internal sealed class WinGLContext : DesktopGraphicsContext
{
static readonly object LoadLock = new object();
- static readonly object SyncRoot = new object();
bool vsync_supported;
readonly WinGraphicsMode ModeSelector;
- #region --- Contructors ---
-
- static WinGLContext()
+ // We need to create a temp context in order to load
+ // wgl extensions (e.g. for multisampling or GL3).
+ // We cannot rely on any WGL extensions before
+ // we load them with the temporary context.
+ class TemporaryContext : IDisposable
{
- lock (LoadLock)
+ public ContextHandle Context;
+
+ public TemporaryContext(INativeWindow native)
{
- // 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())
+ 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 = native.WindowInfo as WinWindowInfo;
+ 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)
{
- // 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.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.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.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
- Wgl.DeleteContext(temp_context.Handle);
- }
- else
+ // 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++)
{
- Debug.Print("wglCreateContext failed with error: {0}", Marshal.GetLastWin32Error());
+ 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");
+ }
+ }
+
+ public void Dispose()
+ {
+ if (Context != ContextHandle.Zero)
+ {
+ Wgl.MakeCurrent(IntPtr.Zero, IntPtr.Zero);
+ Wgl.DeleteContext(Context.Handle);
+ }
}
}
+ #region --- Contructors ---
+
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)
+ 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.");
- Debug.Print("OpenGL will be bound to window:{0} on thread:{1}", window.Handle,
- System.Threading.Thread.CurrentThread.ManagedThreadId);
-
- lock (LoadLock)
+ 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)
+ {
+ Wgl.LoadAll();
+ }
+ }
+
+ 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 (Handle == ContextHandle.Zero)
Debug.Print("failed. (Error: {0})", Marshal.GetLastWin32Error());
}
- catch (EntryPointNotFoundException e) { Debug.Print(e.ToString()); }
- catch (NullReferenceException e) { Debug.Print(e.ToString()); }
+ 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)
+ {
+ // 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)
- 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 (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()));
+ }
- if (sharedContext != null)
+ Debug.WriteLine(String.Format("success! (id: {0})", Handle));
+ }
+ finally
{
- 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());
+ 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...
+ Wgl.MakeCurrent(window.DeviceContext, Handle.Handle);
+ Wgl.LoadAll();
+
+ 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());
+ }
}
static ArbCreateContext GetARBContextFlags(GraphicsContextFlags flags)
public override void MakeCurrent(IWindowInfo window)
{
- lock (SyncRoot)
lock (LoadLock)
{
bool success;
{
// See https://www.opengl.org/wiki/Load_OpenGL_Functions
long a = address.ToInt64();
- bool is_valid = (a < -1 )|| (a > 3);
+ bool is_valid = (a < -1) || (a > 3);
return is_valid;
}
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))