Пример #1
0
        internal CanvasRenderingContextHolographicSpace(Window window, IHTMLCanvasElement canvas)
        {
            this.window = window;
            this.canvas = canvas;

            context = CreateEglContext(window.holographicSpace, window.stationaryReferenceFrame);
            deviceContext.MakeCurrent(context);
        }
Пример #2
0
		/// <summary>
		/// Set this GraphicsContext current/uncurrent on device different from the one specified at construction time.
		/// </summary>
		/// <param name="deviceContext">
		/// A <see cref="IDeviceContext"/> that specify the device context involved.
		/// </param>
		/// <param name="flag">
		/// A <see cref="Boolean"/> that specify the currency of this GraphicsContext on the
		/// device context <paramref name="rDevice"/>.
		/// </param>
		/// <exception cref="ArgumentException">
		/// Exception throw in the case <paramref name="rDevice"/> is <see cref="IntPtr.Zero"/>.
		/// </exception>
		/// <exception cref="ObjectDisposedException">
		/// Exception throw if this GraphicsContext has been disposed. Once the GraphicsContext has been disposed it cannot be current again.
		/// </exception>
		/// <exception cref="InvalidOperationException">
		/// Exception throw if this GraphicsContext cannot be made current/uncurrent on the device context specified by <paramref name="rDevice"/>.
		/// </exception>
		public void MakeCurrent(IDeviceContext deviceContext, bool flag)
		{
			if (deviceContext == null)
				throw new ArgumentNullException("deviceContext");
			if (_DeviceContext == null)
				throw new ObjectDisposedException("no context associated with this GraphicsContext");

			int threadId = System.Threading.Thread.CurrentThread.ManagedThreadId;

			if (flag) {
				// Make this context current on device
				if (deviceContext.MakeCurrent(_RenderContext) == false)
					throw new InvalidOperationException("context cannot be current because error " + Marshal.GetLastWin32Error());

				// Cache current device context
				_CurrentDeviceContext = deviceContext;
				// Set current context on this thread (only on success)
				lock (_RenderThreadsLock) {
					_RenderThreads[threadId] = this;
				}

				switch (Environment.OSVersion.Platform) {
					case PlatformID.Unix:
						using (Glx.XLock xLock = new Glx.XLock(((XServerDeviceContext)deviceContext).Display)) {
							Gl.SyncDelegates();
						}
						break;
					default:
						Gl.SyncDelegates();
						break;
				}


			} else {
				// Make this context uncurrent on device
				bool res = deviceContext.MakeCurrent(IntPtr.Zero);

				// Reset current context on this thread (even on error)
				lock (_RenderThreadsLock) {
					_RenderThreads[threadId] = null;
				}

				if (res == false)
					throw new InvalidOperationException("context cannot be uncurrent because error " + Marshal.GetLastWin32Error());
			}
		}