Opentk/Source/OpenTK/Platform/Windows/WinGLContext.cs
2014-01-21 09:00:57 +01:00

532 lines
19 KiB
C#

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