GetCurrentContext() public static method

public static GetCurrentContext ( ) : IntPtr
return IntPtr
Esempio n. 1
0
 public virtual GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
 {
     return((GraphicsContext.GetCurrentContextDelegate) delegate
     {
         return new ContextHandle(Wgl.GetCurrentContext());
     });
 }
Esempio n. 2
0
 internal void LoadEntryPoints()
 {
     lock (SyncRoot)
     {
         if (Wgl.GetCurrentContext() != IntPtr.Zero)
         {
             for (int i = 0; i < EntryPointNames.Length; i++)
             {
                 EntryPoints[i] = GetAddress(EntryPointNames[i]);
             }
             extensions.Clear();
         }
     }
 }
Esempio n. 3
0
        internal void LoadEntryPoints()
        {
            lock (SyncRoot)
            {
                if (Wgl.GetCurrentContext() != IntPtr.Zero)
                {
                    for (int i = 0; i < EntryPointNames.Length; i++)
                    {
                        EntryPoints[i] = GetAddress(EntryPointNames[i]);
                    }
                    extensions.Clear();

                    wglSwapIntervalEXT           = GetProcAddress <SwapIntervalEXT>("wglSwapIntervalEXT");
                    wglGetSwapIntervalEXT        = GetProcAddress <GetSwapIntervalEXT>("wglGetSwapIntervalEXT");
                    wglGetExtensionsStringARB    = GetProcAddress <GetExtensionsStringARBDelegate>("wglGetExtensionsStringARB");
                    wglGetExtensionsStringEXT    = GetProcAddress <GetExtensionsStringEXTDelegate>("wglGetExtensionsStringEXT");
                    wglCreateContextAttribs      = GetProcAddress <CreateContextAttribsARBDelegate>("wglCreateContextAttribsARB");
                    wglChoosePixelFormatARB      = GetProcAddress <ChoosePixelFormatARB>("wglChoosePixelFormatARB");
                    WglGetPixelFormatAttribivARB = GetProcAddress <GetPixelFormatAttribivARB>("wglGetPixelFormatAttribivARB");
                }
            }
        }
Esempio n. 4
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 (LoadLock)
            {
                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.");
                }

                IntPtr           current_context = Wgl.GetCurrentContext();
                INativeWindow    temp_window     = null;
                TemporaryContext temp_context    = null;
                try
                {
                    if (current_context == IntPtr.Zero)
                    {
                        // Create temporary context to load WGL extensions
                        temp_window     = new NativeWindow();
                        temp_context    = new TemporaryContext(temp_window);
                        current_context = Wgl.GetCurrentContext();
                        if (current_context != IntPtr.Zero && current_context == temp_context.Context.Handle)
                        {
                            new Wgl().LoadEntryPoints();
                        }
                    }

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

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

                    if (Wgl.SupportsFunction("wglCreateContextAttribsARB"))
                    {
                        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 (Exception 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.CreateContext(window.DeviceContext));
                        if (Handle == ContextHandle.Zero)
                        {
                            Handle = new ContextHandle(Wgl.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));
                }
                finally
                {
                    if (temp_context != null)
                    {
                        temp_context.Dispose();
                        temp_context = null;
                    }
                    if (temp_window != null)
                    {
                        temp_window.Dispose();
                        temp_window = null;
                    }
                }
            }

            // 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...
            MakeCurrent(window);
            new Wgl().LoadEntryPoints();

            if (sharedContext != null)
            {
                Marshal.GetLastWin32Error();
                Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext));
                bool result = Wgl.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
            }
        }
Esempio n. 5
0
 public override GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
 {
     return(delegate { return new ContextHandle(Wgl.GetCurrentContext()); });
 }