#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* Contributions from Erik Ylvisaker
* See license.txt for license info
*/
#endregion
#region --- Using Directives ---
using System;
using System.Collections.Generic;
using System.Text;
using System.Runtime.InteropServices;
using System.Diagnostics;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
#endregion
namespace OpenTK
.Platform.Windows
{
/// \internal
/// <summary>
/// Provides methods to create and control an opengl context on the Windows platform.
/// This class supports OpenTK, and is not intended for use by OpenTK programs.
/// </summary>
internal sealed class WinGLContext
: DesktopGraphicsContext
{
static object SyncRoot
= new object();
static IntPtr opengl32Handle
;
static bool wgl_loaded
;
const string opengl32Name
= "OPENGL32.DLL";
bool vsync_supported
;
#region --- Contructors ---
static WinGLContext
()
{
lock (SyncRoot
)
{
// Dynamically load the 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
));
}
}
}
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
(ContextHandle handle, WinWindowInfo window, IGraphicsContext sharedContext,
int major,
int minor, GraphicsContextFlags flags
)
{
if (handle
== ContextHandle
.Zero)
throw new ArgumentException
("handle");
if (window
== null)
throw new ArgumentNullException
("window");
Handle
= handle
;
}
#endregion
#region --- IGraphicsContext Members ---
#region SwapBuffers
public override void SwapBuffers
()
{
if (!Functions
.SwapBuffers(Wgl
.GetCurrentDC()))
throw new GraphicsContextException
(String.Format(
"Failed to swap buffers for context {0} current. Error: {1}",
this, Marshal
.GetLastWin32Error()));
}
#endregion
#region MakeCurrent
public override void MakeCurrent
(IWindowInfo window
)
{
bool success
;
if (window
!= null)
{
if (((WinWindowInfo
)window
).WindowHandle == IntPtr
.Zero)
throw new ArgumentException
("window",
"Must point to a valid window.");
success
= Wgl
.Imports.MakeCurrent(((WinWindowInfo
)window
).DeviceContext, Handle
.Handle);
}
else
success
= Wgl
.Imports.MakeCurrent(IntPtr
.Zero, IntPtr
.Zero);
if (!success
)
throw new GraphicsContextException
(String.Format(
"Failed to make context {0} current. Error: {1}",
this, Marshal
.GetLastWin32Error()));
}
#endregion
#region IsCurrent
public override bool IsCurrent
{
get
{ return Wgl
.GetCurrentContext() == Handle
.Handle; }
}
#endregion
#region public bool VSync
/// <summary>
/// Gets or sets a System.Boolean indicating whether SwapBuffer calls are synced to the screen refresh rate.
/// </summary>
public override bool VSync
{
get
{
return vsync_supported
&& Wgl
.Ext.GetSwapInterval() != 0;
}
set
{
if (vsync_supported
)
Wgl
.Ext.SwapInterval(value
? 1 : 0);
}
}
#endregion
#region void LoadAll()
public override void LoadAll
()
{
Wgl
.LoadAll();
vsync_supported
= Wgl
.Arb.SupportsExtension(this,
"WGL_EXT_swap_control") &&
Wgl
.Load("wglGetSwapIntervalEXT") && Wgl
.Load("wglSwapIntervalEXT");
base.LoadAll();
}
#endregion
#endregion
#region --- IGLContextInternal Members ---
#region IWindowInfo IGLContextInternal.Info
/*
IWindowInfo IGraphicsContextInternal.Info
{
get { return (IWindowInfo)windowInfo; }
}
*/
#endregion
#region GetAddress
public override IntPtr GetAddress
(string function_string
)
{
return Wgl
.Imports.GetProcAddress(function_string
);
}
#endregion
#endregion
#region --- Private Methods ---
#region void SetGraphicsModePFD(GraphicsMode format, WinWindowInfo window)
void SetGraphicsModePFD
(GraphicsMode mode, WinWindowInfo window
)
{
if (!mode
.Index.HasValue)
throw new GraphicsModeException
("Invalid or unsupported GraphicsMode.");
if (window
== null) throw new ArgumentNullException
("window",
"Must point to a valid window.");
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()));
}
#endregion
#region void SetGraphicsModeARB(GraphicsMode format, IWindowInfo window)
void SetGraphicsModeARB
(GraphicsMode format, IWindowInfo window
)
{
throw new NotImplementedException
();
}
#endregion
#endregion
#region --- Internal Methods ---
#region internal IntPtr DeviceContext
internal IntPtr DeviceContext
{
get
{
return Wgl
.GetCurrentDC();
}
}
#endregion
#endregion
#region --- Overrides ---
/// <summary>Returns a System.String describing this OpenGL context.</summary>
/// <returns>A System.String describing this OpenGL context.</returns>
public override string ToString
()
{
return (this as IGraphicsContextInternal
).Context.ToString();
}
#endregion
#region --- IDisposable Members ---
public override void Dispose
()
{
Dispose
(true);
GC
.SuppressFinalize(this);
}
private void Dispose
(bool calledManually
)
{
if (!IsDisposed
)
{
if (calledManually
)
{
DestroyContext
();
}
else
{
Debug
.Print("[Warning] OpenGL context {0} leaked. Did you forget to call IGraphicsContext.Dispose()?",
Handle
.Handle);
}
IsDisposed
= true;
}
}
~WinGLContext
()
{
Dispose
(false);
}
#region private void DestroyContext()
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
.Imports.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 http://www.opentk.com.");
Debug
.Indent();
Debug
.Print("Marshal.GetLastWin32Error(): {0}", Marshal
.GetLastWin32Error().ToString());
Debug
.WriteLine(e
.ToString());
Debug
.Unindent();
}
Handle
= ContextHandle
.Zero;
}
}
#endregion
#endregion
}
}