#region --- License --- /* Licensed under the MIT/X11 license. * Copyright (c) 2006-2008 the OpenTK Team. * This notice may not be removed from any source distribution. * See license.txt for licensing detailed licensing details. */ #endregion using System; using System.Collections.Generic; using System.Text; using System.Runtime.InteropServices; using System.Diagnostics; using OpenTK.Graphics; namespace OpenTK.Platform.X11 { class X11GraphicsMode : IGraphicsMode { // Todo: Add custom visual selection algorithm, instead of ChooseFBConfig/ChooseVisual. // It seems the Choose* methods do not take multisampling into account (at least on some // drivers). #region Constructors public X11GraphicsMode() { } #endregion #region IGraphicsMode Members public GraphicsMode SelectGraphicsMode(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo) { GraphicsMode gfx; // The actual GraphicsMode that will be selected. IntPtr visual = IntPtr.Zero; IntPtr display = API.DefaultDisplay; // Try to select a visual using Glx.ChooseFBConfig and Glx.GetVisualFromFBConfig. // This is only supported on GLX 1.3 - if it fails, fall back to Glx.ChooseVisual. visual = SelectVisualUsingFBConfig(color, depth, stencil, samples, accum, buffers, stereo); if (visual == IntPtr.Zero) visual = SelectVisualUsingChooseVisual(color, depth, stencil, samples, accum, buffers, stereo); if (visual == IntPtr.Zero) throw new GraphicsModeException("Requested GraphicsMode not available."); XVisualInfo info = (XVisualInfo)Marshal.PtrToStructure(visual, typeof(XVisualInfo)); // See what we *really* got: int r, g, b, a; Glx.GetConfig(display, ref info, GLXAttribute.ALPHA_SIZE, out a); Glx.GetConfig(display, ref info, GLXAttribute.RED_SIZE, out r); Glx.GetConfig(display, ref info, GLXAttribute.GREEN_SIZE, out g); Glx.GetConfig(display, ref info, GLXAttribute.BLUE_SIZE, out b); int ar, ag, ab, aa; Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_ALPHA_SIZE, out aa); Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_RED_SIZE, out ar); Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_GREEN_SIZE, out ag); Glx.GetConfig(display, ref info, GLXAttribute.ACCUM_BLUE_SIZE, out ab); Glx.GetConfig(display, ref info, GLXAttribute.DEPTH_SIZE, out depth); Glx.GetConfig(display, ref info, GLXAttribute.STENCIL_SIZE, out stencil); Glx.GetConfig(display, ref info, GLXAttribute.SAMPLES, out samples); Glx.GetConfig(display, ref info, GLXAttribute.DOUBLEBUFFER, out buffers); ++buffers; // the above lines returns 0 - false and 1 - true. int st; Glx.GetConfig(display, ref info, GLXAttribute.STEREO, out st); stereo = st != 0; gfx = new GraphicsMode(info.VisualID, new ColorFormat(r, g, b, a), depth, stencil, samples, new ColorFormat(ar, ag, ab, aa), buffers, stereo); using (new XLock(display)) { Functions.XFree(visual); } return gfx; } #endregion #region Private Members // See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseFBConfig.htm // for the attribute declarations. Note that the attributes are different than those used in Glx.ChooseVisual. IntPtr SelectVisualUsingFBConfig(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo) { List visualAttributes = new List(); IntPtr visual = IntPtr.Zero; Debug.Print("Bits per pixel: {0}", color.BitsPerPixel); if (color.BitsPerPixel > 0) { if (!color.IsIndexed) { visualAttributes.Add((int)GLXAttribute.RGBA); visualAttributes.Add(1); } visualAttributes.Add((int)GLXAttribute.RED_SIZE); visualAttributes.Add(color.Red); visualAttributes.Add((int)GLXAttribute.GREEN_SIZE); visualAttributes.Add(color.Green); visualAttributes.Add((int)GLXAttribute.BLUE_SIZE); visualAttributes.Add(color.Blue); visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE); visualAttributes.Add(color.Alpha); } Debug.Print("Depth: {0}", depth); if (depth > 0) { visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE); visualAttributes.Add(depth); } if (buffers > 1) { visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER); visualAttributes.Add(1); } if (stencil > 1) { visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE); visualAttributes.Add(stencil); } if (accum.BitsPerPixel > 0) { visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE); visualAttributes.Add(accum.Alpha); visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE); visualAttributes.Add(accum.Blue); visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE); visualAttributes.Add(accum.Green); visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE); visualAttributes.Add(accum.Red); } if (samples > 0) { visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS); visualAttributes.Add(1); visualAttributes.Add((int)GLXAttribute.SAMPLES); visualAttributes.Add(samples); } if (stereo) { visualAttributes.Add((int)GLXAttribute.STEREO); visualAttributes.Add(1); } visualAttributes.Add(0); // Select a visual that matches the parameters set by the user. IntPtr display = API.DefaultDisplay; using (new XLock(display)) { try { int screen = Functions.XDefaultScreen(display); IntPtr root = Functions.XRootWindow(display, screen); Debug.Print("Display: {0}, Screen: {1}, RootWindow: {2}", display, screen, root); unsafe { Debug.Print("Getting FB config."); int fbcount; // Note that ChooseFBConfig returns an array of GLXFBConfig opaque structures (i.e. mapped to IntPtrs). IntPtr* fbconfigs = Glx.ChooseFBConfig(display, screen, visualAttributes.ToArray(), out fbcount); if (fbcount > 0 && fbconfigs != null) { // We want to use the first GLXFBConfig from the fbconfigs array (the first one is the best match). visual = Glx.GetVisualFromFBConfig(display, *fbconfigs); Functions.XFree((IntPtr)fbconfigs); } } } catch (EntryPointNotFoundException) { Debug.Print("Function glXChooseFBConfig not supported."); return IntPtr.Zero; } } return visual; } // See http://publib.boulder.ibm.com/infocenter/systems/index.jsp?topic=/com.ibm.aix.opengl/doc/openglrf/glXChooseVisual.htm IntPtr SelectVisualUsingChooseVisual(ColorFormat color, int depth, int stencil, int samples, ColorFormat accum, int buffers, bool stereo) { List visualAttributes = new List(); Debug.Print("Bits per pixel: {0}", color.BitsPerPixel); if (color.BitsPerPixel > 0) { if (!color.IsIndexed) visualAttributes.Add((int)GLXAttribute.RGBA); visualAttributes.Add((int)GLXAttribute.RED_SIZE); visualAttributes.Add(color.Red); visualAttributes.Add((int)GLXAttribute.GREEN_SIZE); visualAttributes.Add(color.Green); visualAttributes.Add((int)GLXAttribute.BLUE_SIZE); visualAttributes.Add(color.Blue); visualAttributes.Add((int)GLXAttribute.ALPHA_SIZE); visualAttributes.Add(color.Alpha); } Debug.Print("Depth: {0}", depth); if (depth > 0) { visualAttributes.Add((int)GLXAttribute.DEPTH_SIZE); visualAttributes.Add(depth); } if (buffers > 1) visualAttributes.Add((int)GLXAttribute.DOUBLEBUFFER); if (stencil > 1) { visualAttributes.Add((int)GLXAttribute.STENCIL_SIZE); visualAttributes.Add(stencil); } if (accum.BitsPerPixel > 0) { visualAttributes.Add((int)GLXAttribute.ACCUM_ALPHA_SIZE); visualAttributes.Add(accum.Alpha); visualAttributes.Add((int)GLXAttribute.ACCUM_BLUE_SIZE); visualAttributes.Add(accum.Blue); visualAttributes.Add((int)GLXAttribute.ACCUM_GREEN_SIZE); visualAttributes.Add(accum.Green); visualAttributes.Add((int)GLXAttribute.ACCUM_RED_SIZE); visualAttributes.Add(accum.Red); } if (samples > 0) { visualAttributes.Add((int)GLXAttribute.SAMPLE_BUFFERS); visualAttributes.Add(1); visualAttributes.Add((int)GLXAttribute.SAMPLES); visualAttributes.Add(samples); } if (stereo) visualAttributes.Add((int)GLXAttribute.STEREO); visualAttributes.Add(0); Debug.Print("Falling back to glXChooseVisual."); IntPtr display = API.DefaultDisplay; using (new XLock(display)) { return Glx.ChooseVisual(display, Functions.XDefaultScreen(display), visualAttributes.ToArray()); } } #endregion } }