// Note: there is no relevant ARB function. internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector, GraphicsMode mode, WinWindowInfo window) { Debug.Write("Setting pixel format... "); if (window == null) { throw new ArgumentNullException("window", "Must point to a valid window."); } if (!mode.Index.HasValue) { mode = mode_selector.SelectGraphicsMode( mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo); } PixelFormatDescriptor pfd = new PixelFormatDescriptor(); Functions.DescribePixelFormat( window.DeviceContext, (int)mode.Index.Value, API.PixelFormatDescriptorSize, ref pfd); Debug.WriteLine(mode.Index.ToString()); if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd)) { throw new GraphicsContextException(String.Format( "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error())); } return(mode); }
private IEnumerable <GraphicsMode> GetModesPFD(INativeWindow native) { WinWindowInfo window = native.WindowInfo as WinWindowInfo; IntPtr deviceContext = window.DeviceContext; PixelFormatDescriptor pfd = new PixelFormatDescriptor(); pfd.Size = API.PixelFormatDescriptorSize; pfd.Version = API.PixelFormatDescriptorVersion; pfd.Flags = PixelFormatDescriptorFlags.DRAW_TO_WINDOW | PixelFormatDescriptorFlags.SUPPORT_OPENGL; if (Environment.OSVersion.Version.Major >= 6) { pfd.Flags |= PixelFormatDescriptorFlags.SUPPORT_COMPOSITION; } // ISSUE: reference to a compiler-generated field this.\u003C\u003E7__wrapc = new bool[2] { false, true }; bool[] flagArray; for (int index = 0; index < flagArray.Length; ++index) { bool generic_allowed = flagArray[index]; int pixel = 0; while (WinGraphicsMode.DescribePixelFormat(deviceContext, ++pixel, (int)API.PixelFormatDescriptorSize, ref pfd) != 0) { if (generic_allowed || (pfd.Flags & PixelFormatDescriptorFlags.GENERIC_FORMAT) == (PixelFormatDescriptorFlags)0) { GraphicsMode fmt = new GraphicsMode(new IntPtr?((IntPtr)pixel), new ColorFormat((int)pfd.RedBits, (int)pfd.GreenBits, (int)pfd.BlueBits, (int)pfd.AlphaBits), (int)pfd.DepthBits, (int)pfd.StencilBits, 0, new ColorFormat((int)pfd.AccumBits), (pfd.Flags & PixelFormatDescriptorFlags.DOUBLEBUFFER) != (PixelFormatDescriptorFlags)0 ? 2 : 1, (pfd.Flags & PixelFormatDescriptorFlags.STEREO) != (PixelFormatDescriptorFlags)0); yield return(fmt); } } } }
public TemporaryContext(IntPtr native) { Debug.WriteLine("[WGL] Creating temporary context to load extensions"); if (native == null) { throw new ArgumentNullException(); } // Create temporary context and load WGL entry points // First, set a compatible pixel format to the device context // of the temp window WinWindowInfo window = new WinWindowInfo { Handle = native }; WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext); WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window); bool success = false; // Then, construct a temporary context and load all wgl extensions Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext)); if (Context != ContextHandle.Zero) { // Make the context current. // Note: on some video cards and on some virtual machines, wglMakeCurrent // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround // is to call wglMakeCurrent in a loop until it succeeds. // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads // Sigh... for (int retry = 0; retry < 5 && !success; retry++) { success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle); if (!success) { Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error()); System.Threading.Thread.Sleep(10); } } } else { Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error()); } if (!success) { Debug.WriteLine("[WGL] Failed to create temporary context"); } }
public TemporaryContext(INativeWindow native) { Debug.WriteLine("[WGL] Creating temporary context to load extensions"); if (native == null) throw new ArgumentNullException(); // Create temporary context and load WGL entry points // First, set a compatible pixel format to the device context // of the temp window WinWindowInfo window = native.WindowInfo as WinWindowInfo; WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext); WinGLContext.SetGraphicsModePFD(selector, GraphicsMode.Default, window); bool success = false; // Then, construct a temporary context and load all wgl extensions Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext)); if (Context != ContextHandle.Zero) { // Make the context current. // Note: on some video cards and on some virtual machines, wglMakeCurrent // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround // is to call wglMakeCurrent in a loop until it succeeds. // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads // Sigh... for (int retry = 0; retry < 5 && !success; retry++) { success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle); if (!success) { Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error()); System.Threading.Thread.Sleep(10); } } } else { Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error()); } if (!success) { Debug.WriteLine("[WGL] Failed to create temporary context"); } }
public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags) { // There are many ways this code can break when accessed by multiple threads. The biggest offender is // the sharedContext stuff, which will only become valid *after* this constructor returns. // The easiest solution is to serialize all context construction - hence the big lock, below. lock (LoadLock) { if (window == null) { throw new ArgumentNullException("window", "Must point to a valid window."); } if (window.Handle == IntPtr.Zero) { throw new ArgumentException("window", "Must be a valid window."); } IntPtr current_context = Wgl.GetCurrentContext(); INativeWindow temp_window = null; TemporaryContext temp_context = null; try { if (current_context == IntPtr.Zero) { // Create temporary context to load WGL extensions temp_window = new NativeWindow(); temp_context = new TemporaryContext(temp_window); current_context = Wgl.GetCurrentContext(); if (current_context != IntPtr.Zero && current_context == temp_context.Context.Handle) { new Wgl().LoadEntryPoints(); } } Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle, System.Threading.Thread.CurrentThread.ManagedThreadId); ModeSelector = new WinGraphicsMode(window.DeviceContext); Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window); if (Wgl.SupportsFunction("wglCreateContextAttribsARB")) { try { Debug.Write("Using WGL_ARB_create_context... "); List <int> attributes = new List <int>(); attributes.Add((int)ArbCreateContext.MajorVersion); attributes.Add(major); attributes.Add((int)ArbCreateContext.MinorVersion); attributes.Add(minor); if (flags != 0) { attributes.Add((int)ArbCreateContext.ContextFlags); attributes.Add((int)GetARBContextFlags(flags)); attributes.Add((int)ArbCreateContext.ProfileMask); attributes.Add((int)GetARBContextProfile(flags)); } // According to the docs, " <attribList> specifies a list of attributes for the context. // The list consists of a sequence of <name,value> pairs terminated by the // value 0. [...]" // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case). attributes.Add(0); attributes.Add(0); Handle = new ContextHandle( Wgl.Arb.CreateContextAttribs( window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, attributes.ToArray())); if (Handle == ContextHandle.Zero) { Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error()); } } catch (Exception e) { Debug.Print(e.ToString()); } } if (Handle == ContextHandle.Zero) { // Failed to create GL3-level context, fall back to GL2. Debug.Write("Falling back to GL2... "); Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext)); if (Handle == ContextHandle.Zero) { Handle = new ContextHandle(Wgl.CreateContext(window.DeviceContext)); } if (Handle == ContextHandle.Zero) { throw new GraphicsContextException( String.Format("Context creation failed. Wgl.CreateContext() error: {0}.", Marshal.GetLastWin32Error())); } } Debug.WriteLine(String.Format("success! (id: {0})", Handle)); } finally { if (temp_context != null) { temp_context.Dispose(); temp_context = null; } if (temp_window != null) { temp_window.Dispose(); temp_window = null; } } } // Todo: is this comment still true? // On intel drivers, wgl entry points appear to change // when creating multiple contexts. As a workaround, // we reload Wgl entry points every time we create a // new context - this solves the issue without any apparent // side-effects (i.e. the old contexts can still be handled // using the new entry points.) // Sigh... MakeCurrent(window); new Wgl().LoadEntryPoints(); if (sharedContext != null) { Marshal.GetLastWin32Error(); Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext)); bool result = Wgl.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle); Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error()); } }
static WinGLContext() { lock (LoadLock) { // Dynamically load opengl32.dll in order to use the extension loading capabilities of Wgl. if (opengl32Handle == IntPtr.Zero) { opengl32Handle = Functions.LoadLibrary(opengl32Name); if (opengl32Handle == IntPtr.Zero) { throw new ApplicationException(String.Format("LoadLibrary(\"{0}\") call failed with code {1}", opengl32Name, Marshal.GetLastWin32Error())); } Debug.WriteLine(String.Format("Loaded opengl32.dll: {0}", opengl32Handle)); } // We need to create a temp context in order to load // wgl extensions (e.g. for multisampling or GL3). // We cannot rely on OpenTK.Platform.Wgl until we // create the context and call Wgl.LoadAll(). Debug.Print("Creating temporary context for wgl extensions."); using (INativeWindow native = new NativeWindow()) { // Create temporary context and load WGL entry points // First, set a compatible pixel format to the device context // of the temp window WinWindowInfo window = native.WindowInfo as WinWindowInfo; WinGraphicsMode selector = new WinGraphicsMode(window.DeviceContext); SetGraphicsModePFD(selector, GraphicsMode.Default, window); // Then, construct a temporary context and load all wgl extensions ContextHandle temp_context = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (temp_context != ContextHandle.Zero) { // Make the context current. // Note: on some video cards and on some virtual machines, wglMakeCurrent // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround // is to call wglMakeCurrent in a loop until it succeeds. // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads // Sigh... for (int retry = 0; retry < 5; retry++) { bool success = Wgl.Imports.MakeCurrent(window.DeviceContext, temp_context.Handle); if (!success) { Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error()); System.Threading.Thread.Sleep(10); } else { // wglMakeCurrent succeeded, we are done here! break; } } // Load wgl extensions and destroy temporary context Wgl.LoadAll(); Wgl.Imports.MakeCurrent(IntPtr.Zero, IntPtr.Zero); Wgl.Imports.DeleteContext(temp_context.Handle); } else { Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error()); } } } }
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()); } } } }
// Note: there is no relevant ARB function. internal static GraphicsMode SetGraphicsModePFD(WinGraphicsMode mode_selector, GraphicsMode mode, WinWindowInfo window) { Debug.Write("Setting pixel format... "); if (window == null) throw new ArgumentNullException("window", "Must point to a valid window."); if (!mode.Index.HasValue) { mode = mode_selector.SelectGraphicsMode( mode.ColorFormat, mode.Depth, mode.Stencil, mode.Samples, mode.AccumulatorFormat, mode.Buffers, mode.Stereo); } PixelFormatDescriptor pfd = new PixelFormatDescriptor(); Functions.DescribePixelFormat( window.DeviceContext, (int)mode.Index.Value, API.PixelFormatDescriptorSize, ref pfd); Debug.WriteLine(mode.Index.ToString()); if (!Functions.SetPixelFormat(window.DeviceContext, (int)mode.Index.Value, ref pfd)) { throw new GraphicsContextException(String.Format( "Requested GraphicsMode not available. SetPixelFormat error: {0}", Marshal.GetLastWin32Error())); } return mode; }
public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext, int major, int minor, GraphicsContextFlags flags) { // There are many ways this code can break when accessed by multiple threads. The biggest offender is // the sharedContext stuff, which will only become valid *after* this constructor returns. // The easiest solution is to serialize all context construction - hence the big lock, below. lock (SyncRoot) { if (window == null) throw new ArgumentNullException("window", "Must point to a valid window."); if (window.Handle == IntPtr.Zero) throw new ArgumentException("window", "Must be a valid window."); Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle, System.Threading.Thread.CurrentThread.ManagedThreadId); lock (LoadLock) { ModeSelector = new WinGraphicsMode(window.DeviceContext); Mode = SetGraphicsModePFD(ModeSelector, format, (WinWindowInfo)window); if (Wgl.Delegates.wglCreateContextAttribsARB != null) { try { Debug.Write("Using WGL_ARB_create_context... "); List<int> attributes = new List<int>(); attributes.Add((int)ArbCreateContext.MajorVersion); attributes.Add(major); attributes.Add((int)ArbCreateContext.MinorVersion); attributes.Add(minor); if (flags != 0) { attributes.Add((int)ArbCreateContext.ContextFlags); attributes.Add((int)GetARBContextFlags(flags)); attributes.Add((int)ArbCreateContext.ProfileMask); attributes.Add((int)GetARBContextProfile(flags)); } // According to the docs, " <attribList> specifies a list of attributes for the context. // The list consists of a sequence of <name,value> pairs terminated by the // value 0. [...]" // Is this a single 0, or a <0, 0> pair? (Defensive coding: add two zeroes just in case). attributes.Add(0); attributes.Add(0); Handle = new ContextHandle( Wgl.Arb.CreateContextAttribs( window.DeviceContext, sharedContext != null ? (sharedContext as IGraphicsContextInternal).Context.Handle : IntPtr.Zero, attributes.ToArray())); if (Handle == ContextHandle.Zero) Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error()); } catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); } catch (NullReferenceException e) { Debug.Print(e.ToString()); } } } if (Handle == ContextHandle.Zero) { // Failed to create GL3-level context, fall back to GL2. Debug.Write("Falling back to GL2... "); Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (Handle == ContextHandle.Zero) Handle = new ContextHandle(Wgl.Imports.CreateContext(window.DeviceContext)); if (Handle == ContextHandle.Zero) throw new GraphicsContextException( String.Format("Context creation failed. Wgl.CreateContext() error: {0}.", Marshal.GetLastWin32Error())); } Debug.WriteLine(String.Format("success! (id: {0})", Handle)); // Todo: is this comment still true? // On intel drivers, wgl entry points appear to change // when creating multiple contexts. As a workaround, // we reload Wgl entry points every time we create a // new context - this solves the issue without any apparent // side-effects (i.e. the old contexts can still be handled // using the new entry points.) // Sigh... Wgl.LoadAll(); if (sharedContext != null) { Marshal.GetLastWin32Error(); Debug.Write(String.Format("Sharing state with context {0}: ", sharedContext)); bool result = Wgl.Imports.ShareLists((sharedContext as IGraphicsContextInternal).Context.Handle, Handle.Handle); Debug.WriteLine(result ? "success!" : "failed with win32 error " + Marshal.GetLastWin32Error()); } } }