window = null;
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}
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}
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}
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// Todo: is this comment still true?
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// On intel drivers, wgl entry points appear to change
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// when creating multiple contexts. As a workaround,
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// we reload Wgl entry points every time we create a
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// new context - this solves the issue without any apparent
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// side-effects (i.e. the old contexts can still be handled
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// using the new entry points.)
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// Sigh...
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MakeCurrent(window);
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new Wgl().LoadEntryPoints();
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if (sharedContext != null)
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{
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Marshal.GetLastWin32Error();
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Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
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bool result = Wgl.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
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Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
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}
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}
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static ArbCreateContext GetARBContextFlags(GraphicsContextFlags flags)
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{
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ArbCreateContext result = 0;
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result |= (flags & GraphicsContextFlags.ForwardCompatible) != 0 ?
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ArbCreateContext.CoreProfileBit : ArbCreateContext.CompatibilityProfileBit;
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return result;
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}
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static ArbCreateContext GetARBContextProfile(GraphicsContextFlags flags)
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{
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ArbCreateContext result = 0;
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result |= (flags & GraphicsContextFlags.Debug) != 0 ? ArbCreateContext.DebugBit : 0;
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return result;
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}
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public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
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int major, int minor, GraphicsContextFlags flags)
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{
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if (handle == ContextHandle.Zero)
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throw new ArgumentException("handle");
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if (window == null)
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throw new ArgumentNullException("window");
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Handle = handle;
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}
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#endregion
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#region IGraphicsContext Members
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#region SwapBuffers
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public override void SwapBuffers()
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{
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if (!Functions.SwapBuffers(DeviceContext))
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throw new GraphicsContextException(String.Format(
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"Failed to swap buffers for context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
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}
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#endregion
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#region MakeCurrent
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public override void MakeCurrent(IWindowInfo window)
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{
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lock (LoadLock)
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{
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bool success;
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WinWindowInfo wnd = window as WinWindowInfo;
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if (wnd != null)
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{
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if (wnd.Handle == IntPtr.Zero)
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throw new ArgumentException("window", "Must point to a valid window.");
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success = Wgl.MakeCurrent(wnd.DeviceContext, Handle.Handle);
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device_context = wnd.DeviceContext;
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}
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else
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{
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success = Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
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device_context = IntPtr.Zero;
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}
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if (!success)
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{
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throw new GraphicsContextException(String.Format(
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"Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
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}
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}
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}
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#endregion
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#region IsCurrent
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public override bool IsCurrent
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{
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get { return Wgl.GetCurrentContext() == Handle.Handle; }
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}
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#endregion
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#region SwapInterval
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public override int SwapInterval
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{
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get
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{
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lock (LoadLock)
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{
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if (vsync_supported)
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return Wgl.Ext.GetSwapInterval();
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else
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return 0;
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}
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}
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set
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{
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lock (LoadLock)
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{
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if (vsync_supported)
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{
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if (value < 0 && !vsync_tear_supported)
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{
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value = 1;
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}
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Wgl.Ext.SwapInterval(value);
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}
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}
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}
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}
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#endregion
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#region void LoadAll()
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public override void LoadAll()
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{
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lock (LoadLock)
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{
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new Wgl().LoadEntryPoints();
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vsync_supported =
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Wgl.SupportsExtension(DeviceContext, "WGL_EXT_swap_control") &&
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Wgl.SupportsFunction("wglGetSwapIntervalEXT") &&
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Wgl.SupportsFunction("wglSwapIntervalEXT");
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vsync_tear_supported =
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Wgl.SupportsExtension(DeviceContext, "WGL_EXT_swap_tear");
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}
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base.LoadAll();
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}
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#endregion
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#endregion
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#region IGLContextInternal Members
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#region IWindowInfo IGLContextInternal.Info
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/*
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IWindowInfo IGraphicsContextInternal.Info
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{
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get { return (IWindowInfo)windowInfo; }
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}
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*/
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#endregion
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#region GetAddress
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public override IntPtr GetAddress(string function_string)
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{
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IntPtr address = Wgl.GetProcAddress(function_string);
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if (!IsValid(address))
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{
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address = Functions.GetProcAddress(WinFactory.OpenGLHandle, function_string);
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}
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return address;
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}
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public override IntPtr GetAddress(IntPtr function_string)
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{
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IntPtr address = Wgl.GetProcAddress(function_string);
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if (!IsValid(address))
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{
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address = Functions.GetProcAddress(WinFactory.OpenGLHandle, function_string);
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}
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return address;
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}
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static bool IsValid(IntPtr address)
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{
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// See https://www.opengl.org/wiki/Load_OpenGL_Functions
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long a = address.ToInt64();
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bool is_valid = (a < -1) || (a > 3);
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return is_valid;
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}
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#endregion
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#endregion
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#region Internal Methods
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#region SetGraphicsModePFD
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// Note: there is no relevant ARB function.
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internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
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GraphicsMode mode, WinWindowInfo window)
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{
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Debug.Write("Setting pixel format... ");
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if (window == null)
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throw new ArgumentNullException("window", "Must point to a valid window.");
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if (!mode.Index.HasValue)
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{
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mode = mode_selector.SelectGraphicsMode(
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mode.ColorFormat, mode.Depth, mode.Stencil,
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mode.Samples, mode.AccumulatorFormat,
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mode.Buffers, mode.Stereo);
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}
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PixelFormatDescriptor pfd = new PixelFormatDescriptor();
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Functions.DescribePixelFormat(
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window.DeviceContext, (int)mode.Index.Value,
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API.PixelFormatDescriptorSize, ref pfd);
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Debug.WriteLine(mode.Index.ToString());
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if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
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{
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throw new GraphicsContextException(String.Format(
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"Requested GraphicsMode not available. SetPixelFormat error: {0}",
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Marshal.GetLastWin32Error()));
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}
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return mode;
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}
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#endregion
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#region internal IntPtr DeviceContext
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internal IntPtr DeviceContext
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{
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get
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{
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return device_context;
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}
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}
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#endregion
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#endregion
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#region Overrides
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/// <summary>Returns a System.String describing this OpenGL context.</summary>
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/// <returns>A System.String describing this OpenGL context.</returns>
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public override string ToString()
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{
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return (this as IGraphicsContextInternal).Context.ToString();
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}
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#endregion
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#region IDisposable Members
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public override void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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private void Dispose(bool calledManually)
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{
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if (!IsDisposed)
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{
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if (calledManually)
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{
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DestroyContext();
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}
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else
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{
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Debug.Print("[Warning] OpenGL context {0} leaked. Did you forget to call IGraphicsContext.Dispose()?",
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Handle.Handle);
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}
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IsDisposed = true;
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}
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}
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~WinGLContext()
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{
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Dispose(false);
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}
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#region private void DestroyContext()
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private void DestroyContext()
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{
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if (Handle != ContextHandle.Zero)
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{
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try
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{
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// This will fail if the user calls Dispose() on thread X when the context is current on thread Y.
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if (!Wgl.DeleteContext(Handle.Handle))
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Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}",
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Handle.ToString(), Marshal.GetLastWin32Error());
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}
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catch (AccessViolationException e)
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{
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Debug.WriteLine("An access violation occured while destroying the OpenGL context. Please report at http://www.opentk.com.");
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Debug.Indent();
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Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString());
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Debug.WriteLine(e.ToString());
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Debug.Unindent();
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}
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Handle = ContextHandle.Zero;
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}
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}
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#endregion
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#endregion
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}
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}
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