mirror of
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556 lines
23 KiB
C#
556 lines
23 KiB
C#
#region License
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/*
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MIT License
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Copyright ©2003-2007 Tao Framework Team
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http://www.taoframework.com
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All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion License
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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.Reflection;
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using System.Diagnostics;
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using System.Reflection.Emit;
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using System.IO;
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#endregion
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namespace Tao.OpenGl
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{
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/// <summary>
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/// OpenGL binding for .NET, implementing OpenGL 2.1, plus extensions.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This class contains all OpenGL enums and functions defined in the 2.1 specification.
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/// The official .spec files can be found at: http://opengl.org/registry/.
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/// </para>
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/// <para>
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/// We rely on static initialization to obtain the entry points for OpenGL functions.
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/// Please ensure that a valid OpenGL context has been made current in the pertinent thread <b>before</b>
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/// any OpenGL functions are called (toolkits like GLUT, SDL or GLFW will automatically take care of
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/// the context initialization process). Without a valid OpenGL context, we will only be able
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/// to retrieve statically exported entry points (typically corresponding to OpenGL version 1.1 under Windows,
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/// 1.3 under Linux and 1.4 under Windows Vista), and extension methods will need to be loaded manually.
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/// </para>
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/// <para>
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/// If you prefer to have more control on extension loading, you can use the
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/// ReloadFunctions or ReloadFunction methods to manually force the initialisation of OpenGL entry points.
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/// The ReloadFunctions method should be called whenever you change an existing visual or pixelformat. This
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/// generally happens when you change the color/stencil/depth buffer associated with a window (but probably
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/// not the resolution). This may or may not be necessary under Linux/MacOS, but is generally required for
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/// Windows.
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/// </para>
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/// <para>
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/// You can use the Gl.IsExtensionSupported method to check whether any given category of extension functions
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/// exists in the current OpenGL context. The results can be cached to speed up future searches.
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/// Keep in mind that different OpenGL contexts may support different extensions, and under different entry
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/// points. Always check if all required extensions are still supported when changing visuals or pixel
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/// formats.
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/// </para>
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/// <para>
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/// You may retrieve the entry point for an OpenGL function using the Gl.GetDelegate method.
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/// </para>
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/// <para>
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/// <see href="http://opengl.org/registry/"/>
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/// <seealso cref="Gl.IsExtensionSupported"/>
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/// <seealso cref="Gl.GetDelegate"/>
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/// <seealso cref="Gl.ReloadFunctions"/>
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/// </para>
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/// </remarks>
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[Obsolete("Use OpenTK.Graphics.OpenGL instead.")]
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public static partial class Gl
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{
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#region --- Fields ---
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static StringBuilder sb = new StringBuilder();
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static object gl_lock = new object();
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internal const string Library = "opengl32.dll";
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//private static Dictionary<string, bool> AvailableExtensions = new Dictionary<string, bool>();
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private static SortedList<string, bool> AvailableExtensions = new SortedList<string, bool>();
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private static bool rebuildExtensionList;
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private static Type glClass;
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private static Type delegatesClass;
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private static Type importsClass;
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private static FieldInfo[] delegates;
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#endregion
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#region --- Static Constructor ---
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static Gl()
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{
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glClass = typeof(Gl);
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delegatesClass = glClass.GetNestedType("Delegates", BindingFlags.Static | BindingFlags.NonPublic);
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importsClass = glClass.GetNestedType("Imports", BindingFlags.Static | BindingFlags.NonPublic);
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// 'Touch' Imports class to force initialization. We don't want anything yet, just to have
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// this class ready.
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if (Imports.FunctionMap != null) { }
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ReloadFunctions();
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}
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#endregion
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#region --- Methods ---
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#region internal static partial class Imports
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/// <summary>
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/// Contains DllImports for the core OpenGL functions.
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/// </summary>
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internal static partial class Imports
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{
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/// <summary>
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/// Build a string->MethodInfo map to speed up extension loading.
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/// </summary>
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internal static SortedList<string, MethodInfo> FunctionMap; // This is faster than either Dictionary or SortedDictionary
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static Imports()
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{
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MethodInfo[] methods = importsClass.GetMethods(BindingFlags.Static | BindingFlags.NonPublic);
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FunctionMap = new SortedList<string, MethodInfo>(methods.Length);
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foreach (MethodInfo m in methods)
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FunctionMap.Add(m.Name, m);
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}
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}
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#endregion
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#region public static bool IsExtensionSupported(string name)
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/// <summary>
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/// Determines whether the specified OpenGL extension category is available in
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/// the current OpenGL context. Equivalent to IsExtensionSupported(name, true)
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/// </summary>
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/// <param name="name">The string for the OpenGL extension category (eg. "GL_ARB_multitexture")</param>
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/// <returns>True if the specified extension is available, false otherwise.</returns>
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public static bool IsExtensionSupported(string name)
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{
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if (rebuildExtensionList)
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BuildExtensionList();
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lock (gl_lock)
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{
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sb.Remove(0, sb.Length);
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if (!name.StartsWith("GL_"))
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sb.Append("gl_");
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sb.Append(name.ToLower());
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// Search the cache for the string.
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return AvailableExtensions.ContainsKey(sb.ToString());
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}
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}
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#endregion
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#region public static Delegate GetDelegate(string name, Type signature)
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/// <summary>
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/// Creates a System.Delegate that can be used to call an OpenGL function, core or extension.
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/// </summary>
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/// <param name="name">The name of the OpenGL function (eg. "glNewList")</param>
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/// <param name="signature">The signature of the OpenGL function.</param>
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/// <returns>
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/// A System.Delegate that can be used to call this OpenGL function, or null if the specified
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/// function name did not correspond to an OpenGL function.
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/// </returns>
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public static Delegate GetDelegate(string name, Type signature)
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{
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MethodInfo m;
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return GetExtensionDelegate(name, signature) ??
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(Imports.FunctionMap.TryGetValue((name.Substring(2)), out m) ?
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Delegate.CreateDelegate(signature, m) : null);
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}
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#endregion
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#region public static void ReloadFunctions()
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/// <summary>
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/// Loads all OpenGL functions (core and extensions).
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/// </summary>
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/// <remarks>
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/// <para>
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/// This function will be automatically called the first time you use any opengl function. There is
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/// </para>
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/// <para>
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/// Call this function manually whenever you need to update OpenGL entry points.
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/// This need may arise if you change the pixelformat/visual, or in case you cannot
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/// (or do not want) to use the automatic initialization of the GL class.
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/// </para>
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/// </remarks>
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public static void ReloadFunctions()
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{
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// Using reflection is more than 3 times faster than directly loading delegates on the first
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// run, probably due to code generation overhead. Subsequent runs are faster with direct loading
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// than with reflection, but the first time is more significant.
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if (delegates == null)
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delegates = delegatesClass.GetFields(BindingFlags.Static | BindingFlags.NonPublic);
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foreach (FieldInfo f in delegates)
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f.SetValue(null, GetDelegate(f.Name, f.FieldType));
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rebuildExtensionList = true;
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}
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static void set(object d, Delegate value)
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{
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d = value;
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}
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#endregion
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#region public static bool ReloadFunction(string function)
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/// <summary>
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/// Tries to reload the given OpenGL function (core or extension).
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/// </summary>
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/// <param name="function">The name of the OpenGL function (i.e. glShaderSource)</param>
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/// <returns>True if the function was found and reloaded, false otherwise.</returns>
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/// <remarks>
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/// <para>
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/// Use this function if you require greater granularity when loading OpenGL entry points.
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/// </para>
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/// <para>
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/// While the automatic initialisation will load all OpenGL entry points, in some cases
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/// the initialisation can take place before an OpenGL Context has been established.
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/// In this case, use this function to load the entry points for the OpenGL functions
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/// you will need, or use ReloadFunctions() to load all available entry points.
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/// </para>
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/// <para>
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/// This function returns true if the given OpenGL function is supported, false otherwise.
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/// </para>
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/// <para>
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/// To query for supported extensions use the IsExtensionSupported() function instead.
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/// </para>
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/// </remarks>
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public static bool Load(string function)
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{
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FieldInfo f = delegatesClass.GetField(function, BindingFlags.Static | BindingFlags.NonPublic);
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if (f == null)
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return false;
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Delegate old = f.GetValue(null) as Delegate;
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Delegate @new = GetDelegate(f.Name, f.FieldType);
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if (old.Target != @new.Target)
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{
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f.SetValue(null, @new);
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rebuildExtensionList = true;
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}
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return @new != null;
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}
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#endregion
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#region private static void BuildExtensionList()
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/// <summary>
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/// Builds a cache of all supported extensions.
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/// </summary>
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private static void BuildExtensionList()
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{
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// Assumes there is an opengl context current.
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AvailableExtensions.Clear();
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string version_string = Gl.glGetString(Gl.GL_VERSION);
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if (String.IsNullOrEmpty(version_string))
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throw new ApplicationException("Failed to retrieve OpenGL version. Is there an opengl context current?");
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string version;
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// Most drivers return the version in the 3 first characters of the version string,
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// (e.g. on Ati X1950 with Catalyst 7.10 -> "2.0.6956 Release"). However, Mesa seems
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// to do something strange: "1.4 (2.1 Mesa 7.0.1).".
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// We'll do some trickery to get the second version number (2.1), but this may break on
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// some implementations...
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// This works on Ati, Mesa, Nvidia, but I'd like someone to test on Intel, too.
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if (version_string.ToLower().Contains("mesa"))
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{
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int index = version_string.IndexOf('(');
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if (index != -1)
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version = version_string.Substring(index + 1, 3);
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else
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version = version_string.TrimStart(' ');
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}
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else
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version = version_string.TrimStart(' ');
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// Ugh, this look ugly.
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if (version.StartsWith("1.2"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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}
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else if (version.StartsWith("1.3"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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AvailableExtensions.Add("gl_version_1_3", true);
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}
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else if (version.StartsWith("1.4"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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AvailableExtensions.Add("gl_version_1_3", true);
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AvailableExtensions.Add("gl_version_1_4", true);
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}
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else if (version.StartsWith("1.5"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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AvailableExtensions.Add("gl_version_1_3", true);
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AvailableExtensions.Add("gl_version_1_4", true);
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AvailableExtensions.Add("gl_version_1_5", true);
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}
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else if (version.StartsWith("2.0"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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AvailableExtensions.Add("gl_version_1_3", true);
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AvailableExtensions.Add("gl_version_1_4", true);
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AvailableExtensions.Add("gl_version_1_5", true);
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AvailableExtensions.Add("gl_version_2_0", true);
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}
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else if (version.StartsWith("2.1"))
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{
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AvailableExtensions.Add("gl_version_1_1", true);
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AvailableExtensions.Add("gl_version_1_2", true);
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AvailableExtensions.Add("gl_version_1_3", true);
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AvailableExtensions.Add("gl_version_1_4", true);
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AvailableExtensions.Add("gl_version_1_5", true);
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AvailableExtensions.Add("gl_version_2_0", true);
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AvailableExtensions.Add("gl_version_2_1", true);
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}
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string extension_string = Gl.glGetString(Gl.GL_EXTENSIONS);
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if (String.IsNullOrEmpty(extension_string))
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return; // no extensions are available
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string[] extensions = extension_string.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
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foreach (string ext in extensions)
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AvailableExtensions.Add(ext.ToLower(), true);
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rebuildExtensionList = false;
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}
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#endregion
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#endregion
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#region --- GetProcAddress ---
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private static IGetProcAddress getProcAddress;
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internal interface IGetProcAddress
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{
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IntPtr GetProcAddress(string function);
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}
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internal class GetProcAddressWindows : IGetProcAddress
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{
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[System.Runtime.InteropServices.DllImport(Library, EntryPoint = "wglGetProcAddress", ExactSpelling = true)]
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private static extern IntPtr wglGetProcAddress(String lpszProc);
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public IntPtr GetProcAddress(string function)
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{
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return wglGetProcAddress(function);
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}
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}
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internal class GetProcAddressX11 : IGetProcAddress
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{
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[DllImport(Library, EntryPoint = "glXGetProcAddress")]
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private static extern IntPtr glxGetProcAddress([MarshalAs(UnmanagedType.LPTStr)] string procName);
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public IntPtr GetProcAddress(string function)
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{
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return glxGetProcAddress(function);
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}
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}
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internal class GetProcAddressOSX : IGetProcAddress
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{
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private const string Library = "libdl.dylib";
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[DllImport(Library, EntryPoint = "NSIsSymbolNameDefined")]
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private static extern bool NSIsSymbolNameDefined(string s);
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[DllImport(Library, EntryPoint = "NSLookupAndBindSymbol")]
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private static extern IntPtr NSLookupAndBindSymbol(string s);
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[DllImport(Library, EntryPoint = "NSAddressOfSymbol")]
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private static extern IntPtr NSAddressOfSymbol(IntPtr symbol);
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public IntPtr GetProcAddress(string function)
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{
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string fname = "_" + function;
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if (!NSIsSymbolNameDefined(fname))
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return IntPtr.Zero;
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IntPtr symbol = NSLookupAndBindSymbol(fname);
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if (symbol != IntPtr.Zero)
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symbol = NSAddressOfSymbol(symbol);
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return symbol;
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}
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}
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#region private static IntPtr GetAddress(string function)
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/// <summary>
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/// Retrieves the entry point for a dynamically exported OpenGL function.
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/// </summary>
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/// <param name="function">The function string for the OpenGL function (eg. "glNewList")</param>
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/// <returns>
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/// An IntPtr contaning the address for the entry point, or IntPtr.Zero if the specified
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/// OpenGL function is not dynamically exported.
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/// </returns>
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/// <remarks>
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/// <para>
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/// The Marshal.GetDelegateForFunctionPointer method can be used to turn the return value
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/// into a call-able delegate.
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/// </para>
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/// <para>
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/// This function is cross-platform. It determines the underlying platform and uses the
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/// correct wgl, glx or agl GetAddress function to retrieve the function pointer.
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/// </para>
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/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
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/// </remarks>
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private static IntPtr GetAddress(string function)
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{
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if (getProcAddress == null)
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{
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if (System.Environment.OSVersion.Platform == PlatformID.Win32NT ||
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System.Environment.OSVersion.Platform == PlatformID.Win32S ||
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System.Environment.OSVersion.Platform == PlatformID.Win32Windows ||
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System.Environment.OSVersion.Platform == PlatformID.WinCE)
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{
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getProcAddress = new GetProcAddressWindows();
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}
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else if (System.Environment.OSVersion.Platform == PlatformID.Unix ||
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System.Environment.OSVersion.Platform == (PlatformID)4)
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{
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// Distinguish between Unix and Mac OS X kernels.
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switch (DetectUnixKernel())
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{
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case "Unix":
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case "Linux":
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getProcAddress = new GetProcAddressX11();
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break;
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case "Darwin":
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getProcAddress = new GetProcAddressOSX();
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break;
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default:
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throw new PlatformNotSupportedException(
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DetectUnixKernel() + ": Unknown Unix platform - cannot load extensions. Please report a bug at http://taoframework.com");
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}
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}
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else
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{
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throw new PlatformNotSupportedException(
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"Extension loading is only supported under Mac OS X, Unix/X11 and Windows. We are sorry for the inconvience.");
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}
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}
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return getProcAddress.GetProcAddress(function);
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}
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#endregion
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#region private static string DetectUnixKernel()
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/// <summary>
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/// Executes "uname" which returns a string representing the name of the
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/// underlying Unix kernel.
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/// </summary>
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/// <returns>"Unix", "Linux", "Darwin" or null.</returns>
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/// <remarks>Source code from "Mono: A Developer's Notebook"</remarks>
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private static string DetectUnixKernel()
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{
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ProcessStartInfo startInfo = new ProcessStartInfo();
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startInfo.Arguments = "-s";
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startInfo.RedirectStandardOutput = true;
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startInfo.RedirectStandardError = true;
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startInfo.UseShellExecute = false;
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foreach (string unameprog in new string[] { "/usr/bin/uname", "/bin/uname", "uname" })
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{
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try
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{
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startInfo.FileName = unameprog;
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Process uname = Process.Start(startInfo);
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StreamReader stdout = uname.StandardOutput;
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return stdout.ReadLine().Trim();
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}
|
|
catch (System.IO.FileNotFoundException)
|
|
{
|
|
// The requested executable doesn't exist, try next one.
|
|
continue;
|
|
}
|
|
catch (System.ComponentModel.Win32Exception)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region internal static Delegate GetExtensionDelegate(string name, Type signature)
|
|
|
|
/// <summary>
|
|
/// Creates a System.Delegate that can be used to call a dynamically exported OpenGL function.
|
|
/// </summary>
|
|
/// <param name="name">The name of the OpenGL function (eg. "glNewList")</param>
|
|
/// <param name="signature">The signature of the OpenGL function.</param>
|
|
/// <returns>
|
|
/// A System.Delegate that can be used to call this OpenGL function or null
|
|
/// if the function is not available in the current OpenGL context.
|
|
/// </returns>
|
|
internal static Delegate GetExtensionDelegate(string name, Type signature)
|
|
{
|
|
IntPtr address = GetAddress(name);
|
|
|
|
if (address == IntPtr.Zero ||
|
|
address == new IntPtr(1) || // Workaround for buggy nvidia drivers which return
|
|
address == new IntPtr(2)) // 1 or 2 instead of IntPtr.Zero for some extensions.
|
|
{
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
return Marshal.GetDelegateForFunctionPointer(address, signature);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#endregion
|
|
}
|
|
}
|