#region License // // The Open Toolkit Library License // // Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights to // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of // the Software, and to permit persons to whom the Software is furnished to do // so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR // OTHER DEALINGS IN THE SOFTWARE. // #endregion using System; using System.Diagnostics; using OpenTK; using OpenTK.Graphics; namespace OpenTK.Platform.SDL2 { class Sdl2GraphicsContext : DesktopGraphicsContext { IWindowInfo Window { get; set; } ContextHandle SdlContext { get; set; } Sdl2GraphicsContext(IWindowInfo window) { // It is possible to create a GraphicsContext on a window // that is not owned by SDL (e.g. a GLControl). In that case, // we need to use SDL_CreateWindowFrom in order to // convert the foreign window to a SDL window. if (window is Sdl2WindowInfo) { Window = window; } else { Window = new Sdl2WindowInfo( SDL.SDL_CreateWindowFrom(window.Handle), null); } } public Sdl2GraphicsContext(GraphicsMode mode, IWindowInfo win, IGraphicsContext shareContext, int major, int minor, OpenTK.Graphics.GraphicsContextFlags flags) : this(win) { lock (SDL.Sync) { SetGLAttributes(mode, shareContext, major, minor, flags); SdlContext = new ContextHandle(SDL.SDL_GL_CreateContext(Window.Handle)); } if (SdlContext == ContextHandle.Zero) { Debug.Print("SDL2 failed to create OpenGL context: {0}", SDL.SDL_GetError()); } Handle = GraphicsContext.GetCurrentContext(); } #region Private Members void SetGLAttributes(GraphicsMode mode, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags) { if (mode.AccumulatorFormat.BitsPerPixel > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ACCUM_ALPHA_SIZE, mode.AccumulatorFormat.Alpha); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ACCUM_RED_SIZE, mode.AccumulatorFormat.Red); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ACCUM_GREEN_SIZE, mode.AccumulatorFormat.Green); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ACCUM_BLUE_SIZE, mode.AccumulatorFormat.Blue); } if (mode.Buffers > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, mode.Buffers > 1 ? 1 : 0); } if (mode.ColorFormat > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, mode.ColorFormat.Alpha); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, mode.ColorFormat.Red); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, mode.ColorFormat.Green); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, mode.ColorFormat.Blue); } if (mode.Depth > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DEPTH_SIZE, mode.Depth); } if (mode.Samples > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_MULTISAMPLEBUFFERS, 1); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_MULTISAMPLESAMPLES, mode.Samples); } if (mode.Stencil > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_STENCIL_SIZE, mode.Stereo ? 1 : 0); } if (mode.Stereo) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_STEREO, 1); } if (major > 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MAJOR_VERSION, major); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_MINOR_VERSION, minor); } if ((flags & GraphicsContextFlags.Debug) != 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_FLAGS, (int)SDL.SDL_GLcontext.SDL_GL_CONTEXT_DEBUG_FLAG); } if ((flags & GraphicsContextFlags.Embedded) != 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_EGL, 1); SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_ES); } if ((flags & GraphicsContextFlags.ForwardCompatible) != 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_PROFILE_MASK, (int)SDL.SDL_GLprofile.SDL_GL_CONTEXT_PROFILE_CORE); } /* if ((flags & GraphicsContextFlags.Robust) != 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_FLAGS, (int)SDL.SDL_GLcontext.SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG); } if ((flags & GraphicsContextFlags.ResetIsolation) != 0) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_CONTEXT_FLAGS, (int)SDL.SDL_GLcontext.SDL_GL_CONTEXT_RESET_ISOLATION_FLAG); } */ if (shareContext != null) { if (shareContext.IsCurrent) { SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); } else { Trace.WriteLine("Warning: SDL2 requires a shared context to be current before sharing. Sharing failed."); } } } #endregion #region GraphicsContextBase Members public override void SwapBuffers() { SDL.SDL_GL_SwapWindow(Window.Handle); } public override void MakeCurrent(IWindowInfo window) { int result = 0; if (window != null) { result = SDL.SDL_GL_MakeCurrent(window.Handle, SdlContext.Handle); } else { result = SDL.SDL_GL_MakeCurrent(IntPtr.Zero, IntPtr.Zero); } if (result < 0) { Debug.Print("SDL2 MakeCurrent failed with: {0}", SDL.SDL_GetError()); } } public override IntPtr GetAddress(string function) { return SDL.SDL_GL_GetProcAddress(function); } public override bool IsCurrent { get { return GraphicsContext.GetCurrentContext() == Context; } } public override int SwapInterval { get { return SDL.SDL_GL_GetSwapInterval(); } set { if (SDL.SDL_GL_SetSwapInterval(value) < 0) { Debug.Print("SDL2 failed to set swap interval: {0}", SDL.SDL_GetError()); } } } #endregion #region IDisposable Members void Dispose(bool manual) { if (!IsDisposed) { if (manual) { Debug.Print("Disposing {0}", GetType()); lock (SDL.Sync) { SDL.SDL_GL_DeleteContext(SdlContext.Handle); } } else { Debug.WriteLine("Sdl2GraphicsContext leaked, did you forget to call Dispose()?"); } IsDisposed = true; } } public override void Dispose() { Dispose(true); GC.SuppressFinalize(this); } ~Sdl2GraphicsContext() { Dispose(false); } #endregion } }