Opentk/Source/OpenTK/Graphics/GraphicsContext.cs
2014-07-21 17:46:39 +02:00

679 lines
28 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos
//
// 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.Collections.Generic;
using System.Text;
using System.Diagnostics;
using OpenTK.Platform;
namespace OpenTK.Graphics
{
/// <summary>
/// Represents and provides methods to manipulate an OpenGL render context.
/// </summary>
public sealed class GraphicsContext : IGraphicsContext, IGraphicsContextInternal
{
/// <summary>
/// Used to retrive function pointers by name.
/// </summary>
/// <param name="function">The function name.</param>
/// <returns>A function pointer to <paramref name="function"/>, or <c>IntPtr.Zero</c></returns>
public delegate IntPtr GetAddressDelegate(string function);
/// <summary>
/// Used to return the handel of the current OpenGL context.
/// </summary>
/// <returns>The current OpenGL context, or <c>IntPtr.Zero</c> if no context is on the calling thread.</returns>
public delegate ContextHandle GetCurrentContextDelegate();
#region --- Fields ---
IGraphicsContext implementation; // The actual render context implementation for the underlying platform.
bool disposed;
bool check_errors = true;
// Cache for the context handle. We need this for RemoveContext()
// in case the user does not call Dispose(). When this happens,
// RemoveContext() is called by the finalizer, in which case
// the IGraphicsContext implementation may already be null
// (hence we cannot call implementation.Context to retrieve
// the handle.)
ContextHandle handle_cached;
static bool share_contexts = true;
static bool direct_rendering = true;
readonly static object SyncRoot = new object();
// Maps OS-specific context handles to GraphicsContext instances.
readonly static Dictionary<ContextHandle, IGraphicsContext> available_contexts =
new Dictionary<ContextHandle, IGraphicsContext>();
#endregion
#region --- Constructors ---
/// <summary>
/// Constructs a new GraphicsContext with the specified GraphicsMode and attaches it to the specified window.
/// </summary>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
/// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
public GraphicsContext(GraphicsMode mode, IWindowInfo window)
: this(mode, window, 1, 0, GraphicsContextFlags.Default)
{ }
/// <summary>
/// Constructs a new GraphicsContext with the specified GraphicsMode, version and flags, and attaches it to the specified window.
/// </summary>
/// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
/// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
/// <param name="major">The major version of the new GraphicsContext.</param>
/// <param name="minor">The minor version of the new GraphicsContext.</param>
/// <param name="flags">The GraphicsContextFlags for the GraphicsContext.</param>
/// <remarks>
/// Different hardware supports different flags, major and minor versions. Invalid parameters will be silently ignored.
/// </remarks>
public GraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
{
lock (SyncRoot)
{
bool designMode = false;
if (mode == null && window == null)
designMode = true;
else if (mode == null) throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
else if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");
// Silently ignore invalid major and minor versions.
if (major <= 0)
major = 1;
if (minor < 0)
minor = 0;
Debug.Print("Creating GraphicsContext.");
try
{
Debug.Indent();
Debug.Print("GraphicsMode: {0}", mode);
Debug.Print("IWindowInfo: {0}", window);
Debug.Print("GraphicsContextFlags: {0}", flags);
Debug.Print("Requested version: {0}.{1}", major, minor);
IGraphicsContext shareContext = FindSharedContext();
// Todo: Add a DummyFactory implementing IPlatformFactory.
if (designMode)
{
implementation = new Platform.Dummy.DummyGLContext();
}
else
{
IPlatformFactory factory = null;
switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
{
case false: factory = Factory.Default; break;
case true: factory = Factory.Embedded; break;
}
// Note: this approach does not allow us to mix native and EGL contexts in the same process.
// This should not be a problem, as this use-case is not interesting for regular applications.
// Note 2: some platforms may not support a direct way of getting the current context
// (this happens e.g. with DummyGLContext). In that case, we use a slow fallback which
// iterates through all known contexts and checks if any is current (check GetCurrentContext
// declaration).
if (GetCurrentContext == null)
{
GetCurrentContext = factory.CreateGetCurrentGraphicsContext();
}
implementation = factory.CreateGLContext(mode, window, shareContext, direct_rendering, major, minor, flags);
handle_cached = ((IGraphicsContextInternal)implementation).Context;
}
AddContext(this);
}
finally
{
Debug.Unindent();
}
}
}
/// <summary>
/// Initializes a new instance of the <see cref="OpenTK.Graphics.GraphicsContext"/> class using
/// an external context handle that was created by a third-party library.
/// </summary>
/// <param name="handle">
/// A valid, unique handle for an external OpenGL context, or <c>ContextHandle.Zero</c> to use the current context.
/// It is an error to specify a handle that has been created through OpenTK or that has been passed to OpenTK before.
/// </param>
/// <param name="getAddress">
/// A <c>GetAddressDelegate</c> instance that accepts the name of an OpenGL function and returns
/// a valid function pointer, or <c>IntPtr.Zero</c> if that function is not supported. This delegate should be
/// implemented using the same toolkit that created the OpenGL context (i.e. if the context was created with
/// SDL_GL_CreateContext(), then this delegate should use SDL_GL_GetProcAddress() to retrieve function
/// pointers.)
/// </param>
/// <param name="getCurrent">
/// A <c>GetCurrentContextDelegate</c> instance that returns the handle of the current OpenGL context,
/// or <c>IntPtr.Zero</c> if no context is current on the calling thread. This delegate should be implemented
/// using the same toolkit that created the OpenGL context (i.e. if the context was created with
/// SDL_GL_CreateContext(), then this delegate should use SDL_GL_GetCurrentContext() to retrieve
/// the current context.)
/// </param>
public GraphicsContext(ContextHandle handle, GetAddressDelegate getAddress, GetCurrentContextDelegate getCurrent)
{
if (getAddress == null || getCurrent == null)
throw new ArgumentNullException();
// Make sure OpenTK has been initialized.
// Fixes https://github.com/opentk/opentk/issues/52
Toolkit.Init();
lock (SyncRoot)
{
// Replace a zero-handle by the current context, if any
if (handle == ContextHandle.Zero)
{
handle = getCurrent();
}
// Make sure this handle corresponds to a valid, unique OpenGL context
if (handle == ContextHandle.Zero)
{
throw new GraphicsContextMissingException();
}
else if (available_contexts.ContainsKey(handle))
{
throw new InvalidOperationException("Context handle has already been added");
}
// We have a valid handle for an external OpenGL context, wrap it into a
// DummyGLContext instance.
implementation = new Platform.Dummy.DummyGLContext(handle, getAddress);
GetCurrentContext = getCurrent ?? GetCurrentContext;
AddContext(this);
}
implementation.LoadAll();
}
/// <summary>
/// Constructs a new GraphicsContext from a pre-existing context created outside of OpenTK.
/// </summary>
/// <param name="handle">The handle of the existing context. This must be a valid, unique handle that is not known to OpenTK.</param>
/// <param name="window">This parameter is reserved.</param>
public GraphicsContext(ContextHandle handle, IWindowInfo window)
: this(handle, window, null, 1, 0, GraphicsContextFlags.Default)
{ }
/// <summary>
/// Constructs a new GraphicsContext from a pre-existing context created outside of OpenTK.
/// </summary>
/// <param name="handle">The handle of the existing context. This must be a valid, unique handle that is not known to OpenTK.</param>
/// <param name="window">This parameter is reserved.</param>
/// <param name="shareContext">This parameter is reserved.</param>
/// <param name="major">This parameter is reserved.</param>
/// <param name="minor">This parameter is reserved.</param>
/// <param name="flags">This parameter is reserved..</param>
public GraphicsContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags)
: this(handle, Platform.Utilities.CreateGetAddress(), Factory.Default.CreateGetCurrentGraphicsContext())
{ }
#endregion
#region Public Members
/// <summary>
/// Returns a <see cref="System.String"/> representing this instance.
/// </summary>
/// <returns>A <see cref="System.String"/> that contains a string representation of this instance.</returns>
public override string ToString()
{
return (this as IGraphicsContextInternal).Context.ToString();
}
/// <summary>
/// Returns the hash code for this instance.
/// </summary>
/// <returns>A System.Int32 with the hash code of this instance.</returns>
public override int GetHashCode()
{
return (this as IGraphicsContextInternal).Context.GetHashCode();
}
/// <summary>
/// Compares two instances.
/// </summary>
/// <param name="obj">The instance to compare to.</param>
/// <returns>True, if obj is equal to this instance; false otherwise.</returns>
public override bool Equals(object obj)
{
return (obj is GraphicsContext) &&
(this as IGraphicsContextInternal).Context == (obj as IGraphicsContextInternal).Context;
}
#endregion
#region Private Members
static void AddContext(IGraphicsContextInternal context)
{
ContextHandle ctx = context.Context;
if (!available_contexts.ContainsKey(ctx))
{
available_contexts.Add(ctx, (IGraphicsContext)context);
}
else
{
Debug.Print("A GraphicsContext with handle {0} already exists.", ctx);
Debug.Print("Did you forget to call Dispose()?");
available_contexts[ctx] = (IGraphicsContext)context;
}
}
static void RemoveContext(IGraphicsContextInternal context)
{
ContextHandle ctx = context.Context;
if (available_contexts.ContainsKey(ctx))
{
available_contexts.Remove(ctx);
}
else
{
Debug.Print("Tried to remove non-existent GraphicsContext handle {0}. Call Dispose() to avoid this error.", ctx);
}
}
static IGraphicsContext FindSharedContext()
{
if (GraphicsContext.ShareContexts)
{
// A small hack to create a shared context with the first available context.
foreach (IGraphicsContext target in GraphicsContext.available_contexts.Values)
{
// Fix for bug 1874: if a GraphicsContext gets finalized
// (but not disposed), it won't be removed from available_contexts
// making this return null even if another valid context exists.
// The workaround is to simply ignore null targets.
if (target != null)
return target;
}
}
return null;
}
#endregion
#region --- Static Members ---
#region public static GraphicsContext CreateDummyContext()
/// <summary>
/// Creates a dummy GraphicsContext to allow OpenTK to work with contexts created by external libraries.
/// </summary>
/// <returns>A new, dummy GraphicsContext instance.</returns>
/// <remarks>
/// <para>Instances created by this method will not be functional. Instance methods will have no effect.</para>
/// <para>This method requires that a context is current on the calling thread.</para>
/// </remarks>
[Obsolete("Use GraphicsContext(ContextHandle, IWindowInfo) constructor instead")]
public static GraphicsContext CreateDummyContext()
{
ContextHandle handle = GetCurrentContext();
if (handle == ContextHandle.Zero)
throw new InvalidOperationException("No GraphicsContext is current on the calling thread.");
return CreateDummyContext(handle);
}
/// <summary>
/// Creates a dummy GraphicsContext to allow OpenTK to work with contexts created by external libraries.
/// </summary>
/// <param name="handle">The handle of a context.</param>
/// <returns>A new, dummy GraphicsContext instance.</returns>
/// <remarks>
/// <para>Instances created by this method will not be functional. Instance methods will have no effect.</para>
/// </remarks>
[Obsolete("Use GraphicsContext(ContextHandle, IWindowInfo) constructor instead")]
public static GraphicsContext CreateDummyContext(ContextHandle handle)
{
if (handle == ContextHandle.Zero)
throw new ArgumentOutOfRangeException("handle");
return new GraphicsContext(handle, (IWindowInfo)null);
}
#endregion
#region public static void Assert()
/// <summary>
/// Checks if a GraphicsContext exists in the calling thread and throws a GraphicsContextMissingException if it doesn't.
/// </summary>
/// <exception cref="GraphicsContextMissingException">Generated when no GraphicsContext is current in the calling thread.</exception>
public static void Assert()
{
if (GraphicsContext.CurrentContext == null)
throw new GraphicsContextMissingException();
}
#endregion
#region public static IGraphicsContext CurrentContext
internal static GetCurrentContextDelegate GetCurrentContext;
/// <summary>
/// Gets the GraphicsContext that is current in the calling thread.
/// </summary>
/// <remarks>
/// Note: this property will not function correctly when both desktop and EGL contexts are
/// available in the same process. This scenario is very unlikely to appear in practice.
/// </remarks>
public static IGraphicsContext CurrentContext
{
get
{
lock (SyncRoot)
{
if (available_contexts.Count > 0)
{
ContextHandle handle = GetCurrentContext();
if (handle.Handle != IntPtr.Zero)
return (IGraphicsContext)available_contexts[handle];
}
return null;
}
}
}
#endregion
#region public static bool ShareContexts
/// <summary>Gets or sets a System.Boolean, indicating whether GraphicsContext resources are shared</summary>
/// <remarks>
/// <para>If ShareContexts is true, new GLContexts will share resources. If this value is
/// false, new GLContexts will not share resources.</para>
/// <para>Changing this value will not affect already created GLContexts.</para>
/// </remarks>
public static bool ShareContexts { get { return share_contexts; } set { share_contexts = value; } }
#endregion
#region public static bool DirectRendering
/// <summary>Gets or sets a System.Boolean, indicating whether GraphicsContexts will perform direct rendering.</summary>
/// <remarks>
/// <para>
/// If DirectRendering is true, new contexts will be constructed with direct rendering capabilities, if possible.
/// If DirectRendering is false, new contexts will be constructed with indirect rendering capabilities.
/// </para>
/// <para>This property does not affect existing GraphicsContexts, unless they are recreated.</para>
/// <para>
/// This property is ignored on Operating Systems without support for indirect rendering, like Windows and OS X.
/// </para>
/// </remarks>
public static bool DirectRendering
{
get { return direct_rendering; }
set { direct_rendering = value; }
}
#endregion
#endregion
#region --- IGraphicsContext Members ---
/// <summary>
/// Gets or sets a System.Boolean, indicating whether automatic error checking should be performed.
/// Influences the debug version of OpenTK.dll, only.
/// </summary>
/// <remarks>Automatic error checking will clear the OpenGL error state. Set CheckErrors to false if you use
/// the OpenGL error state in your code flow (e.g. for checking supported texture formats).</remarks>
public bool ErrorChecking
{
get { return check_errors; }
set { check_errors = value; }
}
/// <summary>
/// Swaps buffers on a context. This presents the rendered scene to the user.
/// </summary>
public void SwapBuffers()
{
implementation.SwapBuffers();
}
/// <summary>
/// Makes the GraphicsContext the current rendering target.
/// </summary>
/// <param name="window">A valid <see cref="OpenTK.Platform.IWindowInfo" /> structure.</param>
/// <remarks>
/// You can use this method to bind the GraphicsContext to a different window than the one it was created from.
/// </remarks>
public void MakeCurrent(IWindowInfo window)
{
implementation.MakeCurrent(window);
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this instance is current in the calling thread.
/// </summary>
public bool IsCurrent
{
get { return implementation.IsCurrent; }
}
/// <summary>
/// Gets a <see cref="System.Boolean"/> indicating whether this instance has been disposed.
/// It is an error to access any instance methods if this property returns true.
/// </summary>
public bool IsDisposed
{
get { return disposed && implementation.IsDisposed; }
private set { disposed = value; }
}
/// <summary>
/// [obsolete] Use SwapInterval property instead.
/// Gets or sets a value indicating whether VSync is enabled. When VSync is
/// enabled, <see cref="SwapBuffers()"/> calls will be synced to the refresh
/// rate of the <see cref="DisplayDevice"/> that contains improving visual
/// quality and reducing CPU usage. However, systems that cannot maintain
/// the requested rendering rate will suffer from large jumps in performance.
/// This can be counteracted by increasing the <see cref="SwapInterval"/>
/// value.
/// </summary>
[Obsolete("Use SwapInterval property instead.")]
public bool VSync
{
#pragma warning disable 0612, 0618 // CS0612/CS0618: 'member' is obsolete
get { return implementation.VSync; }
set { implementation.VSync = value; }
#pragma warning restore 0612, 0618
}
/// <summary>
/// Gets or sets a positive integer in the range [1, n), indicating the number of
/// <see cref="DisplayDevice"/> refreshes between consecutive
/// <see cref="SwapBuffers()"/> calls. The maximum value for n is
/// implementation-dependent. The default value is 1.
/// This value will only affect instances where <see cref="VSync"/> is enabled.
/// Invalid values will be clamped to the valid range.
/// </summary>
public int SwapInterval
{
get { return implementation.SwapInterval; }
set { implementation.SwapInterval = value; }
}
/// <summary>
/// Updates the graphics context. This must be called when the render target
/// is resized for proper behavior on Mac OS X.
/// </summary>
/// <param name="window"></param>
public void Update(IWindowInfo window)
{
implementation.Update(window);
}
/// <summary>
/// Loads all OpenGL entry points.
/// </summary>
/// <exception cref="OpenTK.Graphics.GraphicsContextException">
/// Occurs when this instance is not current on the calling thread.
/// </exception>
public void LoadAll()
{
if (GraphicsContext.CurrentContext != this)
throw new GraphicsContextException();
implementation.LoadAll();
}
#endregion
#region --- IGraphicsContextInternal Members ---
/// <summary>
/// Gets the platform-specific implementation of this IGraphicsContext.
/// </summary>
IGraphicsContext IGraphicsContextInternal.Implementation
{
get { return implementation; }
}
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
ContextHandle IGraphicsContextInternal.Context
{
get
{
if (implementation != null)
{
handle_cached = ((IGraphicsContextInternal)implementation).Context;
}
return handle_cached;
}
}
/// <summary>
/// Gets the GraphicsMode of the context.
/// </summary>
public GraphicsMode GraphicsMode
{
get { return (implementation as IGraphicsContext).GraphicsMode; }
}
/// <summary>
/// Retrieves the implementation-defined address of an OpenGL function.
/// </summary>
/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
/// <returns>
/// A pointer to the specified function or an invalid pointer if the function is not
/// available in the current OpenGL context. The return value and calling convention
/// depends on the underlying platform.
/// </returns>
IntPtr IGraphicsContextInternal.GetAddress(string function)
{
IntPtr name = System.Runtime.InteropServices.Marshal.StringToHGlobalAnsi(function);
IntPtr address = (implementation as IGraphicsContextInternal).GetAddress(name);
System.Runtime.InteropServices.Marshal.FreeHGlobal(name);
return address;
}
/// <summary>
/// Retrieves the implementation-defined address of an OpenGL function.
/// </summary>
/// <param name="function">
/// A pointer to a null-terminated buffer
/// containing the name of the OpenGL function.
/// </param>
/// <returns>
/// A pointer to the specified function or an invalid pointer if the function is not
/// available in the current OpenGL context. The return value and calling convention
/// depends on the underlying platform.
/// </returns>
IntPtr IGraphicsContextInternal.GetAddress(IntPtr function)
{
return (implementation as IGraphicsContextInternal).GetAddress(function);
}
#endregion
#region --- IDisposable Members ---
/// <summary>
/// Disposes of the GraphicsContext.
/// </summary>
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool manual)
{
if (!IsDisposed)
{
lock (SyncRoot)
{
RemoveContext(this);
}
// Note: we cannot dispose the implementation
// from a different thread. See wglDeleteContext.
// This is also known to crash GLX implementations.
if (manual)
{
Debug.Print("Disposing context {0}.", (this as IGraphicsContextInternal).Context.ToString());
if (implementation != null)
implementation.Dispose();
}
else
{
Debug.WriteLine("GraphicsContext leaked, did you forget to call Dispose()?");
}
IsDisposed = true;
}
}
/// <summary>
/// Marks this context as deleted, but does not actually release unmanaged resources
/// due to the threading requirements of OpenGL. Use <see cref="GraphicsContext.Dispose()"/>
/// instead.
/// </summary>
~GraphicsContext()
{
Dispose(false);
}
#endregion
}
}