コード例 #1
0
ファイル: EglContext.cs プロジェクト: raphaelts3/opentk
        int swap_interval = 1; // Default interval is defined as 1 in EGL.

        #endregion

        #region Constructors

        public EglContext(GraphicsMode mode, EglWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            if (mode == null)
                throw new ArgumentNullException("mode");
            if (window == null)
                throw new ArgumentNullException("window");

            EglContext shared = (EglContext)sharedContext;

            int dummy_major, dummy_minor;
            if (!Egl.Initialize(window.Display, out dummy_major, out dummy_minor))
                throw new GraphicsContextException(String.Format("Failed to initialize EGL, error {0}.", Egl.GetError()));

            WindowInfo = window;

            // Select an EGLConfig that matches the desired mode. We cannot use the 'mode'
            // parameter directly, since it may have originated on a different system (e.g. GLX)
            // and it may not support the desired renderer.
            Mode = new EglGraphicsMode().SelectGraphicsMode(mode.ColorFormat,
                mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat,
                mode.Buffers, mode.Stereo,
                major > 1 ? RenderableFlags.ES2 : RenderableFlags.ES);
            if (!Mode.Index.HasValue)
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
            IntPtr config = Mode.Index.Value;

            if (window.Surface == IntPtr.Zero)
                window.CreateWindowSurface(config);

            int[] attrib_list = new int[] { Egl.CONTEXT_CLIENT_VERSION, major, Egl.NONE };
            HandleAsEGLContext = Egl.CreateContext(window.Display, config, shared != null ? shared.HandleAsEGLContext : IntPtr.Zero, attrib_list);

            MakeCurrent(window);
        }
コード例 #2
0
ファイル: Utilities.cs プロジェクト: tanis2000/FEZ
 public static IGraphicsContext CreateGraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
 {
     GraphicsContext graphicsContext = new GraphicsContext(mode, window, major, minor, flags);
       graphicsContext.MakeCurrent(window);
       graphicsContext.LoadAll();
       return (IGraphicsContext) graphicsContext;
 }
コード例 #3
0
ファイル: EglWinPlatformFactory.cs プロジェクト: Zeludon/FEZ
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     WinWindowInfo winWindowInfo = (WinWindowInfo) window;
       IntPtr display = this.GetDisplay(winWindowInfo.DeviceContext);
       EglWindowInfo window1 = new EglWindowInfo(winWindowInfo.WindowHandle, display);
       return (IGraphicsContext) new EglContext(handle, window1, shareContext, major, minor, flags);
 }
コード例 #4
0
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     X11WindowInfo x11_win = (X11WindowInfo)window;
     //EglWindowInfo egl_win = new OpenTK.Platform.Egl.EglWindowInfo(x11_win.WindowHandle, Egl.GetDisplay(x11_win.Display));
     EglWindowInfo egl_win = new OpenTK.Platform.Egl.EglWindowInfo(x11_win.WindowHandle, Egl.GetDisplay(new IntPtr(0)));
     return new EglContext(handle, egl_win, shareContext, major, minor, flags);
 }
コード例 #5
0
ファイル: EglContext.cs プロジェクト: dakahler/alloclave
        bool vsync = true;   // Default vsync value is defined as 1 (true) in EGL.

        #endregion

        #region Constructors

        public EglContext(GraphicsMode mode, EglWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            if (mode == null)
                throw new ArgumentNullException("mode");
            if (window == null)
                throw new ArgumentNullException("window");

            EglContext shared = (EglContext)sharedContext;

            int dummy_major, dummy_minor;
            if (!Egl.Initialize(window.Display, out dummy_major, out dummy_minor))
                throw new GraphicsContextException(String.Format("Failed to initialize EGL, error {0}.", Egl.GetError()));

            WindowInfo = window;

            Mode = new EglGraphicsMode().SelectGraphicsMode(mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo);
            if (!Mode.Index.HasValue)
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
            IntPtr config = Mode.Index.Value;

            if (window.Surface == IntPtr.Zero)
                window.CreateWindowSurface(config);

            int[] attrib_list = new int[] { Egl.CONTEXT_CLIENT_VERSION, major, Egl.NONE };
            HandleAsEGLContext = Egl.CreateContext(window.Display, config, shared != null ? shared.HandleAsEGLContext : IntPtr.Zero, attrib_list);

            MakeCurrent(window);
        }
コード例 #6
0
 public override OpenTK.Graphics.IGraphicsContext CreateGLContext(
     GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering,
     int major, int minor, GraphicsContextFlags flags)
 {
     flags |= GraphicsContextFlags.Embedded;
     return base.CreateGLContext(mode, window, shareContext, directRendering, major, minor, flags);
 }
コード例 #7
0
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     WinWindowInfo win_win = (WinWindowInfo)window;
     IntPtr egl_display = GetDisplay(win_win.DeviceContext);
     EglWindowInfo egl_win = new OpenTK.Platform.Egl.EglWindowInfo(win_win.WindowHandle, egl_display);
     return new EglContext(handle, egl_win, shareContext, major, minor, flags);
 }
コード例 #8
0
        internal iPhoneOSGraphicsContext(ContextHandle handle, IWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
        {
            // ignore mode, window

            iPhoneOSGraphicsContext shared = sharedContext as iPhoneOSGraphicsContext;

            EAGLRenderingAPI version = 0;
            if (major == 1 && minor == 1)
                version = EAGLRenderingAPI.OpenGLES1;
            else if (major == 2 && minor == 0)
                version = EAGLRenderingAPI.OpenGLES2;
            else if (major == 3 && minor == 0)
                version = EAGLRenderingAPI.OpenGLES3;
            else
                throw new ArgumentException (string.Format("Unsupported GLES version {0}.{1}.", major, minor));

            if (handle.Handle == IntPtr.Zero) {
                EAGLContext = shared != null && shared.EAGLContext != null
                    ? new EAGLContext(version, shared.EAGLContext.ShareGroup)
                    : new EAGLContext(version);
                contextHandle = new ContextHandle(EAGLContext.Handle);
            } else {
                EAGLContext = (EAGLContext) Runtime.GetNSObject (handle.Handle);
                contextHandle = handle;
            }
        }
コード例 #9
0
ファイル: EglContext.cs プロジェクト: tanis2000/FEZ
 public EglContext(GraphicsMode mode, EglWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     if (mode == null)
     throw new ArgumentNullException("mode");
       if (window == null)
     throw new ArgumentNullException("window");
       EglContext eglContext = (EglContext) sharedContext;
       int major1;
       int minor1;
       if (!Egl.Initialize(window.Display, out major1, out minor1))
     throw new GraphicsContextException(string.Format("Failed to initialize EGL, error {0}.", (object) Egl.GetError()));
       this.WindowInfo = window;
       this.Mode = new EglGraphicsMode().SelectGraphicsMode(mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo, major > 1 ? RenderableFlags.ES2 : RenderableFlags.ES);
       if (!this.Mode.Index.HasValue)
     throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
       IntPtr config = this.Mode.Index.Value;
       if (window.Surface == IntPtr.Zero)
     window.CreateWindowSurface(config);
       int[] attrib_list = new int[3]
       {
     12440,
     major,
     12344
       };
       this.HandleAsEGLContext = Egl.CreateContext(window.Display, config, eglContext != null ? eglContext.HandleAsEGLContext : IntPtr.Zero, attrib_list);
       this.MakeCurrent((IWindowInfo) window);
 }
コード例 #10
0
 public override IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     WinWindowInfo win_win = (WinWindowInfo)window;
     EGLDisplay egl_display = Egl.GetDisplay(EGLNativeDisplayType.Default);  // Egl.GetDisplay(new EGLNativeDisplayType(win_win.DeviceContext));
     EglWindowInfo egl_win = new OpenTK.Platform.Egl.EglWindowInfo(win_win.WindowHandle, egl_display);
     return new EglContext(mode, egl_win, shareContext, major, minor, flags);
 }
コード例 #11
0
		public AndroidGraphicsContext (GraphicsMode mode, IWindowInfo window, IGraphicsContext sharedContext,
										int major, int minor, GraphicsContextFlags flags)
		{
			if (major < 1 || major > 3)
				throw new ArgumentException (string.Format("Unsupported GLES version {0}.{1}.", major, minor));

			Init (mode, window, sharedContext, major, minor, flags);
		}
コード例 #12
0
ファイル: EglContext.cs プロジェクト: tanis2000/FEZ
 public EglContext(ContextHandle handle, EglWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     if (handle == ContextHandle.Zero)
     throw new ArgumentException("handle");
       if (window == null)
     throw new ArgumentNullException("window");
       this.Handle = handle;
 }
コード例 #13
0
ファイル: BaseGame.cs プロジェクト: bosoni/csat
 public BaseGame(string projectName, int glVersionMajor, int glVersionMinor, GraphicsContextFlags flags)
     : base(Settings.Width, Settings.Height,
     new GraphicsMode(Settings.Bpp, Settings.DepthBpp, 0, Settings.FSAA, 0, 2, false),
     projectName, 0, DisplayDevice.Default,
     glVersionMajor, glVersionMinor,
     flags)
 {
     Init();
     Running = true;
 }
コード例 #14
0
        /// <summary>
        /// Creates an IGraphicsContext instance for the specified window.
        /// </summary>
        /// <param name="mode">The GraphicsMode for the GraphicsContext.</param>
        /// <param name="window">An IWindowInfo instance describing the parent window for this IGraphicsContext.</param>
        /// <param name="major">The major OpenGL version number for this IGraphicsContext.</param>
        /// <param name="minor">The minor OpenGL version number for this IGraphicsContext.</param>
        /// <param name="flags">A bitwise collection of GraphicsContextFlags with specific options for this IGraphicsContext.</param>
        /// <returns>A new IGraphicsContext instance.</returns>
        public static IGraphicsContext CreateGraphicsContext(
            GraphicsMode mode, IWindowInfo window,
            int major, int minor, GraphicsContextFlags flags)
        {
            GraphicsContext context = new GraphicsContext(mode, window, major, minor, flags);
            context.MakeCurrent(window);

            (context as IGraphicsContextInternal).LoadAll();

            return context;
        }
コード例 #15
0
        public LinuxGraphicsContext(GraphicsMode mode, LinuxWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
            : base(mode, window, sharedContext, major, minor, flags)
        {
            if (mode.Buffers < 1)
                throw new ArgumentException();
            fd = window.FD;

            PageFlip = HandlePageFlip;
            PageFlipPtr = Marshal.GetFunctionPointerForDelegate(PageFlip);
        }
コード例 #16
0
ファイル: X11GLContext.cs プロジェクト: prepare/HTML-Renderer
 public X11GLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shared, bool direct,
     int major, int minor, GraphicsContextFlags flags)
     : base(DesktopBackend.OpenGL)
 {
     if (handle == ContextHandle.Zero)
         throw new ArgumentException("handle");
     if (window == null)
         throw new ArgumentNullException("window");
     Handle = handle;
     currentWindow = (X11WindowInfo)window;
     Display = currentWindow.Display;
 }
コード例 #17
0
ファイル: GLControl.cs プロジェクト: prepare/HTML-Renderer
 /// <summary>
 /// Constructs a new GLControl with the specified GraphicsMode.
 /// </summary>
 /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the control.</param>
 /// <param name="major">The major version for the OpenGL GraphicsContext.</param>
 /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
 /// <param name="flags">The GraphicsContextFlags for the OpenGL GraphicsContext.</param>
 public GLControl(GraphicsMode mode, int major, int minor, GraphicsContextFlags flags)
 {
     if (mode == null)
         throw new ArgumentNullException("mode");
     SetStyle(ControlStyles.Opaque, true);
     SetStyle(ControlStyles.UserPaint, true);
     SetStyle(ControlStyles.AllPaintingInWmPaint, true);
     DoubleBuffered = false;
     this.format = mode;
     this.major = major;
     this.minor = minor;
     this.flags = flags;
     InitializeComponent();
 }
コード例 #18
0
ファイル: GraphicsContext.cs プロジェクト: tanis2000/FEZ
 public GraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
 {
     lock (GraphicsContext.SyncRoot)
       {
     bool local_0 = false;
     if (mode == null && window == null)
     {
       local_0 = true;
     }
     else
     {
       if (mode == null)
     throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
       if (window == null)
     throw new ArgumentNullException("window", "Must point to a valid window.");
     }
     if (major <= 0)
       major = 1;
     if (minor < 0)
       minor = 0;
     IGraphicsContext local_1_1 = GraphicsContext.FindSharedContext();
     if (local_0)
     {
       this.implementation = (IGraphicsContext) new DummyGLContext();
     }
     else
     {
       IPlatformFactory local_2 = (IPlatformFactory) null;
       switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
       {
     case false:
       local_2 = Factory.Default;
       break;
     case true:
       local_2 = Factory.Embedded;
       break;
       }
       this.implementation = local_2.CreateGLContext(mode, window, local_1_1, GraphicsContext.direct_rendering, major, minor, flags);
       if (GraphicsContext.GetCurrentContext == null)
       {
     GraphicsContext.GetCurrentContextDelegate local_3 = local_2.CreateGetCurrentGraphicsContext();
     if (local_3 != null)
       GraphicsContext.GetCurrentContext = local_3;
       }
     }
     GraphicsContext.available_contexts.Add(this.Context, new WeakReference((object) this));
       }
 }
コード例 #19
0
ファイル: EglContext.cs プロジェクト: tecnikor/opentk
        int swap_interval = 1; // Default interval is defined as 1 in EGL.

        #endregion

        #region Constructors

        public EglContext(GraphicsMode mode, EglWindowInfo window, IGraphicsContext sharedContext,
            int major, int minor, GraphicsContextFlags flags)
        {
            if (mode == null)
                throw new ArgumentNullException("mode");
            if (window == null)
                throw new ArgumentNullException("window");

            EglContext shared = (EglContext)sharedContext;

            WindowInfo = window;

            // Select an EGLConfig that matches the desired mode. We cannot use the 'mode'
            // parameter directly, since it may have originated on a different system (e.g. GLX)
            // and it may not support the desired renderer.

            Renderable = RenderableFlags.GL;
            if ((flags & GraphicsContextFlags.Embedded) != 0)
            {
                Renderable = major > 1 ? RenderableFlags.ES2 : RenderableFlags.ES;
            }

            RenderApi api = (Renderable & RenderableFlags.GL) != 0 ? RenderApi.GL : RenderApi.ES;
            Debug.Print("[EGL] Binding {0} rendering API.", api);
            if (!Egl.BindAPI(api))
            {
                Debug.Print("[EGL] Failed to bind rendering API. Error: {0}", Egl.GetError());
            }

            Mode = new EglGraphicsMode().SelectGraphicsMode(window,
                mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples,
                mode.AccumulatorFormat, mode.Buffers, mode.Stereo,
                Renderable);
            if (!Mode.Index.HasValue)
                throw new GraphicsModeException("Invalid or unsupported GraphicsMode.");
            IntPtr config = Mode.Index.Value;

            if (window.Surface == IntPtr.Zero)
                window.CreateWindowSurface(config);

            int[] attrib_list = new int[] { Egl.CONTEXT_CLIENT_VERSION, major, Egl.NONE };
            HandleAsEGLContext = Egl.CreateContext(window.Display, config, shared != null ? shared.HandleAsEGLContext : IntPtr.Zero, attrib_list);

            MakeCurrent(window);
        }
コード例 #20
0
        /// <summary>
        /// Constructs a new GraphicsContext with the specified GraphicsMode, version and flags,  and attaches it to the specified window.
        /// </summary>
        /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
        /// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
        /// <param name="major">The major version of the new GraphicsContext.</param>
        /// <param name="minor">The minor version of the new GraphicsContext.</param>
        /// <param name="flags">The GraphicsContextFlags for the GraphicsContext.</param>
        /// <remarks>
        /// Different hardware supports different flags, major and minor versions. Invalid parameters will be silently ignored.
        /// </remarks>
        public GraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
        {
            lock (SyncRoot)
            {
                bool designMode = false;
                if (mode == null && window == null)
                    designMode = true;
                else if (mode == null) throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
                else if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");

                // Silently ignore invalid major and minor versions.
                if (major <= 0)
                    major = 1;
                if (minor < 0)
                    minor = 0;

                Debug.Print("Creating GraphicsContext.");
                try
                {
                    Debug.Indent();
                    Debug.Print("GraphicsMode: {0}", mode);
                    Debug.Print("IWindowInfo: {0}", window);
                    Debug.Print("GraphicsContextFlags: {0}", flags);
                    Debug.Print("Requested version: {0}.{1}", major, minor);

                    IGraphicsContext shareContext = shareContext = FindSharedContext();
                    
                    // Todo: Add a DummyFactory implementing IPlatformFactory.
                    if (designMode)
                        implementation = new Platform.Dummy.DummyGLContext();
                    else
                        switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
                        {
                            case false: implementation = Factory.Default.CreateGLContext(mode, window, shareContext, direct_rendering, major, minor, flags); break;
                            case true: implementation = Factory.Embedded.CreateGLContext(mode, window, shareContext, direct_rendering, major, minor, flags); break;
                        }

                    available_contexts.Add((this as IGraphicsContextInternal).Context, new WeakReference(this));
                }
                finally
                {
                    Debug.Unindent();
                }
            }
        }
コード例 #21
0
        public DesktopViewController(Type rootClass, int windowWidth, int windowHeight, string windowTitle, 
                                     GameWindowFlags windowFlags, DisplayDevice device, GraphicsContextFlags flags) 
            : base(windowWidth, windowHeight, GraphicsMode.Default, windowTitle, windowFlags, device, -1, -1, flags)
        {
            Console.WriteLine("Sparrow-sharp: Starting");
            _rootClass = rootClass;

            Load += HandleLoad;

            RenderFrame += HandleRenderFrame;

            Mouse.Move += OnMouseMove;
            Mouse.ButtonDown += OnMouseButtonChange;
            Mouse.ButtonUp += OnMouseButtonChange;

            // Run the game at 60 updates per second
            Run(60.0);
        }
コード例 #22
0
ファイル: Program.cs プロジェクト: corefan/awgraphics
 public Program(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
                   int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
     : base(width, height, title, options,
            mode == null ? GraphicsMode.Default : mode,
            device == null ? DisplayDevice.Default : device)
 {
     try
     {
         glContext = new GraphicsContext(mode == null ? GraphicsMode.Default : mode, WindowInfo, major, minor, flags);
         glContext.MakeCurrent(WindowInfo);
         (glContext as IGraphicsContextInternal).LoadAll();
     }
     catch (Exception e)
     {
         Debug.Print(e.ToString());
         base.Dispose();
         throw;
     }
 }
コード例 #23
0
ファイル: SDL2GLContext.cs プロジェクト: sulix/opentk-sdl2
        public SDL2GLContext (GraphicsMode mode, IWindowInfo windowInfo, IGraphicsContext shared, bool direct,
            int major, int minor, GraphicsContextFlags flags)
		{
			SDL2WindowInfo currentWindow = (SDL2WindowInfo)windowInfo;
			window = currentWindow.WindowHandle;
            
			if (shared != null) {
				shared.MakeCurrent (windowInfo);
				lock (API.sdl_api_lock) {
					API.GL_SetAttribute (API.GLAttr.ShareWithCurrentContext, 1);
				}
			}

			lock (API.sdl_api_lock) {
				context = API.GL_CreateContext (currentWindow.WindowHandle);
			}

			MakeCurrent (windowInfo);

			if (shared != null) {
				shared.MakeCurrent (windowInfo);
			}
			Handle = new ContextHandle(context);
        }
コード例 #24
0
 public abstract IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags);
コード例 #25
0
ファイル: GameWindow.cs プロジェクト: sulix/opentk-sdl2
 /// <summary>Constructs a new GameWindow with the specified attributes.</summary>
 /// <param name="width">The width of the GameWindow in pixels.</param>
 /// <param name="height">The height of the GameWindow in pixels.</param>
 /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
 /// <param name="title">The title of the GameWindow.</param>
 /// <param name="options">GameWindow options regarding window appearance and behavior.</param>
 /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
 /// <param name="major">The major version for the OpenGL GraphicsContext.</param>
 /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
 /// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
 public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
     int major, int minor, GraphicsContextFlags flags)
     : this(width, height, mode, title, options, device, major, minor, flags, null)
 { }
コード例 #26
0
 public NxTransparentGameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext, bool isSingleThreaded) : base(width, height, mode, title, options, device, major, minor, flags, sharedContext, isSingleThreaded)
 {
     init();
 }
コード例 #27
0
        static GraphicsMode GetGLAttributes(ContextHandle sdlContext, out GraphicsContextFlags context_flags)
        {
            context_flags = 0;

            int accum_red, accum_green, accum_blue, accum_alpha;

            SDL.GL.GetAttribute(ContextAttribute.ACCUM_RED_SIZE, out accum_red);
            SDL.GL.GetAttribute(ContextAttribute.ACCUM_GREEN_SIZE, out accum_green);
            SDL.GL.GetAttribute(ContextAttribute.ACCUM_BLUE_SIZE, out accum_blue);
            SDL.GL.GetAttribute(ContextAttribute.ACCUM_ALPHA_SIZE, out accum_alpha);

            int buffers;

            SDL.GL.GetAttribute(ContextAttribute.DOUBLEBUFFER, out buffers);
            // DOUBLEBUFFER return a boolean (0-false, 1-true), so we need
            // to adjust the buffer count (false->1 buffer, true->2 buffers)
            buffers++;

            int red, green, blue, alpha;

            SDL.GL.GetAttribute(ContextAttribute.RED_SIZE, out red);
            SDL.GL.GetAttribute(ContextAttribute.GREEN_SIZE, out green);
            SDL.GL.GetAttribute(ContextAttribute.BLUE_SIZE, out blue);
            SDL.GL.GetAttribute(ContextAttribute.ALPHA_SIZE, out alpha);

            int depth, stencil;

            SDL.GL.GetAttribute(ContextAttribute.DEPTH_SIZE, out depth);
            SDL.GL.GetAttribute(ContextAttribute.STENCIL_SIZE, out stencil);

            int samples;

            SDL.GL.GetAttribute(ContextAttribute.MULTISAMPLESAMPLES, out samples);

            int stereo;

            SDL.GL.GetAttribute(ContextAttribute.STEREO, out stereo);

            int major, minor;

            SDL.GL.GetAttribute(ContextAttribute.CONTEXT_MAJOR_VERSION, out major);
            SDL.GL.GetAttribute(ContextAttribute.CONTEXT_MINOR_VERSION, out minor);

            int flags;

            SDL.GL.GetAttribute(ContextAttribute.CONTEXT_FLAGS, out flags);

            int egl;

            SDL.GL.GetAttribute(ContextAttribute.CONTEXT_EGL, out egl);

            int profile;

            SDL.GL.GetAttribute(ContextAttribute.CONTEXT_PROFILE_MASK, out profile);

            if (egl != 0 && (profile & (int)ContextProfileFlags.ES) != 0)
            {
                context_flags |= GraphicsContextFlags.Embedded;
            }

            if ((flags & (int)ContextFlags.DEBUG) != 0)
            {
                context_flags |= GraphicsContextFlags.Debug;
            }

            if ((profile & (int)ContextProfileFlags.CORE) != 0)
            {
                context_flags |= GraphicsContextFlags.ForwardCompatible;
            }

            return(new GraphicsMode(
                       new ColorFormat(red, green, blue, alpha),
                       depth,
                       stencil,
                       samples,
                       new ColorFormat(accum_red, accum_green, accum_blue, accum_alpha),
                       buffers,
                       stereo != 0 ? true : false));
        }
コード例 #28
0
        public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
        {
            WinWindowInfo win_win     = (WinWindowInfo)window;
            IntPtr        egl_display = GetDisplay(win_win.DeviceContext);
            EglWindowInfo egl_win     = new osuTK.Platform.Egl.EglWindowInfo(win_win.Handle, egl_display);

            return(new EglWinContext(handle, egl_win, shareContext, major, minor, flags));
        }
コード例 #29
0
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window,
                                                  IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     throw new PlatformNotSupportedException(error_string);
 }
        internal iPhoneOSGraphicsContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
        {
            // ignore mode, window

            iPhoneOSGraphicsContext shared = sharedContext as iPhoneOSGraphicsContext;

            EAGLRenderingAPI version = 0;

            if (major == 2 && minor == 0)
            {
                version = EAGLRenderingAPI.OpenGLES2;
            }
            else if (major == 3 && minor == 0)
            {
                version = EAGLRenderingAPI.OpenGLES3;
            }
            else
            {
                throw new ArgumentException(string.Format("Unsupported GLES version {0}.{1}.", major, minor));
            }

            EAGLContext = shared != null && shared.EAGLContext != null
                ? new EAGLContext(version, shared.EAGLContext.ShareGroup)
                : new EAGLContext(version);
            Handle = new ContextHandle(EAGLContext.Handle);
        }
コード例 #31
0
 public IGraphicsContext CreateContext(int major, int minor, GraphicsContextFlags flags)
 {
     return(new GraphicsContext(mode, WindowInfo, major, minor, flags));
 }
コード例 #32
0
        /// <summary>
        /// Constructs a new GraphicsContext with the specified GraphicsMode, version and flags,  and attaches it to the specified window.
        /// </summary>
        /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
        /// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
        /// <param name="major">The major version of the new GraphicsContext.</param>
        /// <param name="minor">The minor version of the new GraphicsContext.</param>
        /// <param name="flags">The GraphicsContextFlags for the GraphicsContext.</param>
        /// <remarks>
        /// Different hardware supports different flags, major and minor versions. Invalid parameters will be silently ignored.
        /// </remarks>
        public GraphicsContext(GraphicsMode mode, IWindowInfo window, int major, int minor, GraphicsContextFlags flags)
        {
            lock (SyncRoot)
            {
                bool designMode = false;
                if (mode == null && window == null)
                    designMode = true;
                else if (mode == null) throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
                else if (window == null) throw new ArgumentNullException("window", "Must point to a valid window.");

                // Silently ignore invalid major and minor versions.
                if (major <= 0)
                    major = 1;
                if (minor < 0)
                    minor = 0;

                Debug.Print("Creating GraphicsContext.");
                try
                {
                    Debug.Indent();
                    Debug.Print("GraphicsMode: {0}", mode);
                    Debug.Print("IWindowInfo: {0}", window);
                    Debug.Print("GraphicsContextFlags: {0}", flags);
                    Debug.Print("Requested version: {0}.{1}", major, minor);

                    IGraphicsContext shareContext = FindSharedContext();
                    
                    // Todo: Add a DummyFactory implementing IPlatformFactory.
                    if (designMode)
                    {
#if !IPHONE
                        implementation = new Platform.Dummy.DummyGLContext();
#else
                        implementation = Factory.Embedded.CreateGLContext(mode, window, shareContext, direct_rendering, major, minor, flags);
                        GetCurrentContext = Factory.Embedded.CreateGetCurrentGraphicsContext();
#endif
                    }
                    else
                    {
#if !IPHONE
                        IPlatformFactory factory = null;
#else
                        Factory factory = null;
                        GetCurrentContext = null;
#endif
                        switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
                        {
                            case false: factory = Factory.Default; break;
                            case true: factory = Factory.Embedded; break;
                        }

                        implementation = factory.CreateGLContext(mode, window, shareContext, direct_rendering, major, minor, flags);
                        // Note: this approach does not allow us to mix native and EGL contexts in the same process.
                        // This should not be a problem, as this use-case is not interesting for regular applications.
                        // Note 2: some platforms may not support a direct way of getting the current context
                        // (this happens e.g. with DummyGLContext). In that case, we use a slow fallback which
                        // iterates through all known contexts and checks if any is current (check GetCurrentContext
                        // declaration).
                        if (GetCurrentContext == null)
                        {
                            GetCurrentContextDelegate temp = factory.CreateGetCurrentGraphicsContext();
                            if (temp != null)
                            {
                                GetCurrentContext = temp;
                            }
                        }
                    }

                    available_contexts.Add((this as IGraphicsContextInternal).Context, new WeakReference(this));
                }
                finally
                {
                    Debug.Unindent();
                }
            }
        }
コード例 #33
0
ファイル: X11Factory.cs プロジェクト: jcnossen/upspring.net
 public virtual IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     return new X11GLContext(handle, window, shareContext, directRendering, major, minor, flags);
 }
コード例 #34
0
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window,
                                                  IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     return(new WinGLContext(handle, (WinWindowInfo)window, shareContext, major, minor, flags));
 }
コード例 #35
0
 protected override BasicGameForm CreateGameForm(GraphicsContextFlags flags)
 {
     return(new WindowsGameForm(flags));
 }
コード例 #36
0
 public WindowsGameWindow(GraphicsContextFlags flags)
     : base(flags)
 {
 }
コード例 #37
0
 protected abstract BasicGameForm CreateGameForm(GraphicsContextFlags flags);
コード例 #38
0
 public CustomApplicationWindow(AutoResetEvent updateEvent, int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
     : base(width, height, mode, title, options, device, major, minor, flags, sharedContext)
 {
     this.updateEvent = updateEvent;
 }
コード例 #39
0
ファイル: GameWindow.cs プロジェクト: cs-phillips/PixelFarm
 /// <summary>Constructs a new GameWindow with the specified attributes.</summary>
 /// <param name="width">The width of the GameWindow in pixels.</param>
 /// <param name="height">The height of the GameWindow in pixels.</param>
 /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
 /// <param name="title">The title of the GameWindow.</param>
 /// <param name="options">GameWindow options regarding window appearance and behavior.</param>
 /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
 /// <param name="major">The major version for the OpenGL GraphicsContext.</param>
 /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
 /// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
 public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
                   int major, int minor, GraphicsContextFlags flags)
     : this(width, height, mode, title, options, device, major, minor, flags, null)
 {
 }
コード例 #40
0
 public virtual IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     return(new X11GLContext(handle, window, shareContext, directRendering, major, minor, flags));
 }
コード例 #41
0
ファイル: X11GLContext.cs プロジェクト: Ryujinx/GLWidget
        public X11GLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shared, bool direct,
                            int major, int minor, GraphicsContextFlags flags)
        {
            if (mode == null)
            {
                throw new ArgumentNullException("mode");
            }
            if (window == null)
            {
                throw new ArgumentNullException("window");
            }

            // Do not move this lower, as almost everything requires the Display
            // property to be correctly set.
            Display = ((X11WindowInfo)window).Display;

            // Check that GLX is supported. We cannot proceed to create
            // an OpenGL context without the GLX extension.
            int error_base;
            int event_base;
            int glx_major;
            int glx_minor;

            using (new XLock(Display))
            {
                bool supported = Glx.QueryExtension(Display, out error_base, out event_base);
                supported &= Glx.QueryVersion(Display, out glx_major, out glx_minor);
                if (supported)
                {
                    Debug.Print("[X11] GLX supported. Version is {0}.{1}", glx_major, glx_minor);
                }
                else
                {
                    throw new NotSupportedException("[X11] GLX extension is not supported.");
                }
            }

            IntPtr visual   = IntPtr.Zero;
            IntPtr fbconfig = IntPtr.Zero;

            // Once a window has a visual, we cannot use a different
            // visual on the OpenGL context, or glXMakeCurrent might fail.
            // Note: we should only check X11WindowInfo.Visual, as that
            // is the only property that can be set by Utilities.CreateX11WindowInfo.
            currentWindow = (X11WindowInfo)window;
            if (currentWindow.Visual != IntPtr.Zero)
            {
                visual   = currentWindow.Visual;
                fbconfig = currentWindow.FBConfig;
                Mode     = currentWindow.GraphicsMode;
            }

            if (Mode == null || !Mode.Index.HasValue)
            {
                Mode = ModeSelector.SelectGraphicsMode(mode, out visual, out fbconfig);
            }

            ContextHandle shareHandle = shared != null ?
                                        (shared as IGraphicsContextInternal).Context : (ContextHandle)IntPtr.Zero;

            Debug.Write("Creating X11GLContext context: ");
            Debug.Write(direct ? "direct, " : "indirect, ");
            Debug.WriteLine(shareHandle.Handle == IntPtr.Zero ? "not shared... " :
                            String.Format("shared with ({0})... ", shareHandle));

            // Try using the new context creation method. If it fails, fall back to the old one.
            // For each of these methods, we try two times to create a context:
            // one with the "direct" flag intact, the other with the flag inversed.
            // HACK: It seems that Catalyst 9.1 - 9.4 on Linux have problems with contexts created through
            // GLX_ARB_create_context, including hideous input lag, no vsync and other madness.
            // Use legacy context creation if the user doesn't request a 3.0+ context.
            if (fbconfig != IntPtr.Zero && (major * 10 + minor >= 30) && SupportsCreateContextAttribs(Display, currentWindow))
            {
                Handle = CreateContextAttribs(Display, currentWindow.Screen,
                                              fbconfig, direct, major, minor, flags, shareHandle);
            }

            if (Handle == ContextHandle.Zero)
            {
                Handle = CreateContextLegacy(Display, visual, direct, shareHandle);
            }

            if (Handle != ContextHandle.Zero)
            {
                Debug.Print("Context created (id: {0}).", Handle);
            }
            else
            {
                throw new GraphicsContextException("Failed to create OpenGL context. Glx.CreateContext call returned 0.");
            }

            using (new XLock(Display))
            {
                if (!Glx.IsDirect(Display, Handle.Handle))
                {
                    Debug.Print("Warning: Context is not direct.");
                }
            }
        }
コード例 #42
0
ファイル: GraphicsContext.cs プロジェクト: Ryujinx/GLWidget
        /// <summary>
        /// Constructs a new GraphicsContext with the specified GraphicsMode, version and flags, and attaches it to the specified window. A dummy context will be created if both
        /// the handle and the window are null.
        /// </summary>
        /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GraphicsContext.</param>
        /// <param name="window">The OpenTK.Platform.IWindowInfo to attach the GraphicsContext to.</param>
        /// <param name="shareContext">The GraphicsContext to share resources with, or null for explicit non-sharing.</param>
        /// <param name="major">The major version of the new GraphicsContext.</param>
        /// <param name="minor">The minor version of the new GraphicsContext.</param>
        /// <param name="flags">The GraphicsContextFlags for the GraphicsContext.</param>
        /// <remarks>
        /// Different hardware supports different flags, major and minor versions. Invalid parameters will be silently ignored.
        /// </remarks>
        public GraphicsContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags)
        {
            lock (SyncRoot)
            {
                bool designMode = false;
                if (mode == null && window == null)
                {
                    designMode = true;
                }
                else if (mode == null)
                {
                    throw new ArgumentNullException("mode", "Must be a valid GraphicsMode.");
                }
                else if (window == null)
                {
                    throw new ArgumentNullException("window", "Must point to a valid window.");
                }

                // Silently ignore invalid major and minor versions.
                if (major <= 0)
                {
                    major = 1;
                }
                if (minor < 0)
                {
                    minor = 0;
                }

                // Angle needs an embedded context
                const GraphicsContextFlags useAngleFlag = GraphicsContextFlags.Angle
                                                          | GraphicsContextFlags.AngleD3D9
                                                          | GraphicsContextFlags.AngleD3D11
                                                          | GraphicsContextFlags.AngleOpenGL;
                var useAngle = false;
                if ((flags & useAngleFlag) != 0)
                {
                    flags   |= GraphicsContextFlags.Embedded;
                    useAngle = true;
                }

                Debug.Print("Creating GraphicsContext.");
                try
                {
                    Debug.Indent();
                    Debug.Print("GraphicsMode: {0}", mode);
                    Debug.Print("IWindowInfo: {0}", window);
                    Debug.Print("GraphicsContextFlags: {0}", flags);
                    Debug.Print("Requested version: {0}.{1}", major, minor);

                    // Todo: Add a DummyFactory implementing IPlatformFactory.
                    if (designMode)
                    {
                        implementation = new Platform.Dummy.DummyGLContext();
                    }
                    else
                    {
                        IPlatformFactory factory = null;
                        switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
                        {
                        case false:
                            factory = Factory.Default;
                            break;

                        case true:
                            factory = useAngle ? Factory.Angle : Factory.Embedded;
                            break;
                        }

                        // Note: this approach does not allow us to mix native and EGL contexts in the same process.
                        // This should not be a problem, as this use-case is not interesting for regular applications.
                        // Note 2: some platforms may not support a direct way of getting the current context
                        // (this happens e.g. with DummyGLContext). In that case, we use a slow fallback which
                        // iterates through all known contexts and checks if any is current (check GetCurrentContext
                        // declaration).
                        if (GetCurrentContext == null)
                        {
                            GetCurrentContext = factory.CreateGetCurrentGraphicsContext();
                        }

                        implementation = factory.CreateGLContext(mode, window, shareContext, DirectRendering, major, minor, flags);
                        handle_cached  = ((IGraphicsContextInternal)implementation).Context;
                        factory.RegisterResource(this);
                    }

                    AddContext(this);
                }
                finally
                {
                    Debug.Unindent();
                }
            }
        }
コード例 #43
0
 public SimpleES20Window(GraphicsContextFlags flags)
     : base(800, 600, GraphicsMode.Default, "", GameWindowFlags.Default, DisplayDevice.Default, 2, 0, flags)
 {
 }
コード例 #44
0
ファイル: GraphicsContext.cs プロジェクト: Ryujinx/GLWidget
 /// <summary>
 /// Constructs a new GraphicsContext from a pre-existing context created outside of OpenTK.
 /// </summary>
 /// <param name="handle">The handle of the existing context. This must be a valid, unique handle that is not known to OpenTK.</param>
 /// <param name="window">This parameter is reserved.</param>
 /// <param name="shareContext">This parameter is reserved.</param>
 /// <param name="major">This parameter is reserved.</param>
 /// <param name="minor">This parameter is reserved.</param>
 /// <param name="flags">This parameter is reserved..</param>
 public GraphicsContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags)
     : this(handle, Platform.Utilities.CreateGetAddress(), Factory.Default.CreateGetCurrentGraphicsContext())
 {
 }
コード例 #45
0
 public IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext,
                                         bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     return(Default.CreateGLContext(mode, window, shareContext, directRendering, major, minor, flags));
 }
コード例 #46
0
 public GLSurface(GraphicsMode mode, int major, int minor, GraphicsContextFlags flags)
 {
     Handler.CreateWithParams(mode, major, minor, flags);
     Initialize();
 }
コード例 #47
0
 public NxTransparentGameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device, int major, int minor, GraphicsContextFlags flags) : base(width, height, mode, title, options, device, major, minor, flags)
 {
     init();
 }
コード例 #48
0
 public override IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     throw new NotImplementedException();
 }
コード例 #49
0
        static void SetGLAttributes(GraphicsMode mode,
                                    IGraphicsContext shareContext,
                                    int major, int minor,
                                    GraphicsContextFlags flags)
        {
            ContextProfileFlags cpflags = 0;

            ClearGLAttributes();

            if (mode.AccumulatorFormat.BitsPerPixel > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.ACCUM_ALPHA_SIZE, mode.AccumulatorFormat.Alpha);
                SDL.GL.SetAttribute(ContextAttribute.ACCUM_RED_SIZE, mode.AccumulatorFormat.Red);
                SDL.GL.SetAttribute(ContextAttribute.ACCUM_GREEN_SIZE, mode.AccumulatorFormat.Green);
                SDL.GL.SetAttribute(ContextAttribute.ACCUM_BLUE_SIZE, mode.AccumulatorFormat.Blue);
            }

            if (mode.Buffers > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.DOUBLEBUFFER, mode.Buffers > 1 ? 1 : 0);
            }

            if (mode.ColorFormat > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.ALPHA_SIZE, mode.ColorFormat.Alpha);
                SDL.GL.SetAttribute(ContextAttribute.RED_SIZE, mode.ColorFormat.Red);
                SDL.GL.SetAttribute(ContextAttribute.GREEN_SIZE, mode.ColorFormat.Green);
                SDL.GL.SetAttribute(ContextAttribute.BLUE_SIZE, mode.ColorFormat.Blue);
            }

            if (mode.Depth > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.DEPTH_SIZE, mode.Depth);
            }

            if (mode.Samples > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.MULTISAMPLEBUFFERS, 1);
                SDL.GL.SetAttribute(ContextAttribute.MULTISAMPLESAMPLES, mode.Samples);
            }

            if (mode.Stencil > 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.STENCIL_SIZE, mode.Stereo ? 1 : 0);
            }

            if (mode.Stereo)
            {
                SDL.GL.SetAttribute(ContextAttribute.STEREO, 1);
            }

            if (major > 0)
            {
                // Workaround for https://github.com/opentk/opentk/issues/44
                // Mac OS X desktop OpenGL 3.x/4.x contexts require require
                // ContextProfileFlags.Core, otherwise they will fail to construct.
                if (Configuration.RunningOnMacOS && major >= 3 &&
                    (flags & GraphicsContextFlags.Embedded) == 0)
                {
                    cpflags |= ContextProfileFlags.CORE;

                    // According to https://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1075_Core.html
                    // Mac OS X supports 3.2+. Indeed, requesting 3.0 or 3.1 results in failure.
                    if (major == 3 && minor < 2)
                    {
                        minor = 2;
                    }
                }

                SDL.GL.SetAttribute(ContextAttribute.CONTEXT_MAJOR_VERSION, major);
                SDL.GL.SetAttribute(ContextAttribute.CONTEXT_MINOR_VERSION, minor);
            }

            if ((flags & GraphicsContextFlags.Debug) != 0)
            {
                SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.DEBUG);
            }

            /*
             * if ((flags & GraphicsContextFlags.Robust) != 0)
             * {
             *  SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.ROBUST_ACCESS_FLAG);
             * }
             *
             * if ((flags & GraphicsContextFlags.ResetIsolation) != 0)
             * {
             *  SDL.GL.SetAttribute(ContextAttribute.CONTEXT_FLAGS, ContextFlags.RESET_ISOLATION_FLAG);
             * }
             */

            {
                if ((flags & GraphicsContextFlags.Embedded) != 0)
                {
                    cpflags |= ContextProfileFlags.ES;
                    SDL.GL.SetAttribute(ContextAttribute.CONTEXT_EGL, 1);
                }

                if ((flags & GraphicsContextFlags.ForwardCompatible) != 0)
                {
                    cpflags |= ContextProfileFlags.CORE;
                }

                if (cpflags != 0)
                {
                    SDL.GL.SetAttribute(ContextAttribute.CONTEXT_PROFILE_MASK, cpflags);
                }
            }

            if (shareContext != null)
            {
                if (shareContext.IsCurrent)
                {
                    SDL.GL.SetAttribute(ContextAttribute.SHARE_WITH_CURRENT_CONTEXT, 1);
                }
                else
                {
                    Trace.WriteLine("Warning: SDL2 requires a shared context to be current before sharing. Sharing failed.");
                }
            }
        }
コード例 #50
0
 public override IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
 {
     return(new Sdl2GraphicsContext(mode, window, shareContext, major, minor, flags));
 }
コード例 #51
0
        /// <summary>Constructs a new GLWidget</summary>
        public GLWidget(GraphicsMode graphicsMode, int glVersionMajor, int glVersionMinor, GraphicsContextFlags graphicsContextFlags)
        {
            this.DoubleBuffered = false;

            SingleBuffer   = graphicsMode.Buffers == 1;
            ColorBPP       = graphicsMode.ColorFormat.BitsPerPixel;
            AccumulatorBPP = graphicsMode.AccumulatorFormat.BitsPerPixel;
            DepthBPP       = graphicsMode.Depth;
            StencilBPP     = graphicsMode.Stencil;
            Samples        = graphicsMode.Samples;
            Stereo         = graphicsMode.Stereo;

            GlVersionMajor       = glVersionMajor;
            GlVersionMinor       = glVersionMinor;
            GraphicsContextFlags = graphicsContextFlags;
        }
コード例 #52
0
 public void CreateWithParams(GraphicsMode mode, int major, int minor, GraphicsContextFlags flags)
 {
     Control = new OtkWpfWFControl(mode, major, minor, flags);
 }
コード例 #53
0
ファイル: GameWindow.cs プロジェクト: sulix/opentk-sdl2
        /// <summary>Constructs a new GameWindow with the specified attributes.</summary>
        /// <param name="width">The width of the GameWindow in pixels.</param>
        /// <param name="height">The height of the GameWindow in pixels.</param>
        /// <param name="mode">The OpenTK.Graphics.GraphicsMode of the GameWindow.</param>
        /// <param name="title">The title of the GameWindow.</param>
        /// <param name="options">GameWindow options regarding window appearance and behavior.</param>
        /// <param name="device">The OpenTK.Graphics.DisplayDevice to construct the GameWindow in.</param>
        /// <param name="major">The major version for the OpenGL GraphicsContext.</param>
        /// <param name="minor">The minor version for the OpenGL GraphicsContext.</param>
        /// <param name="flags">The GraphicsContextFlags version for the OpenGL GraphicsContext.</param>
        /// <param name="sharedContext">An IGraphicsContext to share resources with.</param>
        public GameWindow(int width, int height, GraphicsMode mode, string title, GameWindowFlags options, DisplayDevice device,
                          int major, int minor, GraphicsContextFlags flags, IGraphicsContext sharedContext)
            : base(width, height, title, options,
                   mode == null ? GraphicsMode.Default : mode,
                   device == null ? DisplayDevice.Default : device)
        {
            try
            {
                glContext = new GraphicsContext(mode == null ? GraphicsMode.Default : mode, WindowInfo, major, minor, flags);
                glContext.MakeCurrent(WindowInfo);
                (glContext as IGraphicsContextInternal).LoadAll();

                VSync = VSyncMode.On;

                //glWindow.WindowInfoChanged += delegate(object sender, EventArgs e) { OnWindowInfoChangedInternal(e); };
            }
            catch (Exception e)
            {
                Debug.Print(e.ToString());
                base.Dispose();
                throw;
            }
        }
コード例 #54
0
        public override IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
        {
            WinWindowInfo win_win     = (WinWindowInfo)window;
            EGLDisplay    egl_display = Egl.GetDisplay(EGLNativeDisplayType.Default); // Egl.GetDisplay(new EGLNativeDisplayType(win_win.DeviceContext));
            EglWindowInfo egl_win     = new OpenTK.Platform.Egl.EglWindowInfo(win_win.WindowHandle, egl_display);

            return(new EglContext(mode, egl_win, shareContext, major, minor, flags));
        }
コード例 #55
0
        /// <summary>
        /// Constructs a new GraphicsContext from a pre-existing context created outside of OpenTK.
        /// </summary>
        /// <param name="handle">The handle of the existing context. This must be a valid, unique handle that is not known to OpenTK.</param>
        /// <param name="window">The window this context is bound to. This must be a valid window obtained through Utilities.CreateWindowInfo.</param>
        /// <param name="shareContext">A different context that shares resources with this instance, if any.
        /// Pass null if the context is not shared or if this is the first GraphicsContext instruct you construct.</param>
        /// <param name="major">The major version of the context (e.g. "2" for "2.1").</param>
        /// <param name="minor">The minor version of the context (e.g. "1" for "2.1").</param>
        /// <param name="flags">A bitwise combination of <see cref="GraphicsContextFlags"/> that describe this context.</param>
        /// <exception cref="GraphicsContextException">Occurs if handle is identical to a context already registered with OpenTK.</exception>
        public GraphicsContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, int major, int minor, GraphicsContextFlags flags)
        {
            lock (SyncRoot)
            {
                IsExternal = true;

                if (handle == ContextHandle.Zero)
                {
#if !IPHONE
                    implementation = new OpenTK.Platform.Dummy.DummyGLContext(handle);
#else
                    implementation = new OpenTK.Platform.iPhoneOS.iPhoneOSGraphicsContext(handle);
#endif
                }
                else if (available_contexts.ContainsKey(handle))
                {
                    throw new GraphicsContextException("Context already exists.");
                }
                else
                {
                    switch ((flags & GraphicsContextFlags.Embedded) == GraphicsContextFlags.Embedded)
                    {
                        case false: implementation = Factory.Default.CreateGLContext(handle, window, shareContext, direct_rendering, major, minor, flags); break;
                        case true: implementation = Factory.Embedded.CreateGLContext(handle, window, shareContext, direct_rendering, major, minor, flags); break;
                    }
                }

                available_contexts.Add((implementation as IGraphicsContextInternal).Context, new WeakReference(this));

                (this as IGraphicsContextInternal).LoadAll();
            }
        }
コード例 #56
0
 public LinuxGameWindow(GraphicsContextFlags flags)
     : base(flags)
 {
 }
コード例 #57
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 window:{0} on thread:{1}", window.WindowHandle,
                    System.Threading.Thread.CurrentThread.ManagedThreadId);
                this.SetGraphicsModePFD(format, (WinWindowInfo)window);

                lock (LoadLock)
                {
                    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.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                        Wgl.Imports.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());
                        }
                        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(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());
                }
            }
        }
コード例 #58
0
ファイル: NativeWindow.cs プロジェクト: razluta/jazz2
 public InternalWindow(NativeWindow parent, int w, int h, GraphicsMode mode, string title,
                       GameWindowFlags flags, GraphicsContextFlags contextFlags)
     : base(w, h, mode, title, flags, DisplayDevice.Default, 2, 0, contextFlags)
 {
     this.parent = parent;
 }
コード例 #59
0
 public IGraphicsContext CreateContext(int major, int minor, GraphicsContextFlags flags)
 {
     return new GraphicsContext(null, null);
 }
コード例 #60
0
ファイル: X11GLContext.cs プロジェクト: noggs/opentk
        public X11GLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shared, bool direct,
                            int major, int minor, GraphicsContextFlags flags)
        {
            if (mode == null)
            {
                throw new ArgumentNullException("mode");
            }
            if (window == null)
            {
                throw new ArgumentNullException("window");
            }

            Mode = ModeSelector.SelectGraphicsMode(
                mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples,
                mode.AccumulatorFormat, mode.Buffers, mode.Stereo);

            // Do not move this lower, as almost everything requires the Display
            // property to be correctly set.
            Display = ((X11WindowInfo)window).Display;

            currentWindow            = (X11WindowInfo)window;
            currentWindow.VisualInfo = SelectVisual(Mode, currentWindow);

            ContextHandle shareHandle = shared != null ?
                                        (shared as IGraphicsContextInternal).Context : (ContextHandle)IntPtr.Zero;

            Debug.Write("Creating X11GLContext context: ");
            Debug.Write(direct ? "direct, " : "indirect, ");
            Debug.WriteLine(shareHandle.Handle == IntPtr.Zero ? "not shared... " :
                            String.Format("shared with ({0})... ", shareHandle));

            // Try using the new context creation method. If it fails, fall back to the old one.
            // For each of these methods, we try two times to create a context:
            // one with the "direct" flag intact, the other with the flag inversed.
            // HACK: It seems that Catalyst 9.1 - 9.4 on Linux have problems with contexts created through
            // GLX_ARB_create_context, including hideous input lag, no vsync and other madness.
            // Use legacy context creation if the user doesn't request a 3.0+ context.
            if ((major * 10 + minor >= 30) && SupportsCreateContextAttribs(Display, currentWindow))
            {
                Debug.Write("Using GLX_ARB_create_context... ");

                unsafe
                {
                    // We need the FB config for the current GraphicsMode.
                    int     count;
                    IntPtr *fbconfigs = Glx.ChooseFBConfig(Display, currentWindow.Screen,
                                                           new int[] {
                        (int)GLXAttribute.VISUAL_ID,
                        (int)Mode.Index,
                        0
                    }, out count);

                    if (count > 0)
                    {
                        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)GetARBContextFlags(flags));
                            attributes.Add((int)ArbCreateContext.ProfileMask);
                            attributes.Add((int)GetARBProfileFlags(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);

                        using (new XLock(Display))
                        {
                            Handle = new ContextHandle(Glx.Arb.CreateContextAttribs(Display, *fbconfigs,
                                                                                    shareHandle.Handle, direct, attributes.ToArray()));

                            if (Handle == ContextHandle.Zero)
                            {
                                Debug.Write(String.Format("failed. Trying direct: {0}... ", !direct));
                                Handle = new ContextHandle(Glx.Arb.CreateContextAttribs(Display, *fbconfigs,
                                                                                        shareHandle.Handle, !direct, attributes.ToArray()));
                            }
                        }

                        if (Handle == ContextHandle.Zero)
                        {
                            Debug.WriteLine("failed.");
                        }
                        else
                        {
                            Debug.WriteLine("success!");
                        }

                        using (new XLock(Display))
                        {
                            Functions.XFree((IntPtr)fbconfigs);
                        }
                    }
                }
            }

            if (Handle == ContextHandle.Zero)
            {
                Debug.Write("Using legacy context creation... ");

                XVisualInfo info = currentWindow.VisualInfo;
                using (new XLock(Display))
                {
                    // Cannot pass a Property by reference.
                    Handle = new ContextHandle(Glx.CreateContext(Display, ref info, shareHandle.Handle, direct));

                    if (Handle == ContextHandle.Zero)
                    {
                        Debug.WriteLine(String.Format("failed. Trying direct: {0}... ", !direct));
                        Handle = new ContextHandle(Glx.CreateContext(Display, ref info, IntPtr.Zero, !direct));
                    }
                }
            }

            if (Handle != ContextHandle.Zero)
            {
                Debug.Print("Context created (id: {0}).", Handle);
            }
            else
            {
                throw new GraphicsContextException("Failed to create OpenGL context. Glx.CreateContext call returned 0.");
            }

            using (new XLock(Display))
            {
                if (!Glx.IsDirect(Display, Handle.Handle))
                {
                    Debug.Print("Warning: Context is not direct.");
                }
            }
        }