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WinGraphicsMode no longer creates a temporary context in order to create the list of available modes. Instead, it requires to be passed an existing context in its constructor. WinGLContext now creates one temporary context in its static constructor and hands that to WinGraphicsMode. WinFactory no longer supports the CreateGraphicsMode API. This API will be removed in the future, because the link because contexts and modes cannot be separated in the general case.
425 lines
15 KiB
C#
425 lines
15 KiB
C#
#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* Contributions from Erik Ylvisaker
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* See license.txt for license info
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*/
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#endregion
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#region --- Using Directives ---
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Runtime.InteropServices;
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using System.Diagnostics;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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#endregion
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namespace OpenTK.Platform.Windows
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{
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/// \internal
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/// <summary>
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/// Provides methods to create and control an opengl context on the Windows platform.
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/// This class supports OpenTK, and is not intended for use by OpenTK programs.
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/// </summary>
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internal sealed class WinGLContext : DesktopGraphicsContext
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{
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static readonly object LoadLock = new object();
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static readonly object SyncRoot = new object();
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static IntPtr opengl32Handle;
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static bool wgl_loaded;
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const string opengl32Name = "OPENGL32.DLL";
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bool vsync_supported;
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static readonly IGraphicsMode ModeSelector;
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#region --- Contructors ---
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static WinGLContext()
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{
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// Dynamically load the OpenGL32.dll in order to use the extension loading capabilities of Wgl.
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if (opengl32Handle == IntPtr.Zero)
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{
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opengl32Handle = Functions.LoadLibrary(opengl32Name);
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if (opengl32Handle == IntPtr.Zero)
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throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}",
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opengl32Name, Marshal.GetLastWin32Error()));
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Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle));
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}
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// We need to create a temp context in order to load
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// wgl extensions (e.g. for multisampling or GL3).
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// We cannot rely on OpenTK.Platform.Wgl until we
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// create the context and call Wgl.LoadAll().
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Debug.Print("Creating temporary context for wgl extensions.");
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using (INativeWindow native = new NativeWindow())
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{
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// Create temporary context and load WGL entry points
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WinWindowInfo window = native.WindowInfo as WinWindowInfo;
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ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
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Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
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Wgl.LoadAll();
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// Query graphics modes
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ModeSelector = new WinGraphicsMode(temp_context, window.DeviceContext);
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// Destroy temporary context
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Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
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Wgl.Imports.DeleteContext(temp_context.Handle);
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wgl_loaded = true;
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}
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}
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public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
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int major, int minor, GraphicsContextFlags flags)
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{
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// There are many ways this code can break when accessed by multiple threads. The biggest offender is
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// the sharedContext stuff, which will only become valid *after* this constructor returns.
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// The easiest solution is to serialize all context construction - hence the big lock, below.
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lock (SyncRoot)
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{
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if (window == null)
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throw new ArgumentNullException("window", "Must point to a valid window.");
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if (window.Handle == IntPtr.Zero)
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throw new ArgumentException("window", "Must be a valid window.");
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Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
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System.Threading.Thread.CurrentThread.ManagedThreadId);
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lock (LoadLock)
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{
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// On intel drivers, wgl entry points appear to change
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// when creating multiple contexts. As a workaround,
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// we reload Wgl entry points every time we create a
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// new context - this solves the issue without any apparent
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// side-effects (i.e. the old contexts can still be handled
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// using the new entry points.)
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// Sigh...
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//if (!wgl_loaded)
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//{
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//}
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Mode = SetGraphicsModePFD(format, (WinWindowInfo)window);
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if (Wgl.Delegates.wglCreateContextAttribsARB != null)
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{
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try
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{
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Debug.Write("Using WGL_ARB_create_context... ");
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List<int> attributes = new List<int>();
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attributes.Add((int)ArbCreateContext.MajorVersion);
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attributes.Add(major);
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attributes.Add((int)ArbCreateContext.MinorVersion);
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attributes.Add(minor);
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if (flags != 0)
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{
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attributes.Add((int)ArbCreateContext.Flags);
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#warning "This is not entirely correct: Embedded is not a valid flag! We need to add a GetARBContextFlags(GraphicsContextFlags) method."
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attributes.Add((int)flags);
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}
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// According to the docs, " <attribList> specifies a list of attributes for the context.
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// The list consists of a sequence of <name,value> pairs terminated by the
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// value 0. [...]"
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// Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
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attributes.Add(0);
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attributes.Add(0);
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Handle = new ContextHandle(
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Wgl.Arb.CreateContextAttribs(
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window.DeviceContext,
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sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
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attributes.ToArray()));
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if (Handle == ContextHandle.Zero)
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Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
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}
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catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
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catch (NullReferenceException e) { Debug.Print(e.ToString()); }
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}
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}
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if (Handle == ContextHandle.Zero)
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{
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// Failed to create GL3-level context, fall back to GL2.
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Debug.Write("Falling back to GL2... ");
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Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
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if (Handle == ContextHandle.Zero)
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Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
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if (Handle == ContextHandle.Zero)
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throw new GraphicsContextException(
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String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
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Marshal.GetLastWin32Error()));
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}
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Debug.WriteLine(String.Format("success! (id: {0})", Handle));
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if (sharedContext != null)
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{
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Marshal.GetLastWin32Error();
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Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
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bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
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Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
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}
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}
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}
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public WinGLContext(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
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int major, int minor, GraphicsContextFlags flags)
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{
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if (handle == ContextHandle.Zero)
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throw new ArgumentException("handle");
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if (window == null)
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throw new ArgumentNullException("window");
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Handle = handle;
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}
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#endregion
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#region IGraphicsContext Members
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#region SwapBuffers
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public override void SwapBuffers()
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{
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if (!Functions.SwapBuffers(DeviceContext))
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throw new GraphicsContextException(String.Format(
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"Failed to swap buffers for context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
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}
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#endregion
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#region MakeCurrent
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public override void MakeCurrent(IWindowInfo window)
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{
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lock (SyncRoot)
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lock (LoadLock)
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{
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bool success;
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if (window != null)
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{
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if (((WinWindowInfo)window).Handle == IntPtr.Zero)
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throw new ArgumentException("window", "Must point to a valid window.");
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success = Wgl.Imports.MakeCurrent(((WinWindowInfo)window).DeviceContext, Handle.Handle);
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}
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else
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{
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success = Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
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}
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if (!success)
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throw new GraphicsContextException(String.Format(
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"Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
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}
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}
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#endregion
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#region IsCurrent
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public override bool IsCurrent
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{
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get { return Wgl.Imports.GetCurrentContext() == Handle.Handle; }
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}
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#endregion
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#region SwapInterval
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public override int SwapInterval
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{
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get
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{
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lock (LoadLock)
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{
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if (vsync_supported)
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return Wgl.Ext.GetSwapInterval();
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else
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return 0;
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}
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}
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set
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{
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lock (LoadLock)
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{
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if (vsync_supported)
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Wgl.Ext.SwapInterval(value);
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}
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}
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}
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#endregion
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#region void LoadAll()
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public override void LoadAll()
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{
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lock (LoadLock)
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{
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Wgl.LoadAll();
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vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") &&
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Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT");
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}
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base.LoadAll();
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}
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#endregion
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#endregion
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#region IGLContextInternal Members
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#region IWindowInfo IGLContextInternal.Info
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/*
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IWindowInfo IGraphicsContextInternal.Info
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{
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get { return (IWindowInfo)windowInfo; }
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}
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*/
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#endregion
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#region GetAddress
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public override IntPtr GetAddress(string function_string)
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{
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return Wgl.Imports.GetProcAddress(function_string);
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}
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#endregion
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#endregion
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#region Internal Methods
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#region SetGraphicsModePFD
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// Note: there is no relevant ARB function.
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internal static GraphicsMode SetGraphicsModePFD(GraphicsMode mode, WinWindowInfo window)
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{
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Debug.Write("Setting pixel format... ");
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if (window == null)
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throw new ArgumentNullException("window", "Must point to a valid window.");
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if (!mode.Index.HasValue)
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{
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mode = ModeSelector.SelectGraphicsMode(
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mode.ColorFormat, mode.Depth, mode.Stencil,
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mode.Samples, mode.AccumulatorFormat,
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mode.Buffers, mode.Stereo);
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}
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PixelFormatDescriptor pfd = new PixelFormatDescriptor();
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Functions.DescribePixelFormat(
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window.DeviceContext, (int)mode.Index.Value,
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API.PixelFormatDescriptorSize, ref pfd);
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Debug.WriteLine(mode.Index.ToString());
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if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
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{
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throw new GraphicsContextException(String.Format(
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"Requested GraphicsMode not available. SetPixelFormat error: {0}",
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Marshal.GetLastWin32Error()));
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}
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return mode;
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}
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#endregion
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#region internal IntPtr DeviceContext
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internal IntPtr DeviceContext
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{
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get
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{
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return Wgl.Imports.GetCurrentDC();
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}
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}
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#endregion
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#endregion
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#region Overrides
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/// <summary>Returns a System.String describing this OpenGL context.</summary>
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/// <returns>A System.String describing this OpenGL context.</returns>
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public override string ToString()
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{
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return (this as IGraphicsContextInternal).Context.ToString();
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}
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#endregion
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#region IDisposable Members
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public override void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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private void Dispose(bool calledManually)
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{
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if (!IsDisposed)
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{
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if (calledManually)
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{
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DestroyContext();
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}
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else
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{
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Debug.Print("[Warning] OpenGL context {0} leaked. Did you forget to call IGraphicsContext.Dispose()?",
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Handle.Handle);
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}
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IsDisposed = true;
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}
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}
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~WinGLContext()
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{
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Dispose(false);
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}
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#region private void DestroyContext()
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private void DestroyContext()
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{
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if (Handle != ContextHandle.Zero)
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{
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try
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{
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// This will fail if the user calls Dispose() on thread X when the context is current on thread Y.
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if (!Wgl.Imports.DeleteContext(Handle.Handle))
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Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}",
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Handle.ToString(), Marshal.GetLastWin32Error());
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}
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catch (AccessViolationException e)
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{
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Debug.WriteLine("An access violation occured while destroying the OpenGL context. Please report at http://www.opentk.com.");
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Debug.Indent();
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Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString());
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Debug.WriteLine(e.ToString());
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Debug.Unindent();
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}
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Handle = ContextHandle.Zero;
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}
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}
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#endregion
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#endregion
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}
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}
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