OpenTK will now detect when an UpdateFrame handler is consistently
taking too long to finish, and stop raising UpdateFrame events. This
gives ProcessEvents() a chance to execute and will protect the
application from hanging up.
GameWindowStates will now display the average fps and draw three moving
boxes based on different timing methods.
If the timing implementation in OpenTK is working correctly, all three
boxes should be moving at the same speed.
The UpdateFrame event rate will now match TargetUpdatePeriod even if
vsync is enabled. Previously, it would be quantized to a multiple or
integer fraction of of the vsync rate.
Alc.GetString() could crash if the unmanaged code returned null due to
any kind of failure. This is now fixed and better documented.
Additionally, the array overload for Alc.GetString() will now correctly
forward the ‘device’ parameter to unmanaged code.
Multiple UpdateFrame events should be raised to match the desired
TargetUpdateFrequency, when TargetUpdateFrequency > 0. The loop would
incorrectly check for TargetRenderFrequency instead.
Affects issue #43
This patch adds more robust checks for WGL_ARB_pixel_format and
WGL_ARB_multisample before using the relevant extensions, and adds
checks whether Wgl.Arb.ChoosePixelFormat() returns a valid pixel format
before trying to use it (thanks to Repetier for catching this edge
case.)
Additionally, the ChoosePixelFormatPFD code-path now heavily penalizes
single-buffered modes when the user requests a double-buffered mode.
Affects issues #42 and #45
SDL will fail to construct an OpenGL 3.x/4.x context on Mac OS X,
unless ContextProfileFlags.CORE is specified.
Fixes issue #44
Upstream enhancement request at
https://bugzilla.libsdl.org/show_bug.cgi?id=2342
When running over remote desktop without hardware acceleration, there
are no GraphicsModes that support desktop composition. This patch adds
logic to avoid requesting composition-capable modes when running over
RDP.
Additionally, it changes the mode selection logic to consider modes that
support features partially (e.g. 16bpp color instead of 32bpp), albeit
with a heavy penalty over fully supported modes.
This patch adds a workaround for WM_STYLECHANGED messages that are not
delivered when running on Mono/Windows. If we detect Mono, then we call
HandleStyleChanged() directly in order to update the internal state of
our WinGLNative instance.
OpenTK now directly calculates the elapsed time between UpdateFrame
(RenderFrame) events and compares that directly to TargetUpdatePeriod
(TargetRenderPeriod). This significantly simplifies the implementation
and improves timing stability.
PlatformFactoryBase provides a common base interface for platform
backends. Platform backends should inherit from PlatformFactoryBase in
order to reduce code duplication.
LegacyJoystickDriver implements the legacy IJoystickDriver interface
(GameWindow.Joysticks) in terms of the new IJoystickDriver2 interface
(OpenTK.Input.Joystick).
This removes a large chunk of code from each platform backend, as they
no longer need to implement IJoystickDriver themselves. Additionally,
it adds support for device hot plugging which was previously missing.
This patch modifies GameWindow.Run() to use a single stopwatch instead
of two separate stopwatches for timing UpdateFrame and RenderFrame
events.
It improves timing accuracy for issue #20 (FrameEventArgs.Time
Inconsistencies)
DeviceAdded already checks that devices conform to the desired usage
pages. Checking again in DeviceRemoved is unnecessary - if a device
exists, then it has already passed muster.
JoystickAxis/Button.Last is used internally to allocate the correct
amount of storage for joystick axes and buttons. JoystickAxis.Axis10 is
required to support the maximum number of axes available on Mac OS X.
SDL2 uses a weird system of device ids and instance ids to report
joystick events, where the ADDED event uses a device id and the rest use
instance ids.
The SDL2 joystick driver is now fixed to correctly distinguish between
the two, which fixes hotplugging support for joystick devices.
SDL GameControllerAxis and GamePadAxes are not interchangeable. The
driver will now correctly interpret incoming SDL messages and update
the GamePadState for the relevant axis.
GamePadState.SetAxis() receives a GamePadAxes enumeration, which is a
bitmask of the axes we wish to set. SetAxis now correctly decodes the
bitmask to apply the values we are interested in.
This test uses SDL2 to create a window and an OpenGL context. It then
uses OpenTK to render into the external SDL2 context. If everything is
working correctly, a black window should appear and gradually turn
white before disappearing.
When combining OpenTK with a third-party OpenGL toolkit, it is now
possible to implement a suitable GetAddress() and GetCurrentContext()
implementation in terms of the third-party toolkit. If no
implementation is specified, then OpenTK will try to guess the most
suitable implementation within its own platform backends.
If no custom implementation is defined, and if no suitable
implementation can be found, then OpenTK will throw a
PlatformNotSupportedException. If a suitable implementation is found or
defined, then OpenTK will attempt to load OpenGL entry points using
that implementation.
In this case third-party toolkit remains solely responsible for
managing its context via its MakeCurrent(), SwapBuffers(), etc
implementations.
DummyGLContext will now attempt to load OpenGL and OpenGL ES entry
points when a suitable OpenGL context is current on the calling thread.
This allows OpenTK to be used on contexts created through third-party
toolkits.
CreateGetAddress() constructs a GraphicsContext.GetAddressDelegate that
is suitable for the current platform. This can be used when combining
OpenTK with an OpenGL context created through a third-party toolkit.
The functions defined in libdl.dylib are useful in more places than
just AglContext. Moving them to their own class ensures we can access
these from wherever we might need them.
CGL appears to work with both AGL and NSOpenGL contexts, whereas AGL is
limited to AGL contexts. This allows us to be more flexible in terms of
implementation (i.e. we can use Cgl.GetCurrentContext to retrieve a
handle to a context created through SDL, which uses NSOpenGL
internally.)
When the user requests a GraphicsMode that is not directly supported
by the GPU/drivers, we should relax the requested parameters until
we find a supported mode. An exception should only be thrown when
there is no usable mode.
This makes the X11 backend match the behavior of Windows. The SDL/X11
backend works a little bit differently, in that it falls back to the
a default mode directly if the requested mode is not available. There
is nothing we can do about that.
The _NET_FRAME_EXTENTS atom is implemented differently by
different window managers, when window decorations are hidden
with Motif. Unity returns a 0 size, while Gnome 3 returns the
previous size.
This patch removes that ambiguity: when decorations are hidden,
border size becomes zero. This should work everywhere, unless
some window manager decides to troll us by decorating the window
when we explicitly request no decorations. Sigh...
Windows can now be resized programmatically, even when they have
WindowBorder.Fixed. All resizing logic is now consolidated in the
Bounds property, and ConfigureNotify messages are now handled
correctly depending on their source (StructureNotify or
SubStructureNotify.)
WinMM is optimized for general joystick use, not for the canonical
GamePad layout. Instead of exposing IGamePadDriver directly, it should
expose IJoystickDriver2 and use a mapping driver to get GamePad support.
GraphicsMode.Index is set by the platform-specific context constructor,
which is invoked after the X11GLControl constructor. It does not make
sense to check GraphicsMode.Index in the X11GLControl constructor, as it
is never set at that point.
Without this flag, OpenGL rendering does not work as expected.
Additionally, all WGL_ARB_pixel_format attributes are expected to be
specified in key-value pairs. Fixed double-buffering and stereoscoping
rendering attributes.
Fixed WGL_ARB_pixel_format attribute selection for doublebuffering,
stereoscopic rendering and hardware acceleration. Implemented
minimization strategy to select the optimal PixelFormatDescriptor in the
fallback path.
Instead of creating a list of all available formats and iterating
through that, we let the driver decide which is the best accelerated
format to use for the user parameters. If no such format exists, we fall
back to generic acceleration or software acceleration, in turn.
This affects issue #21
Starting with OpenGL 4.2, strings passed to GL.ShaderSource are allowed
to contain multi-byte characters in comments (issue #18). This patch
modifies the marshaling code to use UTF8.GetBytes in order to marshal
strings, instead of Marshal.StringToHGlobalAnsi().
Don't filter window messages passed to our window (see
http://blogs.msdn.com/b/oldnewthing/archive/2005/02/09/369804.aspx).
Additionally, return the correct values for all messages we are actually
handling and clean up unmanaged memory after we are done with the
window.
Instead of combining PeekMessage+GetMessage, we can simply call
PeekMessage(Remove) to achieve the same effect. This also allows us to
remove the IsIdle property, which is no longer used anywhere.
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.
The correct way to query number of available pixel formats is to use
Wgl.Arb.GetPixelFormatAttrib(NumberPixelFormatsArb), not
Wgl.Arb.ChoosePixelFormats. This fixes an issue where Intel drivers
would fail to report any pixel formats in GetModesARB, even when
WGL_ARB_pixel_format is supported.
On many/most platforms, GraphicsContexts can only be released by the
thread where they are current. This means that the user must call
GraphicsContext.Dispose() or risk a resource leak.
Since we cannot release contexts on the finalizer thread, we should keep
strong references, instead of weak references, until the user explicitly
calls Dispose().
This patch fixes issues with SDL2 crashing when running the MonoGame
WindowsGL test suite.
Misbehaving clients that shall not be named here may call
GameWindow.Close() inside the GameWindow.Closing event. This causes
recursion in SDL2, crashing the application.
This patch adds a guard to protect against recursion when calling
GameWindow.Close().
Several projects are still using the last svn revision from the
sourceforge repository (r3127). These overloads provide an upgrade path
from r3127 to OpenTK 1.1.
The Mono 2.10 compiler fails when compiling extern methods that are not
marked as DllImport. We fix that by adding a method body that throws a
NotImplementedException instead.
Additionally, MonoDevelop 2.8 cannot open sln files with ToolsVersion 12.
The fix is to change ToolsVersion to 11.
Tools now go to the Binaries/Tools/[Debug|Release] directory. OpenTK
remains at BInaries/OpenTK/[Debug|Release].
Mono.Cecil and IKVM now reside under the Dependencies/managed/
directory.
Instead of modifying the name of an OpenGL symbol on the managed side,
before copying it to the unmanaged side, we perform the modification
directly on the unmanaged side. This reduces the total amount of
allocations in OpenTK by ~30% (673496 bytes in 10750 objects compared
to 930272 bytes in 15243 objects before this modification.)
WS_CLIPCHILDREN and WS_CLIPSIBLINGS appear to cause flickering on
specific video cards. OpenGL appears to work correctly without these, so
we'll disable them to return to OpenTK 1.0 behavior.
It is now possible to indicate that an application is not DPI-aware. In
that case, OpenTK will let the operating system handle DPI scaling. This
results in worse visuals (pixel doubling) but allows non DPI-aware
applications to continue working.
It appears that calli callsites cannot be decorated with the
“platformapi” calling convention like DllImport signatures can. This is
problematic since Windows uses stdcall by default and most other
platforms use cdecl.
There are three approaches to this issue, without going back to
delegate calls: (a) generate an unmanaged thunk that cleans up the
stack after a GL call; (b) use libFFI; (c) use cdecl *or* stdcall
everywhere and hope that the runtime can cope.
.Net 2.0 can detect and fix stdcall functions invoked through a cdecl
callsite. .Net 4.0 adds a configuration option to enable or disable
this fixup (faster p/invoke if disabled) and raise a MDA exception when
this condition is detected. (This affects x86 only.)
Mono appears to be able to cope with cdecl functions invoked through a
stdcall callsite.
More testing is required.
We should be able to use static pinvokes on platforms that do not
provide or require extensions and calli instructions on platforms with
extension APIs. This dinstiction will be implemented as a parameter in
the rewriter.
By using untyped integers instead of typed integers in the unmanaged
callsites, we allow monolinker to keep the exact set of enums that are
used by the user. Without this, we’d have to keep every single enum in
place to avoid missing type exceptions.
This does not affect the public signatures or the generated code in any
way.
This includes arrays of primitives and arrays of generics. Our code is
similar to the code generated by the Mono C# compiler for the "fixed"
construct. The .Net compiler produces slightly different code (two local
variables instead of one) - more research is required.
Default results in a managed calling convention which does not generate
unmanaged thunking code for parameter marshaling.
System.Runtime.InteropServices.CallingConvention.Winapi appears to
correspond to StdCall for calli callsites (this might be different for
pinvoke, which supports an unmanaged "platformapi" calling convention.)
Needs more testing to prove this is doing the right thing on non-Windows
platforms.
WGL was autogenerated a few years ago but never touched after that.
Since we use a tiny fraction of all available methods, it makes sense to
remove the unused ones. This reduces dll size and improves startup
times.
The rewriter will patch the body of methods marked with [AutoGenerated].
Methods that are implemented manually (e.g. various math helper
overloads) should avoid this attribute.
.Net will happily execute a calli with a generic return type, whereas
Mono will refuse to. Mono is probably doing the right thing here. Fixed
by resolving the generic return into a concrete type.
On Windows, entry points for OpenGL 1.0 and 1.1 are not exposed by
wglGetProcAddress. We fall back to LoadLibrary+GetProcAddress when
wglProcAddress fails.