public override void LoadAll() { Wgl.LoadAll(); vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") && Wgl.Load("wglGetSwapIntervalEXT") && Wgl.Load("wglSwapIntervalEXT"); base.LoadAll(); }
public override void LoadAll() { GLExtensionLoader extLoader = Wgl.LoadAll(); vsync_supported = Wgl.Arb.SupportsExtension(this, "WGL_EXT_swap_control") && extLoader.SupportFuncName("wglGetSwapIntervalEXT") && extLoader.SupportFuncName("wglSwapIntervalEXT"); base.LoadAll(); //finish }
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()); } } } }
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()); } } }
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); } }
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()); } } }
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); } }