Switch-Toolbox/Switch_Toolbox_Library/Rendering/OpenTKSharedResources.cs

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C#
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using System;
using System.Runtime.ExceptionServices;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using System.Diagnostics;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using SFGraphics.GLObjects.Shaders;
namespace Switch_Toolbox.Library.Rendering
{
public static class OpenTKSharedResources
{
public enum SharedResourceStatus
{
Initialized,
Failed,
Unitialized
}
public static SharedResourceStatus SetupStatus
{
get { return setupStatus; }
}
private static SharedResourceStatus setupStatus = SharedResourceStatus.Unitialized;
// Keep a context around to avoid setting up after making each context.
public static GameWindow dummyResourceWindow;
public static Dictionary<string, Shader> shaders = new Dictionary<string, Shader>();
private static DebugProc debugProc;
[HandleProcessCorruptedStateExceptions]
public static void InitializeSharedResources()
{
// Only setup once. This is checked multiple times to prevent crashes.
if (setupStatus == SharedResourceStatus.Initialized)
return;
try
{
// Make a permanent context to share resources.
GraphicsContext.ShareContexts = true;
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var control = new OpenTK.GLControl();
control.MakeCurrent();
// dummyResourceWindow = CreateGameWindowContext();
if (Runtime.enableOpenTKDebugOutput)
EnableOpenTKDebugOutput();
RenderTools.LoadTextures();
GetOpenGLSystemInfo();
ShaderTools.SetUpShaders();
setupStatus = SharedResourceStatus.Initialized;
}
catch (AccessViolationException)
{
// Context creation failed.
setupStatus = SharedResourceStatus.Failed;
}
}
public static void EnableOpenTKDebugOutput()
{
#if DEBUG
// This isn't free, so skip this step when not debugging.
// TODO: Only works with Intel integrated.
if (SFGraphics.Tools.OpenGLExtensions.IsAvailable("GL_KHR_debug"))
{
GL.Enable(EnableCap.DebugOutput);
GL.Enable(EnableCap.DebugOutputSynchronous);
debugProc = DebugCallback;
GL.DebugMessageCallback(debugProc, IntPtr.Zero);
int[] ids = { };
GL.DebugMessageControl(DebugSourceControl.DontCare, DebugTypeControl.DontCare,
DebugSeverityControl.DontCare, 0, ids, true);
}
#endif
}
private static void DebugCallback(DebugSource source, DebugType type, int id, DebugSeverity severity, int length, IntPtr message, IntPtr userParam)
{
string debugMessage = Marshal.PtrToStringAnsi(message, length);
Debug.WriteLine(String.Format("{0} {1} {2}", severity, type, debugMessage));
}
public static GameWindow CreateGameWindowContext(int width = 640, int height = 480)
{
GraphicsMode mode = new GraphicsMode(new ColorFormat(8, 8, 8, 8), 24, 0, 0, ColorFormat.Empty, 1);
// TODO: Versions higher than 300 do not work for some reason.
GameWindow gameWindow = new GameWindow(width, height, mode, "", OpenTK.GameWindowFlags.Default, OpenTK.DisplayDevice.Default, 3, 0, GraphicsContextFlags.Default);
gameWindow.Visible = false;
gameWindow.MakeCurrent();
return gameWindow;
}
private static void GetOpenGLSystemInfo()
{
Runtime.renderer = GL.GetString(StringName.Renderer);
Runtime.openGLVersion = GL.GetString(StringName.Version);
Runtime.GLSLVersion = GL.GetString(StringName.ShadingLanguageVersion);
}
}
}