#region --- License --- /* Copyright (c) 2006, 2007 Stefanos Apostolopoulos * Contributions from Erik Ylvisaker * See license.txt for license info */ #endregion #region --- Using Directives --- using System; using System.Collections.Generic; using System.Text; using System.Runtime.InteropServices; using System.Diagnostics; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; #endregion namespace OpenTK.Platform.Windows { /// \internal /// /// Provides methods to create and control an opengl context on the Windows platform. /// This class supports OpenTK, and is not intended for use by OpenTK programs. /// internal sealed class WinGLContext : DesktopGraphicsContext { static readonly object LoadLock = new object(); static readonly object SyncRoot = new object(); static IntPtr opengl32Handle; const string opengl32Name = "OPENGL32.DLL"; bool vsync_supported; readonly WinGraphicsMode ModeSelector; #region --- Contructors --- static WinGLContext() { lock (LoadLock) { // Dynamically load opengl32.dll in order to use the extension loading capabilities of Wgl. if (opengl32Handle == IntPtr.Zero) { opengl32Handle = Functions.LoadLibrary(opengl32Name); if (opengl32Handle == IntPtr.Zero) throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}", opengl32Name, Marshal.GetLastWin32Error())); Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle)); } // We need to create a temp context in order to load // wgl extensions (e.g. for multisampling or GL3). // We cannot rely on OpenTK.Platform.Wgl until we // create the context and call Wgl.LoadAll(). Debug.Print("Creating temporary context for wgl extensions."); using (INativeWindow native = new NativeWindow()) { // Create temporary context and load WGL entry points // First, set a compatible pixel format to the device context // of the temp window WinWindowInfo window = native.WindowInfo as WinWindowInfo; WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext); SetGraphicsModePFD(selector, GraphicsMode.Default, window); // Then, construct a temporary context and load all wgl extensions ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (temp_context != ContextHandle.Zero) { // Make the context current. // Note: on some video cards and on some virtual machines, wglMakeCurrent // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround // is to call wglMakeCurrent in a loop until it succeeds. // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads // Sigh... for (int retry = 0; retry < 5; retry++) { bool success = Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle); if (!success) { Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error()); System.Threading.Thread.Sleep(10); } else { // wglMakeCurrent succeeded, we are done here! break; } } // Load wgl extensions and destroy temporary context Wgl.LoadAll(); Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero); Wgl.Imports.DeleteContext(temp_context.Handle); } else { Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error()); } } } } public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags) { // 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 easiest solution is to serialize all context construction - hence the big lock, below. lock (SyncRoot) { if (window == null) throw new ArgumentNullException("window", "Must point to a valid window."); if (window.Handle == IntPtr.Zero) throw new ArgumentException("window", "Must be a valid window."); Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle, System.Threading.Thread.CurrentThread.ManagedThreadId); lock (LoadLock) { ModeSelector = new WinGraphicsMode(window.DeviceContext); Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window); if (Wgl.Delegates.wglCreateContextAttribsARB != null) { try { Debug.Write("Using WGL_ARB_create_context... "); List attributes = new List(); attributes.Add((int)ArbCreateContext.MajorVersion); attributes.Add(major); attributes.Add((int)ArbCreateContext.MinorVersion); attributes.Add(minor); if (flags != 0) { attributes.Add((int)ArbCreateContext.ContextFlags); attributes.Add((int)GetARBContextFlags(flags)); attributes.Add((int)ArbCreateContext.ProfileMask); attributes.Add((int)GetARBContextProfile(flags)); } // According to the docs, " specifies a list of attributes for the context. // The list consists of a sequence of pairs terminated by the // value 0. [...]" // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case). attributes.Add(0); attributes.Add(0); Handle = new ContextHandle( Wgl.Arb.CreateContextAttribs( window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, attributes.ToArray())); if (Handle == ContextHandle.Zero) Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error()); } catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); } catch (NullReferenceException e) { Debug.Print(e.ToString()); } } } if (Handle == ContextHandle.Zero) { // Failed to create GL3-level context, fall back to GL2. Debug.Write("Falling back to GL2... "); Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (Handle == ContextHandle.Zero) Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (Handle == ContextHandle.Zero) throw new GraphicsContextException( String.Format("Context creation failed. Wgl.CreateContext() error: {0}.", Marshal.GetLastWin32Error())); } Debug.WriteLine(String.Format("success! (id: {0})", Handle)); // Todo: is this comment still true? // On intel drivers, wgl entry points appear to change // when creating multiple contexts. As a workaround, // we reload Wgl entry points every time we create a // new context - this solves the issue without any apparent // side-effects (i.e. the old contexts can still be handled // using the new entry points.) // Sigh... Wgl.LoadAll(); if (sharedContext != null) { Marshal.GetLastWin32Error(); Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext)); bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle); Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error()); } } } static ArbCreateContext GetARBContextFlags(GraphicsContextFlags flags) { ArbCreateContext result = 0; result |= (flags & GraphicsContextFlags.ForwardCompatible) != 0 ? ArbCreateContext.CoreProfileBit : ArbCreateContext.CompatibilityProfileBit; return result; } static ArbCreateContext GetARBContextProfile(GraphicsContextFlags flags) { ArbCreateContext result = 0; result |= (flags & GraphicsContextFlags.Debug) != 0 ? ArbCreateContext.DebugBit : 0; return result; } public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags) { if (handle == ContextHandle.Zero) throw new ArgumentException("handle"); if (window == null) throw new ArgumentNullException("window"); Handle = handle; } #endregion #region IGraphicsContext Members #region SwapBuffers public override void SwapBuffers() { if (!Functions.SwapBuffers(DeviceContext)) throw new GraphicsContextException(String.Format( "Failed to swap buffers for context {0} current. Error: {1}", this, Marshal.GetLastWin32Error())); } #endregion #region MakeCurrent public override void MakeCurrent(IWindowInfo window) { lock (SyncRoot) lock (LoadLock) { bool success; WinWindowInfo wnd = window as WinWindowInfo; if (wnd != null) { if (wnd.Handle == IntPtr.Zero) throw new ArgumentException("window", "Must point to a valid window."); success = Wgl.Imports.MakeCurrent(wnd.DeviceContext, Handle.Handle); } else { success = Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero); } if (!success) throw new GraphicsContextException(String.Format( "Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error())); } } #endregion #region IsCurrent public override bool IsCurrent { get { return Wgl.Imports.GetCurrentContext() == Handle.Handle; } } #endregion #region SwapInterval public override int SwapInterval { get { lock (LoadLock) { if (vsync_supported) return Wgl.Ext.GetSwapInterval(); else return 0; } } set { lock (LoadLock) { if (vsync_supported) Wgl.Ext.SwapInterval(value); } } } #endregion #region void LoadAll() public override void LoadAll() { lock (LoadLock) { Wgl.LoadAll(); vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") && Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT"); } base.LoadAll(); } #endregion #endregion #region IGLContextInternal Members #region IWindowInfo IGLContextInternal.Info /* IWindowInfo IGraphicsContextInternal.Info { get { return (IWindowInfo)windowInfo; } } */ #endregion #region GetAddress public override IntPtr GetAddress(string function_string) { return Wgl.Imports.GetProcAddress(function_string); } #endregion #endregion #region Internal Methods #region SetGraphicsModePFD // Note: there is no relevant ARB function. internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector, GraphicsMode mode, WinWindowInfo window) { Debug.Write("Setting pixel format... "); if (window == null) throw new ArgumentNullException("window", "Must point to a valid window."); if (!mode.Index.HasValue) { mode = mode_selector.SelectGraphicsMode( mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo); } PixelFormatDescriptor pfd = new PixelFormatDescriptor(); Functions.DescribePixelFormat( window.DeviceContext, (int)mode.Index.Value, API.PixelFormatDescriptorSize, ref pfd); Debug.WriteLine(mode.Index.ToString()); if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd)) { throw new GraphicsContextException(String.Format( "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error())); } return mode; } #endregion #region internal IntPtr DeviceContext internal IntPtr DeviceContext { get { return Wgl.Imports.GetCurrentDC(); } } #endregion #endregion #region Overrides /// Returns a System.String describing this OpenGL context. /// A System.String describing this OpenGL context. public override string ToString() { return (this as IGraphicsContextInternal).Context.ToString(); } #endregion #region IDisposable Members public override void Dispose() { Dispose(true); GC.SuppressFinalize(this); } private void Dispose(bool calledManually) { if (!IsDisposed) { if (calledManually) { DestroyContext(); } else { Debug.Print("[Warning] OpenGL context {0} leaked. Did you forget to call IGraphicsContext.Dispose()?", Handle.Handle); } IsDisposed = true; } } ~WinGLContext() { Dispose(false); } #region private void DestroyContext() private void DestroyContext() { if (Handle != ContextHandle.Zero) { try { // This will fail if the user calls Dispose() on thread X when the context is current on thread Y. if (!Wgl.Imports.DeleteContext(Handle.Handle)) Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}", Handle.ToString(), Marshal.GetLastWin32Error()); } catch (AccessViolationException e) { Debug.WriteLine("An access violation occured while destroying the OpenGL context. Please report at http://www.opentk.com."); Debug.Indent(); Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString()); Debug.WriteLine(e.ToString()); Debug.Unindent(); } Handle = ContextHandle.Zero; } } #endregion #endregion } }