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.
OpenTK normally uses reflection to load bindings, instead of generating
huge constructors. Although reflection is faster on first load (thanks
to reduced JIT overhead), it fails to work correctly with monolinker.
This branch explores the performance of a direct binding.
When we enter the modal resize loop on Windows with ClipCursor set, we
cause a feedback loop where every resize causes the cursor to move and
every move causes a new resize. To fix this, we need to ungrab the
cursor when we are enter the modal loop.
Implementations may reuse OpenGL context handles that have been
destroyed. If a context is finalized but not Disposed, then OpenTK may
keep a reference to the old context handle, causing a crash when the
same handle is returned for a new context. To fix that, new context
handles will now replace old handles in case of a clash.
SDL_DestroyWindow must be called on the main thread. If the window is
finalized, the finalizer will push a CLOSE event to the event loop
(thread-safe) and the window will be destroyed on the main thread.
Sdl2InputDriver.Dispose() would call SDL_DelEventWatch with a different
"user_data" parameter than SDL_AdEventWatch. This caused the EventFilter
to remain registered and subsequently crash when closing and reopening a
window.
Trim regex will now correctly match GetInteger64 and other functions
ending in "64". It also uses a correct ending anchor to avoid matches
in the middle of a function name.
Scan through the list of wrappers once, instead of multiple times, in
order to find out which functions use which enums. This speeds up enum
generation tremendously.
GetBoolean, GetInteger6, GetFixedvOES and Delete* are now matched in
the convenience wrapper generator. Methods returning vectors of fixed
size (e.g. 4 ints) are no longer matched.
The lookup for function overrides and overloads now tries to work
around extension case mismatches (e.g. IBM vs Ibm). This fixes a few
specific cases of missing overrides.
It is now possible to specify multiple overloads for the same function.
This is helpful for maintaining backwards compatibility with previous
releases.
SDL does not currently support embedding into Windows Forms (this is an
upstream limitation.) To ensure that existing WinForms applications
continue to function even if SDL is installed, GLControl will now try to
initialize OpenTK with a native backend. The user can still override
this behavior using OpenTK.Toolkit.Init(ToolkitOptions), as normal.
OpenTK.Toolkit will now initialize OpenTK.Configuration and
OpenTK.Platform.Factory explicitly. It can also receive an optional
ToolkitOptions parameter to influence the OpenTK.Platform implementation
that will be chosen. Finally, it explicitly implements IDisposable to
clean up after itself.
This significantly cleans up the startup sequence on all platforms:
- X11 is not detected on non-Linux platforms unless the user explicitly
requests it
- Supports selection of platform abstractions (SDL) vs native
implementations.
- Returns correct flags on Android and iOS.
This contains a semantic change: OpenTK.Configuration will not return
correct values until OpenTK.Toolkit.Init() has been called, either
directly or indirectly (e.g. by creating a window.)
By mistake, this code would always create a desktop context. The correct
approach is to create an embedded (EGL) context and only fallback to
desktop if that doesn't work.
OpenTK 1.0 and Xamarin Android/iOS do not use strongly-typed enums for
OpenGL ES. Generate overloads with the "All" enum in order to maintain
compatibility.
Only Get*, Gen*, Delete* and New* functions get convenience overloads.
This avoids issues with functions such as Rect() that have similar
signatures but cannot use such overloads.
This restriction will be relaxed in the future.
These are convenience parameters for function receiving a size and an
array parameter, like DeleteTextures(int n, int[] ids). The generator
will now add overloads taking a single parameter, such as
DeleteTexture(int id).
CreateCLSCompliantWrappers must always change return types into
cls-compliant types. The reason is that we cannot overload on return
type alone, so we should always choose the compliant version.
Functions returning a value or array via an 'out' parameter will now get a convenience overload that returns the result via a return statement. In the case of arrays, only single-valued arrays will be supported. For example:
void GetIntegerv(enum pname, out int value)
will be get an overload of
int GetIntegerv(enum pname)
This will reduce the amount of helper overloads that must be maintained manually in GLHelpers.cs.
New WrapperTypes for convenience functions: ConvenienceReturnType to
replace an "out" parameter by a return value, and
ConvenienceArrayReturnType to replace an out array parameter by a
single return value (array count of 1 only).
It is now possible to pass a non-realized GraphicsMode to the X11GLContext and X11GLNative constructors. A non-realized GraphicsMode is a GraphicsMode with a null Index (i.e. which has not passed through SelectGraphicsMode()).
According to the Linux OpenGL ABI, glXGetProcAddressARB must be statically exported by libGL. This does *not* hold true for glXGetProcAddress. We must used the ARB version instead.
Furthermore, glx entry points, unlike wgl, do not depend on any specific OpenGL context. This means we can load them in the constructor of the Glx class.
EnableCap.ColorArray is part of the client state and must be enabled
with GL.EnableClientState, not GL.Enalbe. This is a potential fix for
http://www.opentk.com/node/3430 "Picking example's problem"
WinGraphicsMode no longer creates a temporary context in order to create
the list of available modes. Instead, it requires to be passed an
existing context in its constructor.
WinGLContext now creates one temporary context in its static constructor
and hands that to WinGraphicsMode.
WinFactory no longer supports the CreateGraphicsMode API. This API will
be removed in the future, because the link because contexts and modes
cannot be separated in the general case.
The static initializer of GetCurrentContext would always default to the
desktop PlatformFactory, which caused problems when trying to run OpenGL
ES code on the desktop. The initializer is now removed and
GetCurrentContext is set in the context constructor, before creating any
contexts.
glXGetProcAddress may return a non-null value even if a function is not
supported by the server. We need to check the extension string using
any GLX extensions. Fixes issue http://www.opentk.com/node/3111 "GLX
extension support is not checked correctly".
Furthermore, mode selection is now performed explicitly by the
X11GLContext constructor.
GLX entry points are not bound to a specific context. This means that, unlike WGL, GLX does not require a temporary context in order to load its entry points!
The IGraphicsMode interface is gradually being removed and the
MacOSFactory will now throw an exception if an instance is requested.
AglContext no longer duplicates MacOSGraphicsMode functionality.
Calling SDL_GL_GetAttribute when context construction has failed leads
to erroneous behavior. This call should only be made when a context has
been constructed correctly.
We should only generate delegates for actual OpenGL entry points, not
for overloaded functions that resolve to the same entry point. This
improves loading speeds and reduces the size of the compiled dll.
SDL_GL_GetCurrentContext will allow us to replace the weird
implementation in Sdl2Factory.CreateGetCurrentGraphicsContext()
and the latter to disable mouse emulation if we wish to.
Conflicts:
Source/OpenTK/Platform/SDL2/Sdl2.cs
WinGraphicsMode no longer creates a temporary context in order to create
the list of available modes. Instead, it requires to be passed an
existing context in its constructor.
WinGLContext now creates one temporary context in its static constructor
and hands that to WinGraphicsMode.
WinFactory no longer supports the CreateGraphicsMode API. This API will
be removed in the future, because the link because contexts and modes
cannot be separated in the general case.
The static initializer of GetCurrentContext would always default to the
desktop PlatformFactory, which caused problems when trying to run OpenGL
ES code on the desktop. The initializer is now removed and
GetCurrentContext is set in the context constructor, before creating any
contexts.
GraphicsMode.Default used to be set to
(DisplayDevice.Default.BitsPerPixel, 16, 0, 0, 0, 2, false) for improved
compatibility with older systems. However, this appears to be causing
issues with specific modern GPUs. Switch the default mode to (32, 24, 8)
until a more proper solution can be found.
Paths that don't define a "version" attribute will now match all
possible versions. This will make it easier to add support for newer
APIs as they are introduced.
After the previous commit, several ES 2.0 functions would refer to
enums found in ES 3.0. These enums have been copied to ES 2.0, either
as core enums or as extensions.
ES 3.0 includes ES 2.0 verbatim. We can significantly reduce
duplication by using the same <replace> node for both APIs. Note that
the enumerations must remain separate, as ES 2.0 and 3.0 support
different tokens.
ContextAttribute.DOUBLEBUFFER is a boolean in SDL (false->single
buffering, true->double buffering). We need to adjust the number of
buffers accordingly (single buffering->1 buffer, double buffering->2
buffers).
The issue is that some display devices report a BitsPerPel value of 0.
It is not clear whether this is a bug in WinDisplayDevice.cs or some
strange windows issue. The implemented workaround adds an entry to the
debug log and hardcodes BitsPerPel to 32 whenever this condition is
encountered. More investigation required.
The <overload> element simplifies the addition of overloads for
backwards compatibility. It is defined similar to the <replace>
element, but instead of replacing the parameters of a function
in-place, it adds a new overload and modifies the overload instead.