MakeCurrent() public static method

public static MakeCurrent ( IntPtr hDc, IntPtr newContext ) : Boolean
hDc IntPtr
newContext IntPtr
return Boolean
Exemplo n.º 1
0
        public override void MakeCurrent(IWindowInfo window)
        {
            lock (LoadLock)
            {
                bool success;

                WinWindowInfo wnd = window as WinWindowInfo;
                if (wnd != null)
                {
                    if (wnd.Handle == IntPtr.Zero)
                    {
                        throw new ArgumentException("window", "Must point to a valid window.");
                    }

                    success       = Wgl.MakeCurrent(wnd.DeviceContext, Handle.Handle);
                    DeviceContext = wnd.DeviceContext;
                }
                else
                {
                    success       = Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
                    DeviceContext = IntPtr.Zero;
                }

                if (!success)
                {
                    throw new GraphicsContextException(String.Format(
                                                           "Failed to make context {0} current. Error: {1}", this, Marshal.GetLastWin32Error()));
                }
            }
        }
Exemplo n.º 2
0
 public void Dispose()
 {
     if (Context != ContextHandle.Zero)
     {
         Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
         Wgl.DeleteContext(Context.Handle);
     }
 }
Exemplo n.º 3
0
            public TemporaryContext(IntPtr native)
            {
                Debug.WriteLine("[WGL] Creating temporary context to load extensions");

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

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

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

                bool success = false;

                // Then, construct a temporary context and load all wgl extensions
                Context = new ContextHandle(Wgl.CreateContext(window.DeviceContext));
                if (Context != ContextHandle.Zero)
                {
                    // Make the context current.
                    // Note: on some video cards and on some virtual machines, wglMakeCurrent
                    // may fail with an errorcode of 6 (INVALID_HANDLE). The suggested workaround
                    // is to call wglMakeCurrent in a loop until it succeeds.
                    // See https://www.opengl.org/discussion_boards/showthread.php/171058-nVidia-wglMakeCurrent()-multiple-threads
                    // Sigh...
                    for (int retry = 0; retry < 5 && !success; retry++)
                    {
                        success = Wgl.MakeCurrent(window.DeviceContext, Context.Handle);
                        if (!success)
                        {
                            Debug.Print("wglMakeCurrent failed with error: {0}. Retrying", Marshal.GetLastWin32Error());
                            System.Threading.Thread.Sleep(10);
                        }
                    }
                }
                else
                {
                    Debug.Print("[WGL] CreateContext failed with error: {0}", Marshal.GetLastWin32Error());
                }

                if (!success)
                {
                    Debug.WriteLine("[WGL] Failed to create temporary context");
                }
            }
Exemplo n.º 4
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);
            }
        }
Exemplo n.º 5
0
        public WinGLContext(GraphicsMode format, WinWindowInfo window, IGraphicsContext sharedContext,
                            int major, int minor, GraphicsContextFlags flags)
        {
            // There are many ways this code can break when accessed by multiple threads. The biggest offender is
            // the sharedContext stuff, which will only become valid *after* this constructor returns.
            // The easiest solution is to serialize all context construction - hence the big lock, below.
            lock (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());
                }
            }
        }