Opentk/Source/OpenTK/Platform/X11/X11GLContext.cs
the_fiddler c1fa34087c Decoupled GLContext from GLControl/GameWindow even more, by using IWindowInfo to pass data between them.
Implemented the IWindowInfo.GetInfoFrom methods.
Removed said methods from OpenTK/Platform/Utilities.
2007-09-09 11:52:09 +00:00

261 lines
8.3 KiB
C#

#region --- License ---
/* Copyright (c) 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using OpenTK.OpenGL;
namespace OpenTK.Platform.X11
{
/// <summary>
/// Provides methods to create and control an opengl context on the X11 platform.
/// This class supports OpenTK, and is not intended for use by OpenTK programs.
/// </summary>
internal sealed class X11GLContext : OpenTK.Platform.IGLContext
{
private IntPtr context;
private DisplayMode mode;
private WindowInfo windowInfo;
private IntPtr visual;
private bool disposed;
#region --- Constructors ---
internal X11GLContext() : this(new DisplayMode(), new WindowInfo())
{
}
internal X11GLContext(DisplayMode mode) : this(mode, new WindowInfo())
{
}
internal X11GLContext(DisplayMode mode, IWindowInfo info)
{
if (info == null)
throw new ArgumentException("IWindowInfo cannot be null.");
this.windowInfo = info as WindowInfo;
this.mode = mode;
this.ChooseContext();
}
#endregion
#region internal XVisualInfo VisualInfo
internal XVisualInfo VisualInfo
{
get { return windowInfo.VisualInfo; }
}
#endregion
#region internal IntPtr Handle
internal IntPtr Handle
{
get { return windowInfo.Handle; }
set { windowInfo.Handle = value; }
}
#endregion
#region internal DisplayMode Mode
internal DisplayMode Mode
{
get { return mode; }
set
{
if (context == IntPtr.Zero)
{
mode = value;
}
else
{
Debug.Print("Cannot change DisplayMode of an existing context.");
}
}
}
#endregion
#region private void PrepareContext()
private void ChooseContext()
{
List<int> visualAttributes = new List<int>();
if (mode == null)
{
// Define the bare essentials - needed for compatibility with Mono's System.Windows.Forms
Debug.Print("Preparing visual for System.Windows.Forms (compatibility mode)");
visualAttributes.Add((int)Glx.Enums.GLXAttribute.RGBA);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.DEPTH_SIZE);
visualAttributes.Add((int)1);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.DOUBLEBUFFER);
visualAttributes.Add((int)0);
}
else
{
Debug.Print("Preparing visual for DisplayMode: {0}", mode.ToString());
visualAttributes.Add((int)Glx.Enums.GLXAttribute.RGBA);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.RED_SIZE);
visualAttributes.Add((int)mode.Color.Red);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.GREEN_SIZE);
visualAttributes.Add((int)mode.Color.Green);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.BLUE_SIZE);
visualAttributes.Add((int)mode.Color.Blue);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.ALPHA_SIZE);
visualAttributes.Add((int)mode.Color.Alpha);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.DEPTH_SIZE);
visualAttributes.Add((int)mode.DepthBits);
visualAttributes.Add((int)Glx.Enums.GLXAttribute.DOUBLEBUFFER);
visualAttributes.Add((int)0);
}
visual = Glx.ChooseVisual(windowInfo.Display, windowInfo.Screen, visualAttributes.ToArray());
if (visual == IntPtr.Zero)
{
throw new ApplicationException(String.Format("Requested DisplayMode not available ({0}).", mode.ToString()));
}
else
{
windowInfo.VisualInfo = (XVisualInfo)Marshal.PtrToStructure(visual, typeof(XVisualInfo));
Debug.Print("Prepared visual: {0}", windowInfo.VisualInfo.ToString());
}
}
#endregion
#region internal void CreateContext(X11GLContext shareContext, bool direct)
internal void CreateContext(X11GLContext shareContext, bool direct)
{
Debug.WriteLine("Creating opengl context.");
Debug.Indent();
IntPtr shareHandle = shareContext != null ? shareContext.windowInfo.Handle : IntPtr.Zero;
Debug.WriteLine(shareHandle == IntPtr.Zero ? "Context is not shared." :
String.Format("Context is shared with context: {0}", shareHandle));
Debug.WriteLine(direct ? "Context is direct." : "Context is indirect.");
context = Glx.CreateContext(windowInfo.Display, visual, shareHandle, direct);
Debug.Unindent();
if (context != IntPtr.Zero)
{
Debug.WriteLine(String.Format("New opengl context created. (id: {0})", context));
}
else
{
throw new ApplicationException("Glx.CreateContext call failed (returned 0).");
}
}
#endregion
#region --- IGLContext Members ---
#region public void SwapBuffers()
public void SwapBuffers()
{
Glx.SwapBuffers(windowInfo.Display, windowInfo.Handle);
}
#endregion
#region public void MakeCurrent()
bool result;
public void MakeCurrent()
{
Debug.Write(String.Format("Making context {0} current on thread {1} (Display: {2}, Screen: {3}, Window: {4})... ",
context, System.Threading.Thread.CurrentThread.ManagedThreadId, windowInfo.Display, windowInfo.Screen, windowInfo.Handle));
if (windowInfo.Display != IntPtr.Zero && windowInfo.Handle != IntPtr.Zero && context != IntPtr.Zero)
{
result = Glx.MakeCurrent(windowInfo.Display, windowInfo.Handle, context);
if (!result)
{
Debug.WriteLine("failed.");
// probably need to recreate context here.
//throw new ApplicationException(String.Format("Failed to make context {0} current on thread {1}.",
// context, System.Threading.Thread.CurrentThread.ManagedThreadId));
}
else
{
Debug.WriteLine("done!");
}
}
}
#endregion
public bool IsCurrent()
{
throw new NotImplementedException();
}
#region public IntPtr GetAddress(string function)
public IntPtr GetAddress(string function)
{
return Glx.GetProcAddress(function);
}
#endregion
public IEnumerable<DisplayMode> GetDisplayModes()
{
throw new Exception("The method or operation is not implemented.");
}
#endregion
#region --- IDisposable Members ---
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool manuallyCalled)
{
if (!disposed)
{
// Clean unmanaged resources:
Glx.MakeCurrent(windowInfo.Display, IntPtr.Zero, IntPtr.Zero);
Glx.DestroyContext(windowInfo.Display, context);
API.Free(visual);
if (manuallyCalled)
{
// Safe to clean managed resources, too
}
}
disposed = true;
}
~X11GLContext()
{
this.Dispose(false);
}
#endregion
}
}