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Added API for OpenGL context resource sharing (GLContext.ShareContexts)
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@ -19,15 +19,17 @@ namespace OpenTK
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{
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IGLContext 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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static bool share_contexts = true;
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static object context_lock = new object();
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static Dictionary<ContextHandle, WeakReference> available_contexts =
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new Dictionary<ContextHandle, WeakReference>(); // Contains all available OpenGL contexts.
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//delegate IntPtr GetCurrentContextDelegate();
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//static GetCurrentContextDelegate StaticGetCurrentContext;
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#region public GLContext(DisplayMode mode, IWindowInfo window)
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/// <summary>
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@ -60,6 +62,20 @@ namespace OpenTK
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(this as IGLContextCreationHack).SetWindowHandle(window.Handle);
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(this as IGLContextCreationHack).SelectDisplayMode(mode, window);
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if (GLContext.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 GLContext.available_contexts.Values)
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{
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this.CreateContext(true, (GLContext)r.Target);
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return;
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}
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}
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}
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// Only reached if a shared context was not created above, or if this is the first
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// context ever constructed.
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this.CreateContext(true, null);
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}
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@ -104,6 +120,18 @@ namespace OpenTK
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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 GLContexts 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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#endregion
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#region --- IGLContext Members ---
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