Opentk/Source/OpenTK/Platform/X11/X11GraphicsMode.cs

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#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing detailed licensing details.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using OpenTK.Graphics;
namespace OpenTK.Platform.X11
{
class X11GraphicsMode : IGraphicsMode
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{ // Todo: Add custom visual selection algorithm, instead of ChooseFBConfig/ChooseVisual.
// It seems the Choose* methods do not take multisampling into account (at least on some
// drivers).
#region Constructors
public X11GraphicsMode()
{
}
#endregion
#region IGraphicsMode Members
public GraphicsMode SelectGraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
int buffers, bool stereo)
{
GraphicsMode gfx; // The actual GraphicsMode that will be selected.
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IntPtr visual = IntPtr.Zero;
IntPtr display = API.DefaultDisplay;
// Try to select a visual using Glx.ChooseFBConfig and Glx.GetVisualFromFBConfig.
// This is only supported on GLX 1.3 - if it fails, fall back to Glx.ChooseVisual.
visual = SelectVisualUsingFBConfig(color, depth, stencil, samples, accum, buffers, stereo);
if (visual == IntPtr.Zero)
visual = SelectVisualUsingChooseVisual(color, depth, stencil, samples, accum, buffers, stereo);
if (visual == IntPtr.Zero)
throw new GraphicsContextException("Requested GraphicsMode not available.");
XVisualInfo info = (XVisualInfo)Marshal.PtrToStructure(visual, typeof(XVisualInfo));
// See what we *really* got:
int r, g, b, a;
Glx.GetConfig(display, ref info, GLXAttribute.ALPHA_SIZE, out a);
Glx.GetConfig(display, ref info, GLXAttribute.RED_SIZE, out r);
Glx.GetConfig(display, ref info, GLXAttribute.GREEN_SIZE, out g);
Glx.GetConfig(display, ref info, GLXAttribute.BLUE_SIZE, out b);
int ar, ag, ab, aa;
Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_ALPHA_SIZE, out aa);
Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_RED_SIZE, out ar);
Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_GREEN_SIZE, out ag);
Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_BLUE_SIZE, out ab);
Glx.GetConfig(display, ref info, GLXAttribute.DEPTH_SIZE, out depth);
Glx.GetConfig(display, ref info, GLXAttribute.STENCIL_SIZE, out stencil);
Glx.GetConfig(display, ref info, GLXAttribute.SAMPLES, out samples);
Glx.GetConfig(display, ref info, GLXAttribute.DOUBLEBUFFER, out buffers);
++buffers; // the above lines returns 0 - false and 1 - true.
int st;
Glx.GetConfig(display, ref info, GLXAttribute.STEREO, out st);
stereo = st != 0;
gfx = new GraphicsMode(info.VisualID, new ColorFormat(r, g, b, a), depth, stencil, samples,
new ColorFormat(ar, ag, ab, aa), buffers, stereo);
Functions.XFree(visual);
return gfx;
}
#endregion
#region Private Members
// See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseFBConfig.htm
// for the attribute declarations. Note that the attributes are different than those used in Glx.ChooseVisual.
IntPtr SelectVisualUsingFBConfig(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
int buffers, bool stereo)
{
List<int> visualAttributes = new List<int>();
IntPtr visual = IntPtr.Zero;
Debug.Print("Bits per pixel: {0}", color.BitsPerPixel);
if (color.BitsPerPixel > 0)
{
if (!color.IsIndexed)
{
visualAttributes.Add((int)GLXAttribute.RGBA);
visualAttributes.Add(1);
}
visualAttributes.Add((int)GLXAttribute.RED_SIZE);
visualAttributes.Add(color.Red);
visualAttributes.Add((int)GLXAttribute.GREEN_SIZE);
visualAttributes.Add(color.Green);
visualAttributes.Add((int)GLXAttribute.BLUE_SIZE);
visualAttributes.Add(color.Blue);
visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE);
visualAttributes.Add(color.Alpha);
}
Debug.Print("Depth: {0}", depth);
if (depth > 0)
{
visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE);
visualAttributes.Add(depth);
}
if (buffers > 1)
{
visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER);
visualAttributes.Add(1);
}
if (stencil > 1)
{
visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE);
visualAttributes.Add(stencil);
}
if (accum.BitsPerPixel > 0)
{
visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE);
visualAttributes.Add(accum.Alpha);
visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE);
visualAttributes.Add(accum.Blue);
visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE);
visualAttributes.Add(accum.Green);
visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE);
visualAttributes.Add(accum.Red);
}
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if (samples > 0)
{
visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS);
visualAttributes.Add(1);
visualAttributes.Add((int)GLXAttribute.SAMPLES);
visualAttributes.Add(samples);
}
if (stereo)
{
visualAttributes.Add((int)GLXAttribute.STEREO);
visualAttributes.Add(1);
}
visualAttributes.Add(0);
// Select a visual that matches the parameters set by the user.
IntPtr display = API.DefaultDisplay;
int screen = Functions.XDefaultScreen(display);
IntPtr root = Functions.XRootWindow(display, screen);
Debug.Print("Display: {0}, Screen: {1}, RootWindow: {2}", display, screen, root);
try
{
unsafe
{
Debug.Print("Getting FB config.");
int fbcount;
// Note that ChooseFBConfig returns an array of GLXFBConfig opaque structures (i.e. mapped to IntPtrs).
IntPtr* fbconfigs = Glx.ChooseFBConfig(display, screen, visualAttributes.ToArray(), out fbcount);
if (fbcount > 0 && fbconfigs != null)
{
// We want to use the first GLXFBConfig from the fbconfigs array (the first one is the best match).
visual = Glx.GetVisualFromFBConfig(display, *fbconfigs);
Functions.XFree((IntPtr)fbconfigs);
}
}
}
catch (EntryPointNotFoundException)
{
Debug.Print("Function glXChooseFBConfig not supported.");
return IntPtr.Zero;
}
return visual;
}
// See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseVisual.htm
IntPtr SelectVisualUsingChooseVisual(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum,
int buffers, bool stereo)
{
List<int> visualAttributes = new List<int>();
Debug.Print("Bits per pixel: {0}", color.BitsPerPixel);
if (color.BitsPerPixel > 0)
{
if (!color.IsIndexed)
visualAttributes.Add((int)GLXAttribute.RGBA);
visualAttributes.Add((int)GLXAttribute.RED_SIZE);
visualAttributes.Add(color.Red);
visualAttributes.Add((int)GLXAttribute.GREEN_SIZE);
visualAttributes.Add(color.Green);
visualAttributes.Add((int)GLXAttribute.BLUE_SIZE);
visualAttributes.Add(color.Blue);
visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE);
visualAttributes.Add(color.Alpha);
}
Debug.Print("Depth: {0}", depth);
if (depth > 0)
{
visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE);
visualAttributes.Add(depth);
}
if (buffers > 1)
visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER);
if (stencil > 1)
{
visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE);
visualAttributes.Add(stencil);
}
if (accum.BitsPerPixel > 0)
{
visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE);
visualAttributes.Add(accum.Alpha);
visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE);
visualAttributes.Add(accum.Blue);
visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE);
visualAttributes.Add(accum.Green);
visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE);
visualAttributes.Add(accum.Red);
}
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if (samples > 0)
{
visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS);
visualAttributes.Add(1);
visualAttributes.Add((int)GLXAttribute.SAMPLES);
visualAttributes.Add(samples);
}
if (stereo)
visualAttributes.Add((int)GLXAttribute.STEREO);
visualAttributes.Add(0);
Debug.Print("Falling back to glXChooseVisual.");
IntPtr display = API.DefaultDisplay;
return Glx.ChooseVisual(display, Functions.XDefaultScreen(display), visualAttributes.ToArray());
}
#endregion
}
}