本文整理汇总了C#中IDeviceContext.CreateContextAttrib方法的典型用法代码示例。如果您正苦于以下问题:C# IDeviceContext.CreateContextAttrib方法的具体用法?C# IDeviceContext.CreateContextAttrib怎么用?C# IDeviceContext.CreateContextAttrib使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IDeviceContext
的用法示例。
在下文中一共展示了IDeviceContext.CreateContextAttrib方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GraphicsContext
//.........这里部分代码省略.........
cAttributes.AddRange(new int[] {
Wgl.CONTEXT_PROFILE_MASK_ARB, unchecked((int)contextProfile)
});
}
#endregion
#region Context Flags
uint contextFlags = 0;
// Check binary compatibility between WGL and GLX
Debug.Assert(Wgl.CONTEXT_FLAGS_ARB == Glx.CONTEXT_FLAGS_ARB);
Debug.Assert(Wgl.CONTEXT_FORWARD_COMPATIBLE_BIT_ARB == Glx.CONTEXT_FORWARD_COMPATIBLE_BIT_ARB);
Debug.Assert(Wgl.CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB == Glx.CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB);
Debug.Assert(Wgl.CONTEXT_DEBUG_BIT_ARB == Glx.CONTEXT_DEBUG_BIT_ARB);
Debug.Assert(Wgl.CONTEXT_ROBUST_ACCESS_BIT_ARB == Glx.CONTEXT_ROBUST_ACCESS_BIT_ARB);
Debug.Assert(Wgl.CONTEXT_RESET_ISOLATION_BIT_ARB == Glx.CONTEXT_RESET_ISOLATION_BIT_ARB);
if (((flags & GraphicsContextFlags.CompatibilityProfile) != 0) && (_CurrentCaps.GlExtensions.Compatibility_ARB == false))
throw new NotSupportedException("compatibility profile not supported");
if (((flags & GraphicsContextFlags.Robust) != 0) && (_CurrentCaps.GlExtensions.Robustness_ARB == false && _CurrentCaps.GlExtensions.Robustness_EXT == false))
throw new NotSupportedException("robust profile not supported");
// Context flags: debug context
if ((flags & GraphicsContextFlags.Debug) != 0)
contextFlags |= Wgl.CONTEXT_DEBUG_BIT_ARB;
// Context flags: forward compatible context
if ((flags & GraphicsContextFlags.ForwardCompatible) != 0)
contextFlags |= Wgl.CONTEXT_FORWARD_COMPATIBLE_BIT_ARB;
// Context flags: robust behavior
if ((flags & GraphicsContextFlags.Robust) != 0)
contextFlags |= Wgl.CONTEXT_ROBUST_ACCESS_BIT_ARB;
// Context flags: reset isolation
if ((flags & GraphicsContextFlags.ResetIsolation) != 0)
contextFlags |= Wgl.CONTEXT_RESET_ISOLATION_BIT_ARB;
if (contextFlags != 0) {
cAttributes.AddRange(new int[] {
Wgl.CONTEXT_FLAGS_ARB, unchecked((int)contextFlags)
});
}
#endregion
// End of attributes
cAttributes.Add(0);
// Create rendering context
int[] contextAttributes = cAttributes.ToArray();
_RenderContext = _DeviceContext.CreateContextAttrib(sharedContextHandle, contextAttributes);
Debug.Assert(_RenderContext != IntPtr.Zero);
} else {
// Create rendering context
_RenderContext = _DeviceContext.CreateContext(sharedContextHandle);
Debug.Assert(_RenderContext != IntPtr.Zero);
}
if (_RenderContext == IntPtr.Zero)
throw new InvalidOperationException(String.Format("unable to create context {0}", version));
// Allow the creation of a GraphicsContext while another GraphicsContext is currently current to the
// calling thread: restore currency after the job get done
GraphicsContext prevContext = GetCurrentContext();
IDeviceContext prevContextDevice = (prevContext != null) ? prevContext._CurrentDeviceContext : null;
// This will cause OpenGL operation flushed... not too bad
MakeCurrent(deviceContext, true);
// Get the current OpenGL implementation supported by this GraphicsContext
_Version = KhronosVersion.Parse(Gl.GetString(StringName.Version));
// Get the current OpenGL Shading Language implementation supported by this GraphicsContext
_ShadingVersion = KhronosVersion.Parse(Gl.GetString(StringName.ShadingLanguageVersion));
// Query context capabilities
_CapsStack.Push(GraphicsCapabilities.Query(this, deviceContext));
// Determine this GraphicsContext object namespace
if (sharedContext != null) {
// Sharing same object name space
_ObjectNameSpace = sharedContext._ObjectNameSpace;
} else {
// Reserved object name space
_ObjectNameSpace = Guid.NewGuid();
}
// Create shader include library (GLSL #include support)
_ShaderIncludeLibrary = new ShaderIncludeLibrary();
_ShaderIncludeLibrary.Create(this);
// Restore previous current context, if any. Otherwise, make uncurrent
if (prevContext != null)
prevContext.MakeCurrent(prevContextDevice, true);
else
MakeCurrent(deviceContext, false);
} catch {
// Rethrow the exception
throw;
}
}