コード例 #1
0
        private void DestroyContext()
        {
            if (ContextHandle == IntPtr.Zero)
            {
                return;
            }

            try {
                // This will fail if the user calls Dispose() on thread X when the context is current on thread Y.
                if (!Wgl.wglDeleteContext(ContextHandle))
                {
                    Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}",
                                ContextHandle.ToString(), Marshal.GetLastWin32Error());
                }
            } catch (AccessViolationException e) {
                Debug.Print("An access violation occured while destroying the OpenGL context. Please report at http://www.opentk.com.");
                Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString());
                Debug.Print(e.ToString());
            }
            ContextHandle = IntPtr.Zero;
        }
コード例 #2
0
        internal void LoadEntryPoints()
        {
            lock (SyncRoot)
            {
                if (Wgl.GetCurrentContext() != IntPtr.Zero)
                {
                    for (int i = 0; i < EntryPointNames.Length; i++)
                    {
                        EntryPoints[i] = GetAddress(EntryPointNames[i]);
                    }
                    extensions.Clear();

                    wglSwapIntervalEXT           = GetProcAddress <SwapIntervalEXT>("wglSwapIntervalEXT");
                    wglGetSwapIntervalEXT        = GetProcAddress <GetSwapIntervalEXT>("wglGetSwapIntervalEXT");
                    wglGetExtensionsStringARB    = GetProcAddress <GetExtensionsStringARBDelegate>("wglGetExtensionsStringARB");
                    wglGetExtensionsStringEXT    = GetProcAddress <GetExtensionsStringEXTDelegate>("wglGetExtensionsStringEXT");
                    wglCreateContextAttribs      = GetProcAddress <CreateContextAttribsARBDelegate>("wglCreateContextAttribsARB");
                    wglChoosePixelFormatARB      = GetProcAddress <ChoosePixelFormatARB>("wglChoosePixelFormatARB");
                    WglGetPixelFormatAttribivARB = GetProcAddress <GetPixelFormatAttribivARB>("wglGetPixelFormatAttribivARB");
                }
            }
        }
コード例 #3
0
 private void DestroyContext()
 {
     if (Handle != ContextHandle.Zero)
     {
         try
         {
             // This will fail if the user calls Dispose() on thread X when the context is current on thread Y.
             if (!Wgl.DeleteContext(Handle.Handle))
             {
                 Debug.Print("Failed to destroy OpenGL context {0}. Error: {1}",
                             Handle.ToString(), Marshal.GetLastWin32Error());
             }
         }
         catch (AccessViolationException e)
         {
             Debug.WriteLine("An access violation occured while destroying the OpenGL context. Please report at https://github.com/opentk/opentk/issues");
             Debug.Indent();
             Debug.Print("Marshal.GetLastWin32Error(): {0}", Marshal.GetLastWin32Error().ToString());
             Debug.WriteLine(e.ToString());
             Debug.Unindent();
         }
         Handle = ContextHandle.Zero;
     }
 }
コード例 #4
0
        GraphicsMode DescribePixelFormatARB(IntPtr device, int pixelformat)
        {
            GraphicsMode created_mode = null;

            // See http://www.opengl.org/registry/specs/ARB/wgl_pixel_format.txt for more details
            if (Wgl.SupportsFunction("wglGetPixelFormatAttribivARB"))
            {
                // Define the list of attributes we are interested in.
                // The results will be stored in the 'values' array below.
                int[] attribs = new int[]
                {
                    (int)WGL_ARB_pixel_format.AccelerationArb,

                    (int)WGL_ARB_pixel_format.RedBitsArb,
                    (int)WGL_ARB_pixel_format.GreenBitsArb,
                    (int)WGL_ARB_pixel_format.BlueBitsArb,
                    (int)WGL_ARB_pixel_format.AlphaBitsArb,
                    (int)WGL_ARB_pixel_format.ColorBitsArb,

                    (int)WGL_ARB_pixel_format.DepthBitsArb,
                    (int)WGL_ARB_pixel_format.StencilBitsArb,

                    (int)WGL_ARB_multisample.SampleBuffersArb,
                    (int)WGL_ARB_multisample.SamplesArb,

                    (int)WGL_ARB_pixel_format.AccumRedBitsArb,
                    (int)WGL_ARB_pixel_format.AccumGreenBitsArb,
                    (int)WGL_ARB_pixel_format.AccumBlueBitsArb,
                    (int)WGL_ARB_pixel_format.AccumAlphaBitsArb,
                    (int)WGL_ARB_pixel_format.AccumBitsArb,

                    (int)WGL_ARB_pixel_format.DoubleBufferArb,
                    (int)WGL_ARB_pixel_format.StereoArb,
                    0
                };

                // Allocate storage for the results of GetPixelFormatAttrib queries
                int[] values = new int[attribs.Length];

                // Get the format attributes for this pixel format
                if (!Wgl.Arb.GetPixelFormatAttrib(device, pixelformat, 0, attribs.Length - 1, attribs, values))
                {
                    Debug.Print("[Warning] Failed to detect attributes for PixelFormat: {0}.", pixelformat);
                }

                // Skip formats that don't offer full hardware acceleration
                WGL_ARB_pixel_format acceleration = (WGL_ARB_pixel_format)values[0];
                if (acceleration == WGL_ARB_pixel_format.FullAccelerationArb)
                {
                    // Construct a new GraphicsMode to describe this format
                    created_mode = new GraphicsMode(new IntPtr(pixelformat),
                                                    new ColorFormat(values[1], values[2], values[3], values[4]),
                                                    values[6],
                                                    values[7],
                                                    values[8] != 0 ? values[9] : 0,
                                                    new ColorFormat(values[10], values[11], values[12], values[13]),
                                                    values[15] == 1 ? 2 : 1,
                                                    values[16] == 1 ? true : false);
                }
            }
            return(created_mode);
        }
コード例 #5
0
        // Queries pixel formats through the WGL_ARB_pixel_format extension
        // This method only returns accelerated formats. If no format offers
        // hardware acceleration (e.g. we are running in a VM or in a remote desktop
        // connection), this method will return 0 formats and we will fall back to
        // ChoosePixelFormatPFD.
        GraphicsMode ChoosePixelFormatARB(IntPtr device, GraphicsMode desired_mode)
        {
            GraphicsMode created_mode = null;
            GraphicsMode mode         = new GraphicsMode(desired_mode);

            if (Wgl.SupportsExtension("WGL_ARB_pixel_format") &&
                Wgl.SupportsFunction("wglChoosePixelFormatARB"))
            {
                int[]      format = new int[1];
                int        count;
                List <int> attributes = new List <int>();
                bool       retry      = false;

                do
                {
                    attributes.Clear();
                    attributes.Add((int)WGL_ARB_pixel_format.AccelerationArb);
                    attributes.Add((int)WGL_ARB_pixel_format.FullAccelerationArb);
                    attributes.Add((int)WGL_ARB_pixel_format.DrawToWindowArb);
                    attributes.Add(1);

                    if (mode.ColorFormat.Red > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.RedBitsArb);
                        attributes.Add(mode.ColorFormat.Red);
                    }

                    if (mode.ColorFormat.Green > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.GreenBitsArb);
                        attributes.Add(mode.ColorFormat.Green);
                    }

                    if (mode.ColorFormat.Blue > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.BlueBitsArb);
                        attributes.Add(mode.ColorFormat.Blue);
                    }

                    if (mode.ColorFormat.Alpha > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.AlphaBitsArb);
                        attributes.Add(mode.ColorFormat.Alpha);
                    }

                    if (mode.Depth > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.DepthBitsArb);
                        attributes.Add(mode.Depth);
                    }

                    if (mode.Stencil > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.StencilBitsArb);
                        attributes.Add(mode.Stencil);
                    }

                    if (mode.AccumulatorFormat.Red > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.AccumRedBitsArb);
                        attributes.Add(mode.AccumulatorFormat.Red);
                    }

                    if (mode.AccumulatorFormat.Green > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.AccumGreenBitsArb);
                        attributes.Add(mode.AccumulatorFormat.Green);
                    }

                    if (mode.AccumulatorFormat.Blue > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.AccumBlueBitsArb);
                        attributes.Add(mode.AccumulatorFormat.Blue);
                    }

                    if (mode.AccumulatorFormat.Alpha > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.AccumAlphaBitsArb);
                        attributes.Add(mode.AccumulatorFormat.Alpha);
                    }

                    if (mode.Samples > 0 &&
                        Wgl.SupportsExtension("WGL_ARB_multisample"))
                    {
                        attributes.Add((int)WGL_ARB_multisample.SampleBuffersArb);
                        attributes.Add(1);
                        attributes.Add((int)WGL_ARB_multisample.SamplesArb);
                        attributes.Add(mode.Samples);
                    }

                    if (mode.Buffers > 0)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.DoubleBufferArb);
                        attributes.Add(mode.Buffers > 1 ? 1 : 0);
                    }

                    if (mode.Stereo)
                    {
                        attributes.Add((int)WGL_ARB_pixel_format.StereoArb);
                        attributes.Add(1);
                    }

                    attributes.Add(0);
                    attributes.Add(0);

                    if (Wgl.Arb.ChoosePixelFormat(device, attributes.ToArray(), null, format.Length, format, out count) &&
                        count > 0)
                    {
                        created_mode = DescribePixelFormatARB(device, format[0]);
                        retry        = false;
                    }
                    else
                    {
                        Debug.Print("[WGL] ChoosePixelFormatARB failed with {0}", Marshal.GetLastWin32Error());
                        retry = Utilities.RelaxGraphicsMode(ref mode);
                    }
                }while (retry);
            }
            else
            {
                Debug.WriteLine("[WGL] ChoosePixelFormatARB not supported on this context");
            }

            return(created_mode);
        }
コード例 #6
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (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());
            }
        }
コード例 #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());
                    }
                }
            }
        }
コード例 #8
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            if (window == null)
            {
                throw new ArgumentNullException("window", "Must point to a valid window.");
            }
            if (window.WindowHandle == IntPtr.Zero)
            {
                throw new ArgumentException("window", "Must be a valid window.");
            }

            Mode = format;

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

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

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

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

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

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

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

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

            if (sharedContext != null)
            {
                Debug.Print("Sharing state with context {0}", sharedContext.ToString());
                Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
            }
        }
コード例 #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.WindowHandle == IntPtr.Zero)
                {
                    throw new ArgumentException("window", "Must be a valid window.");
                }

                Mode = format;

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

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

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

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

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

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

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

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

                if (sharedContext != null)
                {
                    Marshal.GetLastWin32Error();
                    Debug.Write("Sharing state with context {0}: ", sharedContext.ToString());
                    bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle);
                    Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error());
                }
            }
        }
コード例 #10
0
ファイル: WinFactory.cs プロジェクト: conankzhang/fez
 public virtual GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
 {
     return((GraphicsContext.GetCurrentContextDelegate)(() => new ContextHandle(Wgl.GetCurrentContext())));
 }
コード例 #11
0
 protected override IntPtr GetAddress(string funcname)
 {
     return(Wgl.wglGetProcAddress(funcname));
 }
コード例 #12
0
 public static bool SupportsExtension(string name)
 {
     return(SupportsExtension(Wgl.GetCurrentDC(), name));
 }
コード例 #13
0
ファイル: WinGLContext.cs プロジェクト: conankzhang/fez
 public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags)
 {
     lock (WinGLContext.SyncRoot)
     {
         if (window == null)
         {
             throw new ArgumentNullException("window", "Must point to a valid window.");
         }
         if (window.WindowHandle == IntPtr.Zero)
         {
             throw new ArgumentException("window", "Must be a valid window.");
         }
         this.Mode = format;
         this.SetGraphicsModePFD(format, window);
         lock (WinGLContext.LoadLock)
         {
             if (!WinGLContext.wgl_loaded)
             {
                 ContextHandle local_0 = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
                 Wgl.Imports.MakeCurrent(window.DeviceContext, local_0.Handle);
                 Wgl.LoadAll();
                 Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                 Wgl.Imports.DeleteContext(local_0.Handle);
                 WinGLContext.wgl_loaded = true;
             }
             if (Wgl.Delegates.wglCreateContextAttribsARB != null)
             {
                 try
                 {
                     List <int> local_1 = new List <int>();
                     local_1.Add(8337);
                     local_1.Add(major);
                     local_1.Add(8338);
                     local_1.Add(minor);
                     if (flags != GraphicsContextFlags.Default)
                     {
                         local_1.Add(8340);
                         local_1.Add((int)flags);
                     }
                     local_1.Add(0);
                     local_1.Add(0);
                     this.Handle = new ContextHandle(Wgl.Arb.CreateContextAttribs(window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, local_1.ToArray()));
                     int temp_84 = this.Handle == ContextHandle.Zero ? 1 : 0;
                 }
                 catch (EntryPointNotFoundException exception_0)
                 {
                 }
                 catch (NullReferenceException exception_1)
                 {
                 }
             }
         }
         if (this.Handle == ContextHandle.Zero)
         {
             this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
             if (this.Handle == ContextHandle.Zero)
             {
                 this.Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext));
             }
             if (this.Handle == ContextHandle.Zero)
             {
                 throw new GraphicsContextException(string.Format("Context creation failed. Wgl.CreateContext() error: {0}.", (object)Marshal.GetLastWin32Error()));
             }
         }
         if (sharedContext == null)
         {
             return;
         }
         Marshal.GetLastWin32Error();
         Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, this.Handle.Handle);
     }
 }
コード例 #14
0
ファイル: WinGLContext.cs プロジェクト: conankzhang/fez
 public override void LoadAll()
 {
     lock (WinGLContext.LoadLock)
     {
         Wgl.LoadAll();
         this.vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") && Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT");
     }
     base.LoadAll();
 }
コード例 #15
0
 public override GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
 {
     return(delegate { return new ContextHandle(Wgl.GetCurrentContext()); });
 }