LoadAll() public static method

Loads all Wgl entry points, core and extensions.
public static LoadAll ( ) : void
return void
Beispiel #1
0
 public override void LoadAll()
 {
     Wgl.LoadAll();
     vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") &&
                       Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT");
     base.LoadAll();
 }
        public override void LoadAll()
        {
            GLExtensionLoader extLoader = Wgl.LoadAll();

            vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") &&
                              extLoader.SupportFuncName("wglGetSwapIntervalEXT") &&
                              extLoader.SupportFuncName("wglSwapIntervalEXT");
            base.LoadAll();

            //finish
        }
        static WinGLContext()
        {
            lock (LoadLock)
            {
                // Dynamically load opengl32.dll in order to use the extension loading capabilities of Wgl.
                if (opengl32Handle == IntPtr.Zero)
                {
                    opengl32Handle = Functions.LoadLibrary(opengl32Name);
                    if (opengl32Handle == IntPtr.Zero)
                    {
                        throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}",
                                                                     opengl32Name, Marshal.GetLastWin32Error()));
                    }
                    Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle));
                }

                // We need to create a temp context in order to load
                // wgl extensions (e.g. for multisampling or GL3).
                // We cannot rely on OpenTK.Platform.Wgl until we
                // create the context and call Wgl.LoadAll().
                Debug.Print("Creating temporary context for wgl extensions.");
                using (INativeWindow native = new NativeWindow())
                {
                    // Create temporary context and load WGL entry points
                    // First, set a compatible pixel format to the device context
                    // of the temp window
                    WinWindowInfo   window   = native.WindowInfo as WinWindowInfo;
                    WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);
                    SetGraphicsModePFD(selector, GraphicsMode.Default, window);

                    // Then, construct a temporary context and load all wgl extensions
                    ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (temp_context != ContextHandle.Zero)
                    {
                        // Make the context current.
                        // Note: on some video cards and on some virtual machines, wglMakeCurrent
                        // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround
                        // is to call wglMakeCurrent in a loop until it succeeds.
                        // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
                        // Sigh...
                        for (int retry = 0; retry < 5; retry++)
                        {
                            bool success = Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                            if (!success)
                            {
                                Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                                System.Threading.Thread.Sleep(10);
                            }
                            else
                            {
                                // wglMakeCurrent succeeded, we are done here!
                                break;
                            }
                        }

                        // Load wgl extensions and destroy temporary context
                        Wgl.LoadAll();
                        Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                        Wgl.Imports.DeleteContext(temp_context.Handle);
                    }
                    else
                    {
                        Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                    }
                }
            }
        }
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (SyncRoot)
            {
                if (window == null)
                {
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                }
                if (window.Handle == IntPtr.Zero)
                {
                    throw new ArgumentException("window", "Must be a valid window.");
                }

                Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
                            System.Threading.Thread.CurrentThread.ManagedThreadId);

                lock (LoadLock)
                {
                    ModeSelector = new WinGraphicsMode(window.DeviceContext);
                    Mode         = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window);

                    if (Wgl.Delegates.wglCreateContextAttribsARB != null)
                    {
                        try
                        {
                            Debug.Write("Using WGL_ARB_create_context... ");

                            List <int> attributes = new List <int>();
                            attributes.Add((int)ArbCreateContext.MajorVersion);
                            attributes.Add(major);
                            attributes.Add((int)ArbCreateContext.MinorVersion);
                            attributes.Add(minor);
                            if (flags != 0)
                            {
                                attributes.Add((int)ArbCreateContext.ContextFlags);
                                attributes.Add((int)GetARBContextFlags(flags));
                                attributes.Add((int)ArbCreateContext.ProfileMask);
                                attributes.Add((int)GetARBContextProfile(flags));
                            }
                            // According to the docs, " <attribList> specifies a list of attributes for the context.
                            // The list consists of a sequence of <name,value> pairs terminated by the
                            // value 0. [...]"
                            // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                            attributes.Add(0);
                            attributes.Add(0);

                            Handle = new ContextHandle(
                                Wgl.Arb.CreateContextAttribs(
                                    window.DeviceContext,
                                    sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                    attributes.ToArray()));
                            if (Handle == ContextHandle.Zero)
                            {
                                Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                            }
                        }
                        catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                        catch (NullReferenceException e) { Debug.Print(e.ToString()); }
                    }
                }

                if (Handle == ContextHandle.Zero)
                {
                    // Failed to create GL3-level context, fall back to GL2.
                    Debug.Write("Falling back to GL2... ");
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                    {
                        Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    }
                    if (Handle == ContextHandle.Zero)
                    {
                        throw new GraphicsContextException(
                                  String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                                Marshal.GetLastWin32Error()));
                    }
                }

                Debug.WriteLine(String.Format("success! (id: {0})", Handle));

                // Todo: is this comment still true?
                // On intel drivers, wgl entry points appear to change
                // when creating multiple contexts. As a workaround,
                // we reload Wgl entry points every time we create a
                // new context - this solves the issue without any apparent
                // side-effects (i.e. the old contexts can still be handled
                // using the new entry points.)
                // Sigh...
                Wgl.LoadAll();

                if (sharedContext != null)
                {
                    Marshal.GetLastWin32Error();
                    Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                    bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                    Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
                }
            }
        }
Beispiel #5
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }
            if (window.WindowHandle == IntPtr.Zero)
            {
                throw new ArgumentException("window", "Must be a valid window.");
            }

            Mode = format;

            Debug.Print("OpenGL will be bound to handle: {0}", window.WindowHandle);
            Debug.Write("Setting pixel format... ");
            this.SetGraphicsModePFD(format, (WinWindowInfo)window);

            if (!wgl_loaded)
            {
                // We need to create a temp context in order to load wgl extensions (e.g. for multisampling or GL3).
                // We cannot rely on OpenTK.Platform.Wgl until we create the context and call Wgl.LoadAll().
                Debug.Print("Creating temporary context for wgl extensions.");

                ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                Wgl.LoadAll();
                Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                Wgl.DeleteContext(temp_context.Handle);
                wgl_loaded = true;
            }

            if (Wgl.Delegates.wglCreateContextAttribsARB != null)
            {
                try
                {
                    Debug.Write("Using WGL_ARB_create_context... ");

                    List <int> attributes = new List <int>();
                    attributes.Add((int)ArbCreateContext.MajorVersion);
                    attributes.Add(major);
                    attributes.Add((int)ArbCreateContext.MinorVersion);
                    attributes.Add(minor);
                    if (flags != 0)
                    {
                        attributes.Add((int)ArbCreateContext.Flags);
                        attributes.Add((int)flags);
                    }
                    attributes.Add(0);

                    Handle = new ContextHandle(
                        Wgl.Arb.CreateContextAttribs(
                            window.DeviceContext,
                            sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                            attributes.ToArray()));
                    if (Handle == ContextHandle.Zero)
                    {
                        Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                    }
                    else
                    {
                        Debug.Print("success!");
                    }
                }
                catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                catch (NullReferenceException e) { Debug.Print(e.ToString()); }
            }

            if (Handle == ContextHandle.Zero)
            {
                // Failed to create GL3-level context, fall back to GL2.
                Debug.Write("Falling back to GL2... ");
                Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                if (Handle == ContextHandle.Zero)
                {
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                }
                if (Handle == ContextHandle.Zero)
                {
                    throw new GraphicsContextException(
                              String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                            Marshal.GetLastWin32Error()));
                }
            }

            Debug.WriteLine(String.Format("success! (id: {0})", Handle));

            if (sharedContext != null)
            {
                Debug.Print("Sharing state with context {0}", sharedContext.ToString());
                Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
            }
        }
Beispiel #6
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (SyncRoot)
            {
                if (window == null)
                {
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                }
                if (window.WindowHandle == IntPtr.Zero)
                {
                    throw new ArgumentException("window", "Must be a valid window.");
                }

                Mode = format;

                Debug.Print("OpenGL will be bound to handle: {0}", window.WindowHandle);
                Debug.Write("Setting pixel format... ");
                this.SetGraphicsModePFD(format, (WinWindowInfo)window);

                if (!wgl_loaded)
                {
                    // We need to create a temp context in order to load wgl extensions (e.g. for multisampling or GL3).
                    // We cannot rely on OpenTK.Platform.Wgl until we create the context and call Wgl.LoadAll().
                    Debug.Print("Creating temporary context for wgl extensions.");

                    ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle);
                    Wgl.LoadAll();
                    Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                    Wgl.DeleteContext(temp_context.Handle);
                    wgl_loaded = true;
                }

                if (Wgl.Delegates.wglCreateContextAttribsARB != null)
                {
                    try
                    {
                        Debug.Write("Using WGL_ARB_create_context... ");

                        List <int> attributes = new List <int>();
                        attributes.Add((int)ArbCreateContext.MajorVersion);
                        attributes.Add(major);
                        attributes.Add((int)ArbCreateContext.MinorVersion);
                        attributes.Add(minor);
                        if (flags != 0)
                        {
                            attributes.Add((int)ArbCreateContext.Flags);
#warning "This is not entirely correct: Embedded is not a valid flag! We need to add a GetARBContextFlags(GraphicsContextFlags) method."
                            attributes.Add((int)flags);
                        }
                        // According to the docs, " <attribList> specifies a list of attributes for the context.
                        // The list consists of a sequence of <name,value> pairs terminated by the
                        // value 0. [...]"
                        // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case).
                        attributes.Add(0);
                        attributes.Add(0);

                        Handle = new ContextHandle(
                            Wgl.Arb.CreateContextAttribs(
                                window.DeviceContext,
                                sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero,
                                attributes.ToArray()));
                        if (Handle == ContextHandle.Zero)
                        {
                            Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
                        }
                        else
                        {
                            Debug.Print("success!");
                        }
                    }
                    catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
                    catch (NullReferenceException e) { Debug.Print(e.ToString()); }
                }

                if (Handle == ContextHandle.Zero)
                {
                    // Failed to create GL3-level context, fall back to GL2.
                    Debug.Write("Falling back to GL2... ");
                    Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    if (Handle == ContextHandle.Zero)
                    {
                        Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                    }
                    if (Handle == ContextHandle.Zero)
                    {
                        throw new GraphicsContextException(
                                  String.Format("Context creation failed. Wgl.CreateContext() error: {0}.",
                                                Marshal.GetLastWin32Error()));
                    }
                }

                Debug.WriteLine(String.Format("success! (id: {0})", Handle));

                if (sharedContext != null)
                {
                    Marshal.GetLastWin32Error();
                    Debug.Write("Sharing state with context {0}: ", sharedContext.ToString());
                    bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                    Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
                }
            }
        }
Beispiel #7
0
 public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     lock (WinGLContext.SyncRoot)
     {
         if (window == null)
         {
             throw new ArgumentNullException("window", "Must point to a valid window.");
         }
         if (window.WindowHandle == IntPtr.Zero)
         {
             throw new ArgumentException("window", "Must be a valid window.");
         }
         this.Mode = format;
         this.SetGraphicsModePFD(format, window);
         lock (WinGLContext.LoadLock)
         {
             if (!WinGLContext.wgl_loaded)
             {
                 ContextHandle local_0 = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                 Wgl.Imports.MakeCurrent(window.DeviceContext, local_0.Handle);
                 Wgl.LoadAll();
                 Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                 Wgl.Imports.DeleteContext(local_0.Handle);
                 WinGLContext.wgl_loaded = true;
             }
             if (Wgl.Delegates.wglCreateContextAttribsARB != null)
             {
                 try
                 {
                     List <int> local_1 = new List <int>();
                     local_1.Add(8337);
                     local_1.Add(major);
                     local_1.Add(8338);
                     local_1.Add(minor);
                     if (flags != GraphicsContextFlags.Default)
                     {
                         local_1.Add(8340);
                         local_1.Add((int)flags);
                     }
                     local_1.Add(0);
                     local_1.Add(0);
                     this.Handle = new ContextHandle(Wgl.Arb.CreateContextAttribs(window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, local_1.ToArray()));
                     int temp_84 = this.Handle == ContextHandle.Zero ? 1 : 0;
                 }
                 catch (EntryPointNotFoundException exception_0)
                 {
                 }
                 catch (NullReferenceException exception_1)
                 {
                 }
             }
         }
         if (this.Handle == ContextHandle.Zero)
         {
             this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
             if (this.Handle == ContextHandle.Zero)
             {
                 this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
             }
             if (this.Handle == ContextHandle.Zero)
             {
                 throw new GraphicsContextException(string.Format("Context creation failed. Wgl.CreateContext() error: {0}.", (object)Marshal.GetLastWin32Error()));
             }
         }
         if (sharedContext == null)
         {
             return;
         }
         Marshal.GetLastWin32Error();
         Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, this.Handle.Handle);
     }
 }