Cleaned up temporary context construction

The temporary context is now retained until the actual context has been
constructed. If we don't do this, then WGL_ARB_create_context may fail
to work correctly on specific GPUs (e.g. Intel). This may affect issue
#19.
This commit is contained in:
Stefanos A. 2013-12-18 14:29:06 +01:00
parent a57b4c4270
commit d8a4ca1162

View file

@ -28,35 +28,38 @@ namespace OpenTK.Platform.Windows
internal sealed class WinGLContext : DesktopGraphicsContext internal sealed class WinGLContext : DesktopGraphicsContext
{ {
static readonly object LoadLock = new object(); static readonly object LoadLock = new object();
static readonly object SyncRoot = new object();
bool vsync_supported; bool vsync_supported;
readonly WinGraphicsMode ModeSelector; readonly WinGraphicsMode ModeSelector;
#region --- Contructors ---
static WinGLContext()
{
lock (LoadLock)
{
// We need to create a temp context in order to load // We need to create a temp context in order to load
// wgl extensions (e.g. for multisampling or GL3). // wgl extensions (e.g. for multisampling or GL3).
// We cannot rely on OpenTK.Platform.Wgl until we // We cannot rely on any WGL extensions before
// create the context and call Wgl.LoadAll(). // we load them with the temporary context.
Debug.Print("Creating temporary context for wgl extensions."); class TemporaryContext : IDisposable
using (INativeWindow native = new NativeWindow())
{ {
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 // Create temporary context and load WGL entry points
// First, set a compatible pixel format to the device context // First, set a compatible pixel format to the device context
// of the temp window // of the temp window
WinWindowInfo window = native.WindowInfo as WinWindowInfo; WinWindowInfo window = native.WindowInfo as WinWindowInfo;
WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext); WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);
SetGraphicsModePFD(selector, GraphicsMode.Default, window); WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window);
bool success = false;
// Then, construct a temporary context and load all wgl extensions // Then, construct a temporary context and load all wgl extensions
ContextHandle temp_context = new ContextHandle(Wgl.CreateContext(window.DeviceContext)); Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
if (temp_context != ContextHandle.Zero) if (Context != ContextHandle.Zero)
{ {
// Make the context current. // Make the context current.
// Note: on some video cards and on some virtual machines, wglMakeCurrent // Note: on some video cards and on some virtual machines, wglMakeCurrent
@ -64,52 +67,72 @@ namespace OpenTK.Platform.Windows
// is to call wglMakeCurrent in a loop until it succeeds. // is to call wglMakeCurrent in a loop until it succeeds.
// See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
// Sigh... // Sigh...
for (int retry = 0; retry < 5; retry++) for (int retry = 0; retry < 5 && !success; retry++)
{ {
bool success = Wgl.MakeCurrent(window.DeviceContext, temp_context.Handle); success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
if (!success) if (!success)
{ {
Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error()); Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
System.Threading.Thread.Sleep(10); System.Threading.Thread.Sleep(10);
} }
}
}
else else
{ {
// wglMakeCurrent succeeded, we are done here! Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
break; }
if (!success)
{
Debug.WriteLine("[WGL] Failed to create temporary context");
} }
} }
// Load wgl extensions and destroy temporary context public void Dispose()
Wgl.LoadAll();
Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
Wgl.DeleteContext(temp_context.Handle);
}
else
{ {
Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error()); if (Context != ContextHandle.Zero)
} {
Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
Wgl.DeleteContext(Context.Handle);
} }
} }
} }
#region --- Contructors ---
public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
int major, int minor, GraphicsContextFlags flags) int major, int minor, GraphicsContextFlags flags)
{ {
// There are many ways this code can break when accessed by multiple threads. The biggest offender is // 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 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. // The easiest solution is to serialize all context construction - hence the big lock, below.
lock (SyncRoot) lock (LoadLock)
{ {
if (window == null) if (window == null)
throw new ArgumentNullException("window", "Must point to a valid window."); throw new ArgumentNullException("window", "Must point to a valid window.");
if (window.Handle == IntPtr.Zero) if (window.Handle == IntPtr.Zero)
throw new ArgumentException("window", "Must be a valid window."); 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)
{
Wgl.LoadAll();
}
}
Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle, Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
System.Threading.Thread.CurrentThread.ManagedThreadId); System.Threading.Thread.CurrentThread.ManagedThreadId);
lock (LoadLock)
{
ModeSelector = new WinGraphicsMode(window.DeviceContext); ModeSelector = new WinGraphicsMode(window.DeviceContext);
Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window); Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);
@ -146,9 +169,7 @@ namespace OpenTK.Platform.Windows
if (Handle == ContextHandle.Zero) if (Handle == ContextHandle.Zero)
Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error()); Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
} }
catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); } catch (Exception e) { Debug.Print(e.ToString()); }
catch (NullReferenceException e) { Debug.Print(e.ToString()); }
}
} }
if (Handle == ContextHandle.Zero) if (Handle == ContextHandle.Zero)
@ -165,6 +186,21 @@ namespace OpenTK.Platform.Windows
} }
Debug.WriteLine(String.Format("success! (id: {0})", Handle)); 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? // Todo: is this comment still true?
// On intel drivers, wgl entry points appear to change // On intel drivers, wgl entry points appear to change
@ -174,6 +210,7 @@ namespace OpenTK.Platform.Windows
// side-effects (i.e. the old contexts can still be handled // side-effects (i.e. the old contexts can still be handled
// using the new entry points.) // using the new entry points.)
// Sigh... // Sigh...
Wgl.MakeCurrent(window.DeviceContext, Handle.Handle);
Wgl.LoadAll(); Wgl.LoadAll();
if (sharedContext != null) if (sharedContext != null)
@ -184,7 +221,6 @@ namespace OpenTK.Platform.Windows
Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error()); Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
} }
} }
}
static ArbCreateContext GetARBContextFlags(GraphicsContextFlags flags) static ArbCreateContext GetARBContextFlags(GraphicsContextFlags flags)
{ {
@ -231,7 +267,6 @@ namespace OpenTK.Platform.Windows
public override void MakeCurrent(IWindowInfo window) public override void MakeCurrent(IWindowInfo window)
{ {
lock (SyncRoot)
lock (LoadLock) lock (LoadLock)
{ {
bool success; bool success;
@ -347,7 +382,7 @@ namespace OpenTK.Platform.Windows
{ {
// See https://www.opengl.org/wiki/Load_OpenGL_Functions // See https://www.opengl.org/wiki/Load_OpenGL_Functions
long a = address.ToInt64(); long a = address.ToInt64();
bool is_valid = (a < -1 )|| (a > 3); bool is_valid = (a < -1) || (a > 3);
return is_valid; return is_valid;
} }