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; } }
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()); } }
// 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. private 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); }
public static bool SupportsExtension(string name) { return(SupportsExtension(Wgl.GetCurrentDC(), name)); }
private 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); }