bool GSWndWGL::CreateContext(int major, int minor) { if ( !m_NativeDisplay || !m_NativeWindow ) { fprintf( stderr, "Wrong display/window\n" ); exit(1); } // GL2 context are quite easy but we need GL3 which is another painful story... m_context = wglCreateContext(m_NativeDisplay); if (!m_context) { fprintf(stderr, "Failed to create a 2.0 context\n"); return false; } // FIXME test it // Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB // On linux it works without the extra temporary context, not sure the limitation still applied if (major >= 3) { AttachContext(); // Create a context int context_attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, major, WGL_CONTEXT_MINOR_VERSION_ARB, minor, // FIXME : Request a debug context to ease opengl development // Note: don't support deprecated feature (pre openg 3.1) //GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB #ifdef ENABLE_OGL_DEBUG | WGL_CONTEXT_DEBUG_BIT_ARB #endif , WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0 }; PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); if (!wglCreateContextAttribsARB) { fprintf(stderr, "Failed to init wglCreateContextAttribsARB function pointer\n"); return false; } HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs); if (!context30) { fprintf(stderr, "Failed to create a 3.x context\n"); return false; } DetachContext(); wglDeleteContext(m_context); m_context = context30; fprintf(stderr, "3.x GL context successfully created\n"); } return true; }
void GSWndWGL::Detach() { // Actually the destructor is not called when there is only a GSclose/GSshutdown // The window still need to be closed DetachContext(); if (m_context) wglDeleteContext(m_context); m_context = NULL; CloseWGLDisplay(); }
void GSWndOGL::Detach() { // Actually the destructor is not called when there is only a GSclose/GSshutdown // The window still need to be closed DetachContext(); if (m_context) glXDestroyContext(m_NativeDisplay, m_context); if (m_NativeDisplay) { XCloseDisplay(m_NativeDisplay); m_NativeDisplay = NULL; } }
void GSWndEGL::Detach() { // Actually the destructor is not called when there is only a GSclose/GSshutdown // The window still need to be closed DetachContext(); eglDestroyContext(m_eglDisplay, m_eglContext); m_eglContext = NULL; eglDestroySurface(m_eglDisplay, m_eglSurface); m_eglSurface = NULL; CloseEGLDisplay(); if (m_NativeDisplay) { XCloseDisplay(m_NativeDisplay); m_NativeDisplay = NULL; } }
void GSWndWGL::Detach() { // Actually the destructor is not called when there is only a GSclose/GSshutdown // The window still need to be closed DetachContext(); if (m_context) wglDeleteContext(m_context); m_context = NULL; CloseWGLDisplay(); // Used by GSReplay. if (m_NativeWindow && m_managed) { DestroyWindow(m_NativeWindow); m_NativeWindow = NULL; } }
void GSWndWGL::CreateContext(int major, int minor) { if (!m_NativeDisplay || !m_NativeWindow) { win_error("Wrong display/window", false); exit(1); } ASSERT(major >= 3); // GL2 context are quite easy but we need GL3 which is another painful story... m_context = wglCreateContext(m_NativeDisplay); if (!m_context) win_error("Failed to create a 2.0 context"); // FIXME test it // Note: albeit every tutorial said that we need an opengl context to use the GL function wglCreateContextAttribsARB // On linux it works without the extra temporary context, not sure the limitation still applied AttachContext(); // Create a context int context_attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, major, WGL_CONTEXT_MINOR_VERSION_ARB, minor, // FIXME : Request a debug context to ease opengl development // Note: don't support deprecated feature (pre openg 3.1) //GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB | GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB #ifdef ENABLE_OGL_DEBUG | WGL_CONTEXT_DEBUG_BIT_ARB #else | GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR #endif , WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0 }; PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); if (!wglCreateContextAttribsARB) win_error("Failed to init wglCreateContextAttribsARB function pointer"); HGLRC context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs); if (!context30) { win_error("Failed to create a 3.x context with standard flags", false); // retry with more compatible option for (Mesa on Windows, OpenGL on WINE) context_attribs[2*2+1] = 0; context30 = wglCreateContextAttribsARB(m_NativeDisplay, NULL, context_attribs); } DetachContext(); wglDeleteContext(m_context); if (!context30) win_error("Failed to create a 3.x context with compatible flags"); m_context = context30; fprintf(stderr, "3.x GL context successfully created\n"); }