【问题标题】:wglCreateContext in C# failing but not in managed C++C# 中的 wglCreateContext 失败但在托管 C++ 中没有
【发布时间】:2010-09-16 23:23:09
【问题描述】:

我正在尝试在 C# 中使用 opengl。我有以下代码失败并出现错误 2000 ERROR_INVALID_PIXEL_FORMAT
第一个定义:

[DllImport("user32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
public static extern IntPtr GetDC(IntPtr hWnd);

[StructLayout(LayoutKind.Sequential)]
    public struct PIXELFORMATDESCRIPTOR
    {
        public void Init()
        {
            nSize = (ushort) Marshal.SizeOf(typeof (PIXELFORMATDESCRIPTOR));
            nVersion = 1;
            dwFlags = PFD_FLAGS.PFD_DRAW_TO_WINDOW | PFD_FLAGS.PFD_SUPPORT_OPENGL | PFD_FLAGS.PFD_DOUBLEBUFFER | PFD_FLAGS.PFD_SUPPORT_COMPOSITION;
            iPixelType = PFD_PIXEL_TYPE.PFD_TYPE_RGBA;
            cColorBits = 24;
            cRedBits = cRedShift = cGreenBits = cGreenShift = cBlueBits = cBlueShift = 0;
            cAlphaBits = cAlphaShift = 0;
            cAccumBits = cAccumRedBits = cAccumGreenBits = cAccumBlueBits = cAccumAlphaBits = 0;
            cDepthBits = 32;
            cStencilBits = cAuxBuffers = 0;
            iLayerType = PFD_LAYER_TYPES.PFD_MAIN_PLANE;
            bReserved = 0;
            dwLayerMask = dwVisibleMask = dwDamageMask = 0;
        }
        ushort nSize;
        ushort nVersion;
        PFD_FLAGS dwFlags;
        PFD_PIXEL_TYPE iPixelType;
        byte cColorBits;
        byte cRedBits;
        byte cRedShift;
        byte cGreenBits;
        byte cGreenShift;
        byte cBlueBits;
        byte cBlueShift;
        byte cAlphaBits;
        byte cAlphaShift;
        byte cAccumBits;
        byte cAccumRedBits;
        byte cAccumGreenBits;
        byte cAccumBlueBits;
        byte cAccumAlphaBits;
        byte cDepthBits;
        byte cStencilBits;
        byte cAuxBuffers;
        PFD_LAYER_TYPES iLayerType;
        byte bReserved;
        uint dwLayerMask;
        uint dwVisibleMask;
        uint dwDamageMask;
    }

    [Flags]
    public enum PFD_FLAGS : uint 
    {
        PFD_DOUBLEBUFFER = 0x00000001,
        PFD_STEREO = 0x00000002,
        PFD_DRAW_TO_WINDOW = 0x00000004,
        PFD_DRAW_TO_BITMAP = 0x00000008,
        PFD_SUPPORT_GDI = 0x00000010,
        PFD_SUPPORT_OPENGL = 0x00000020,
        PFD_GENERIC_FORMAT = 0x00000040,
        PFD_NEED_PALETTE = 0x00000080,
        PFD_NEED_SYSTEM_PALETTE = 0x00000100,
        PFD_SWAP_EXCHANGE = 0x00000200,
        PFD_SWAP_COPY = 0x00000400,
        PFD_SWAP_LAYER_BUFFERS = 0x00000800,
        PFD_GENERIC_ACCELERATED = 0x00001000,
        PFD_SUPPORT_DIRECTDRAW = 0x00002000,
        PFD_DIRECT3D_ACCELERATED = 0x00004000,
        PFD_SUPPORT_COMPOSITION = 0x00008000,
        PFD_DEPTH_DONTCARE = 0x20000000,
        PFD_DOUBLEBUFFER_DONTCARE = 0x40000000,
        PFD_STEREO_DONTCARE = 0x80000000
    }

    public enum PFD_LAYER_TYPES : byte
    {
        PFD_MAIN_PLANE = 0,
        PFD_OVERLAY_PLANE = 1,
        PFD_UNDERLAY_PLANE = 255
    }

    public enum PFD_PIXEL_TYPE : byte
    {
        PFD_TYPE_RGBA = 0,
        PFD_TYPE_COLORINDEX = 1
    }

    [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
    public static extern int ChoosePixelFormat(IntPtr hdc, [In] ref PIXELFORMATDESCRIPTOR ppfd);

    [DllImport("gdi32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
    public static extern bool SetPixelFormat(IntPtr hdc, int iPixelFormat, ref PIXELFORMATDESCRIPTOR ppfd);
[DllImport("opengl32.dll", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
    public static extern IntPtr wglCreateContext(IntPtr hDC);

现在是失败的代码:

IntPtr dc = Win.GetDC(hwnd);

var pixelformatdescriptor = new GL.PIXELFORMATDESCRIPTOR();
pixelformatdescriptor.Init();

var pixelFormat = GL.ChoosePixelFormat(dc, ref pixelformatdescriptor);
if(!GL.SetPixelFormat(dc, pixelFormat, ref pixelformatdescriptor))
    throw new Win32Exception(Marshal.GetLastWin32Error());
IntPtr hglrc;
if((hglrc = GL.wglCreateContext(dc)) == IntPtr.Zero)
    throw new Win32Exception(Marshal.GetLastWin32Error()); //<----- here I have exception

托管 C++ 中的相同代码正在运行

HDC dc = GetDC(hWnd);

PIXELFORMATDESCRIPTOR pf;
pf.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pf.nVersion = 1;
pf.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_SUPPORT_COMPOSITION;
pf.cColorBits = 24;
pf.cRedBits = pf.cRedShift = pf.cGreenBits = pf.cGreenShift = pf.cBlueBits = pf.cBlueShift = 0;
pf.cAlphaBits = pf.cAlphaShift = 0;
pf.cAccumBits = pf.cAccumRedBits = pf.cAccumGreenBits = pf.cAccumBlueBits = pf.cAccumAlphaBits = 0;
pf.cDepthBits = 32;
pf.cStencilBits = pf.cAuxBuffers = 0;
pf.iLayerType = PFD_MAIN_PLANE;
pf.bReserved = 0;
pf.dwLayerMask = pf.dwVisibleMask = pf.dwDamageMask = 0;

int ipf = ChoosePixelFormat(dc, &pf);
SetPixelFormat(dc, ipf, &pf);

HGLRC hglrc = wglCreateContext(dc);

我已经在带有 ATI 显卡的 VIsta 64 位和带有 Nvidia 的 32 位 Windows XP 上进行了尝试,两种情况下的结果相同。
另外我想提一下,我不想使用任何已经编写好的框架。

谁能告诉我导致异常的 C# 代码中的错误在哪里?

【问题讨论】:

    标签: c# c++ opengl


    【解决方案1】:

    两次调用 wglCreateContext 也有帮助。

    if (SetPixelFormat(DC, iPixelformat, ref pfd) == false)
        throw new Win32Exception(Marshal.GetLastWin32Error());
    
    RC = wglCreateContext(DC);
    if (RC == HGLRC.Zero)
    {   
        if (SetPixelFormat(DC, iPixelformat, ref pfd) == false)
            throw new Win32Exception(Marshal.GetLastWin32Error());
        RC = wglCreateContext(DC);
        if (RC == HGLRC.Zero)
            throw new Win32Exception(Marshal.GetLastWin32Error());
    }
    

    【讨论】:

      【解决方案2】:

      找到解决方案。
      问题非常奇怪丑陋,真的很难找到。在互联网上的某个地方,我发现当您在编译 c++ 应用程序时链接 opengl32.lib 时,它必须放在 gdi32.lib 之前。其原因是(据说)opengl32.dll 正在覆盖 ChoosePixelFormat 和 SetPixelFormat 函数(可能还有更多:-)。正如我在我的 c++ 版本中发现的那样,不小心出现了这种情况。
      呵呵,但是如何在 C# 中做到这一点
      经过几天的搜索,我发现在tao framework 中,他们使用 kernel32.dll LoadLibrary() 函数解决了这个问题,并在调用 SetPixelFormat 之前加载了 opengl32.dll

      public static bool SetPixelFormat(IntPtr deviceContext, int pixelFormat, ref PIXELFORMATDESCRIPTOR pixelFormatDescriptor) {
              Kernel.LoadLibrary("opengl32.dll");
              return _SetPixelFormat(deviceContext, pixelFormat, ref pixelFormatDescriptor);
          }
      

      所以我们知道opengl32.dll必须在gdi32.dll之前加载,有没有其他方法可以做到这一点。过了一会儿,我想我们可以从 opengl32.dll 调用一些 NOP 函数来加载它。例如:

      [DllImport("opengl32.dll", EntryPoint = "glGetString", CharSet = CharSet.Auto, SetLastError = true, ExactSpelling = true)]
      static extern IntPtr _glGetString(StringName name);
      public static string glGetString(StringName name)
      {
          return Marshal.PtrToStringAnsi(_glGetString(name));
      }
      public enum StringName : uint
      {
          GL_VENDOR = 0x1F00,
          GL_RENDERER = 0x1F01,
          GL_VERSION = 0x1F02,
          GL_EXTENSIONS = 0x1F03
      }
      

      在应用程序开始时,在调用 gdi32.dll 之前,我使用这个:

      GL.glGetString(0);
      

      两种方法都能解决问题。

      【讨论】:

        【解决方案3】:

        我现在无法对此进行测试,但我首先怀疑的是结构填充。您是否尝试在 StructLayout 属性中将包装设置为 1?例如:

        [StructLayout(LayoutKind.Sequential, Pack=1)]
        

        干杯, 布赖恩

        【讨论】:

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