#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.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.GL.CreateContext(Window.Handle)); Mode = GetGLAttributes(SdlContext, out flags); Debug.Print("SDL2 created GraphicsContext (mode: {0}) (flags: {1}", Mode, flags); } if (SdlContext == ContextHandle.Zero) { var error = SDL.GetError(); Debug.Print("SDL2 failed to create OpenGL context: {0}", error); throw new GraphicsContextException(error); } Handle = GraphicsContext.GetCurrentContext(); } #region Private Members static GraphicsMode GetGLAttributes(ContextHandle sdlContext, out GraphicsContextFlags context_flags) { context_flags = 0; int accum_red, accum_green, accum_blue, accum_alpha; SDL.GL.GetAttribute(ContextAttribute.ACCUM_RED_SIZE, out accum_red); SDL.GL.GetAttribute(ContextAttribute.ACCUM_GREEN_SIZE, out accum_green); SDL.GL.GetAttribute(ContextAttribute.ACCUM_BLUE_SIZE, out accum_blue); SDL.GL.GetAttribute(ContextAttribute.ACCUM_ALPHA_SIZE, out accum_alpha); int buffers; SDL.GL.GetAttribute(ContextAttribute.DOUBLEBUFFER, out buffers); // DOUBLEBUFFER return a boolean (0-false, 1-true), so we need // to adjust the buffer count (false->1 buffer, true->2 buffers) buffers++; int red, green, blue, alpha; SDL.GL.GetAttribute(ContextAttribute.RED_SIZE, out red); SDL.GL.GetAttribute(ContextAttribute.GREEN_SIZE, out green); SDL.GL.GetAttribute(ContextAttribute.BLUE_SIZE, out blue); SDL.GL.GetAttribute(ContextAttribute.ALPHA_SIZE, out alpha); int depth, stencil; SDL.GL.GetAttribute(ContextAttribute.DEPTH_SIZE, out depth); SDL.GL.GetAttribute(ContextAttribute.STENCIL_SIZE, out stencil); int samples; SDL.GL.GetAttribute(ContextAttribute.MULTISAMPLESAMPLES, out samples); int stereo; SDL.GL.GetAttribute(ContextAttribute.STEREO, out stereo); int major, minor; SDL.GL.GetAttribute(ContextAttribute.CONTEXT_MAJOR_VERSION, out major); SDL.GL.GetAttribute(ContextAttribute.CONTEXT_MINOR_VERSION, out minor); int flags; SDL.GL.GetAttribute(ContextAttribute.CONTEXT_FLAGS, out flags); int egl; SDL.GL.GetAttribute(ContextAttribute.CONTEXT_EGL, out egl); int profile; SDL.GL.GetAttribute(ContextAttribute.CONTEXT_PROFILE_MASK, out profile); if (egl != 0 && (profile & (int)ContextProfileFlags.ES) != 0) { context_flags |= GraphicsContextFlags.Embedded; } if ((flags & (int)ContextFlags.DEBUG) != 0) { context_flags |= GraphicsContextFlags.Debug; } if ((profile & (int)ContextProfileFlags.CORE) != 0) { context_flags |= GraphicsContextFlags.ForwardCompatible; } return new GraphicsMode( new ColorFormat(red, green, blue, alpha), depth, stencil, samples, new ColorFormat(accum_red, accum_green, accum_blue, accum_alpha), buffers, stereo != 0 ? true : false); } static void SetGLAttributes(GraphicsMode mode, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags) { if (mode.AccumulatorFormat.BitsPerPixel > 0) { SDL.GL.SetAttribute(ContextAttribute.ACCUM_ALPHA_SIZE, mode.AccumulatorFormat.Alpha); SDL.GL.SetAttribute(ContextAttribute.ACCUM_RED_SIZE, mode.AccumulatorFormat.Red); SDL.GL.SetAttribute(ContextAttribute.ACCUM_GREEN_SIZE, mode.AccumulatorFormat.Green); SDL.GL.SetAttribute(ContextAttribute.ACCUM_BLUE_SIZE, mode.AccumulatorFormat.Blue); } if (mode.Buffers > 0) { SDL.GL.SetAttribute(ContextAttribute.DOUBLEBUFFER, mode.Buffers > 1 ? 1 : 0); } if (mode.ColorFormat > 0) { SDL.GL.SetAttribute(ContextAttribute.ALPHA_SIZE, mode.ColorFormat.Alpha); SDL.GL.SetAttribute(ContextAttribute.RED_SIZE, mode.ColorFormat.Red); SDL.GL.SetAttribute(ContextAttribute.GREEN_SIZE, mode.ColorFormat.Green); SDL.GL.SetAttribute(ContextAttribute.BLUE_SIZE, mode.ColorFormat.Blue); } if (mode.Depth > 0) { SDL.GL.SetAttribute(ContextAttribute.DEPTH_SIZE, mode.Depth); } if (mode.Samples > 0) { SDL.GL.SetAttribute(ContextAttribute.MULTISAMPLEBUFFERS, 1); SDL.GL.SetAttribute(ContextAttribute.MULTISAMPLESAMPLES, mode.Samples); } if (mode.Stencil > 0) { SDL.GL.SetAttribute(ContextAttribute.STENCIL_SIZE, mode.Stereo ? 1 : 0); } if (mode.Stereo) { SDL.GL.SetAttribute(ContextAttribute.STEREO, 1); } if (major > 0) { SDL.GL.SetAttribute(ContextAttribute.CONTEXT_MAJOR_VERSION, major); SDL.GL.SetAttribute(ContextAttribute.CONTEXT_MINOR_VERSION, minor); } if ((flags & GraphicsContextFlags.Debug) != 0) { SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.DEBUG); } /* if ((flags & GraphicsContextFlags.Robust) != 0) { SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.ROBUST_ACCESS_FLAG); } if ((flags & GraphicsContextFlags.ResetIsolation) != 0) { SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.RESET_ISOLATION_FLAG); } */ { ContextProfileFlags cpflags = 0; if ((flags & GraphicsContextFlags.Embedded) != 0) { cpflags |= ContextProfileFlags.ES; SDL.GL.SetAttribute(ContextAttribute.CONTEXT_EGL, 1); } if ((flags & GraphicsContextFlags.ForwardCompatible) != 0) { cpflags |= ContextProfileFlags.CORE; } if (cpflags != 0) { SDL.GL.SetAttribute(ContextAttribute.CONTEXT_PROFILE_MASK, cpflags); } } if (shareContext != null) { if (shareContext.IsCurrent) { SDL.GL.SetAttribute(ContextAttribute.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.GL.SwapWindow(Window.Handle); } public override void MakeCurrent(IWindowInfo window) { int result = 0; if (window != null) { result = SDL.GL.MakeCurrent(window.Handle, SdlContext.Handle); } else { result = SDL.GL.MakeCurrent(IntPtr.Zero, IntPtr.Zero); } if (result < 0) { Debug.Print("SDL2 MakeCurrent failed with: {0}", SDL.GetError()); } } public override IntPtr GetAddress(string function) { return SDL.GL.GetProcAddress(function); } public override bool IsCurrent { get { return GraphicsContext.GetCurrentContext() == Context; } } public override int SwapInterval { get { return SDL.GL.GetSwapInterval(); } set { if (SDL.GL.SetSwapInterval(value) < 0) { Debug.Print("SDL2 failed to set swap interval: {0}", SDL.GetError()); } } } #endregion #region IDisposable Members void Dispose(bool manual) { if (!IsDisposed) { if (manual) { Debug.Print("Disposing {0}", GetType()); lock (SDL.Sync) { 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 } }