Inheritance: IGraphicsMode
Esempio n. 1
0
        // Note: there is no relevant ARB function.
        internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
                                                        GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }

            if (!mode.Index.HasValue)
            {
                mode = mode_selector.SelectGraphicsMode(
                    mode.ColorFormat, mode.Depth, mode.Stencil,
                    mode.Samples, mode.AccumulatorFormat,
                    mode.Buffers, mode.Stereo);
            }

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();

            Functions.DescribePixelFormat(
                window.DeviceContext, (int)mode.Index.Value,
                API.PixelFormatDescriptorSize, ref pfd);

            Debug.WriteLine(mode.Index.ToString());

            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                                                       "Requested GraphicsMode not available. SetPixelFormat error: {0}",
                                                       Marshal.GetLastWin32Error()));
            }

            return(mode);
        }
Esempio n. 2
0
        private IEnumerable <GraphicsMode> GetModesPFD(INativeWindow native)
        {
            WinWindowInfo         window        = native.WindowInfo as WinWindowInfo;
            IntPtr                deviceContext = window.DeviceContext;
            PixelFormatDescriptor pfd           = new PixelFormatDescriptor();

            pfd.Size    = API.PixelFormatDescriptorSize;
            pfd.Version = API.PixelFormatDescriptorVersion;
            pfd.Flags   = PixelFormatDescriptorFlags.DRAW_TO_WINDOW | PixelFormatDescriptorFlags.SUPPORT_OPENGL;
            if (Environment.OSVersion.Version.Major >= 6)
            {
                pfd.Flags |= PixelFormatDescriptorFlags.SUPPORT_COMPOSITION;
            }
            // ISSUE: reference to a compiler-generated field
            this.\u003C\u003E7__wrapc = new bool[2]
            {
                false,
                true
            };
            bool[] flagArray;
            for (int index = 0; index < flagArray.Length; ++index)
            {
                bool generic_allowed = flagArray[index];
                int  pixel           = 0;
                while (WinGraphicsMode.DescribePixelFormat(deviceContext, ++pixel, (int)API.PixelFormatDescriptorSize, ref pfd) != 0)
                {
                    if (generic_allowed || (pfd.Flags & PixelFormatDescriptorFlags.GENERIC_FORMAT) == (PixelFormatDescriptorFlags)0)
                    {
                        GraphicsMode fmt = new GraphicsMode(new IntPtr?((IntPtr)pixel), new ColorFormat((int)pfd.RedBits, (int)pfd.GreenBits, (int)pfd.BlueBits, (int)pfd.AlphaBits), (int)pfd.DepthBits, (int)pfd.StencilBits, 0, new ColorFormat((int)pfd.AccumBits), (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != (PixelFormatDescriptorFlags)0 ? 2 : 1, (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != (PixelFormatDescriptorFlags)0);
                        yield return(fmt);
                    }
                }
            }
        }
Esempio n. 3
0
            public TemporaryContext(IntPtr native)
            {
                Debug.WriteLine("[WGL] Creating temporary context to load extensions");

                if (native == null)
                {
                    throw new ArgumentNullException();
                }

                // Create temporary context and load WGL entry points
                // First, set a compatible pixel format to the device context
                // of the temp window
                WinWindowInfo window = new WinWindowInfo
                {
                    Handle = native
                };
                WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext);

                WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window);

                bool success = false;

                // Then, construct a temporary context and load all wgl extensions
                Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                if (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 && !success; retry++)
                    {
                        success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
                        if (!success)
                        {
                            Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                            System.Threading.Thread.Sleep(10);
                        }
                    }
                }
                else
                {
                    Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                }

                if (!success)
                {
                    Debug.WriteLine("[WGL] Failed to create temporary context");
                }
            }
Esempio n. 4
0
            public TemporaryContext(INativeWindow native)
            {
                Debug.WriteLine("[WGL] Creating temporary context to load extensions");

                if (native == null)
                    throw new ArgumentNullException();

                // 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);
                WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window);

                bool success = false;

                // Then, construct a temporary context and load all wgl extensions
                Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                if (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 && !success; retry++)
                    {
                        success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
                        if (!success)
                        {
                            Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                            System.Threading.Thread.Sleep(10);
                        }
                    }
                }
                else
                {
                    Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                }

                if (!success)
                {
                    Debug.WriteLine("[WGL] Failed to create temporary context");
                }
            }
Esempio n. 5
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());
            }
        }
        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());
                    }
                }
            }
        }
Esempio n. 7
0
        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());
                    }
                }
            }
        }
Esempio n. 8
0
        // Note: there is no relevant ARB function.
        internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector,
            GraphicsMode mode, WinWindowInfo window)
        {
            Debug.Write("Setting pixel format... ");
            if (window == null)
                throw new ArgumentNullException("window", "Must point to a valid window.");

            if (!mode.Index.HasValue)
            {
                mode = mode_selector.SelectGraphicsMode(
                    mode.ColorFormat, mode.Depth, mode.Stencil,
                    mode.Samples, mode.AccumulatorFormat,
                    mode.Buffers, mode.Stereo);
            }

            PixelFormatDescriptor pfd = new PixelFormatDescriptor();
            Functions.DescribePixelFormat(
                window.DeviceContext, (int)mode.Index.Value,
                API.PixelFormatDescriptorSize, ref pfd);
            
            Debug.WriteLine(mode.Index.ToString());
            
            if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd))
            {
                throw new GraphicsContextException(String.Format(
                    "Requested GraphicsMode not available. SetPixelFormat error: {0}",
                    Marshal.GetLastWin32Error()));
            }

            return mode;
        }
Esempio n. 9
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.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());
                }
            }
        }