no-render with OpenGL --> contexts - opengl

i have a program that does some GPU computing with Optional OpenGL rendering.
The use dynamic is as follow:
init function (init GLEW being the most relevant).
load mesh from file to GPU (use glGenBuffers are related functions to make VBO).
process this mesh in parallel (GPU Computing API).
save mesh into file.
my problem is that when mesh is loading i use opengl calls and wihout context created i just
get segmentation fault.
Edit: Evolution of the problem:
I was missing GL/glx.h I thought that GL/glxew.h included it, thanks to the answers that got fixed.
I was missing glXMakeCurrent; and therefore it was having zero contexts.
After this fixes, it works :).
also thanks for the tools suggestions, i would gladly use them it is just that i needed the low level code for this particular case.

i tried making a context with this code ( i am using glew, so i change the header to GL/glxew.h but the rest of this code remains the same)
Don'd do it. glxew is used for loading glx functions. You probably don't need it.
If you want to use GLEW, replace GL/gl.h with GL/glew.h leave GL/glx.h as it is.
X11 and GLX are quite complex, consider using sdl of glfw instead.

Just wildly guessing here, but could it be that GLEW redefined glXChooseFBConfig with something custom? Something in the call of glXChooseFBConfig dereferences an invalid pointer. So either glXChooseFBConfig itself is invalid, or fbcount to so small, or visual_attribs not properly terminated.

GLEW has nothing to do with context creation. It is an OpenGL loading library; it loads OpenGL functions. It needs you to have an OpenGL context in order for it to function.
Since you're not really using this context for drawing stuff, I would suggest using an off-the-shelf tool for context creation. GLFW or FreeGLUT would be the most light-weight alternatives. Just use them to create a context, do what you need to do, then destroy the windows they create.

Related

Swapping buffers with core profile uses invalid operations

Whenever I call a function to swap buffers I get tons of errors from glDebugMessageCallback saying:
glVertex2f has been removed from OpenGL Core context (GL_INVALID_OPERATION)
I've tried using both with GLFW and freeglut, and neither work appropriately.
I haven't used glVertex2f, of course. I even went as far as to delete all my rendering code to see if I can find what's causing it, but the error is still there, right after glutSwapBuffers/glfwSwapBuffers.
Using single-buffering causes no errors either.
I've initialized the context to 4.3, core profile, and flagged forward-compatibility.
As explained in comments, the problem here is actually third-party software and not any code you yourself wrote.
When software such as the Steam overlay or FRAPS need to draw something overtop OpenGL they usually go about this by hooking/injecting some code into your application's SwapBuffers implementation at run-time.
You are dealing with a piece of software (RivaTuner) that still uses immediate mode to draw its overlay and that is the source of the unexplained deprecated API calls on every buffer swap.
Do you have code you can share? Either the driver is buggy or something tries to call glVertex in your process. You could try to use glloadgen to build a loader library that covers OpenGL-4.3 symbols only (and only that symbols), so that when linking your program uses of symbols outside the 4.3 specs causes linkage errors.

Draw DirectX/OpenGL Graphics on an existing graphics application

First off, let me just apologize right off the bat in case this is already answered, because I might just be searching it under irregular search terms.
I am looking to draw 2D graphics in an application that uses DirectX to draw its own graphics (A game). I will be doing that by injecting a DLL into the application (that part I have no questions about, I can do that), and drawing my graphics. But not being really good at DirectX/OpenGL, I have a couple of fundamental questions to ask.
1) In order to draw graphics on that window, will I need to get a pre-existing context from the process memory, some sort of handle to the drawing scene?
2) If the application uses DirectX, can I use OpenGL graphics on it?
Please let me know as to how I can approach this. Any details will be appreciated :-)
Thank you in advance.
Your approach in injecting an DLL is indeed the right way to go. Programs like FRAPS use the same approach. I can't tell you about the method for Direct3D, but for OpenGL you'd do about the following things:
First you must Hook into the functions wglMakeCurrent, glFinish and wglSwapBuffers of opengl32.dll so that your DLL notices when a OpenGL context is selected for drawing. Pass their calls through to the OS. When wglMakeCurrent is called use the function GetPixelFormat to find out if the window is double buffered or not. Also use the glGet… OpenGL calls to find out which version of OpenGL context you're dealing with. In case you have a legacy OpenGL context you must use different methods for drawing your overlay, than for a modern OpenGL-3 or later core context.
In case of a double buffered window use your Hook on wglSwapBuffers to perform further OpenGL drawing operations. OpenGL is just pens and brushes (in form of points, lines and triangles) drawing on a canvas. Then pass through the wglSawpBuffers call to make everything visible.
In case of a single buffered context instead of wglSwapBuffers the function to hook is glFinish.
Draw 2D with OpenGL is as simple as disable depth buffering and using an orthographic projection matrix. You can change OpenGL state whenever you desire to do so. Just make sure you restore everything into its original condition before you leave the hooks.
"1) In order to draw graphics on that window, will I need to get a pre-existing context from the process memory, some sort of handle to the drawing scene?"
Yes, you need to make sure your hooks catch the important context creation functions.
For example, all variations of CreateDevice in d3d are interesting to you.
You didn't mention which DirectX you are using, but there are some differences between the versions.
For example, At DirectX 9 you'd be mostly interested in functions that:
1. Create/return IDirect3DSwapChain9 objects
2. Create/return IDirect3DDevice9,IDirect3DDevice9Ex objects
In newer versions of DirectX their code was splitted into (mostly) Device, DeviceContext, & DXGI.
If you are on a "specific mission" share which directx version you are addressing.
Apart from catching all the needed objects to allow your own rendering, you also want to catch all presentation events ("SwapBuffers" in GL, "Present" in DX),
Because that's time that you want to add your overlay.
Since it seems that you are attempting to render an overlay on top of DX applications, allow me to warn you that making a truly generic solution (that works on all games) isn't easy.
mostly due to need to support different DX versions along with numerous ways to create
If you are focused on a specific game/application it is, naturally, much easier.
"2. If the application uses DirectX, can I use OpenGL graphics on it?"
Well, first of all yes. It's possible.
The terminology that you want to search for is OpenGL DirectX interoperability (or in short interop)
Here's an example:
https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop
I don't know if the extension they used is only available in nVidia devices or not - check it.
Another thing about this is that you need a really good motivation in order to do it, generally I would simply stick with DX for both hooking and rendering.
I assume that internal interop between different DX version is better option.
I'd personally probably go with DirectX9 for your own rendering code.
Of course, if you only need to support a single DirectX version, no interop needed.
Bonus:
If you ever need to generate full wrappers of C++ classes, a quick n' dirty dll wrapper, or just general global function hook, feel free to use this lib that i created:
http://code.google.com/p/hookit/
It's far from a fully tested tool, just something i hacked 2 days, but I found it super useful.
Note that in your case, i recommend just to use VTable hooking, you'll probably have to hardcode the function offset into the table, but that's not likely to change.
Good luck :)

GL Image and loading OpenGL functions

Why some GL Image functions requires using GL Load to initialize OpenGL context ? Is it possible to fully utilize GL Image using GLEW to initialize OpenGL context ?
If you are talking about the Unofficial SDK's GL Image system, the answer is no. The SDK is intended to be a package deal; if you're using one part of it, you ought to be using the rest. After all, if you can build and include GL Image, you could also use GL Load, since they're bundled together.
And GL Load does exactly what GLEW does; it's better in many ways, as it doesn't require that "experimental" thing to make it work on core contexts. Through the C interface, you could just swap out all of the #include <GL/glew.h> parts with #include <glload/gl_[Insert Version Here].h>. You wouldn't need to modify any code other than that (as well as the initialization code of course).
That being said, you ought to be able to use GL Load and GLEW simultaneously, as long as:
You initialize both of them. This means calling glewInit and LoadFunctions after creating the OpenGL context. Their variables shouldn't interact or anything.
You never try to include both of their non-system headers in the same file. GL Image's TextureGenerator.h is actually designed specifically to not require the inclusion of OpenGL headers (that is, it doesn't directly use GL types like GLint or GLenum).
It's obviously wasteful, as they do the exact same job. But it ought to work.

How to implement 3d texturing in OpenGL 3.3

So I have just realized that the code I was working on for 3d textures was for OpenGL 1.1 or something and is no longer supported in OpenGL 3.3. Is there another way to do this without glTexture3D? Perhaps through a library or another function in OpenGL 3.3 that I do not know about?
EDIT:
I am not sure where I read that 3d texturing was taken out of OpenGL in newer versions (been googling a lot today), but consider this:
I have been following the tutorial/guide here. The program compiles without a hitch. Now read the following quote from the article:
The potential exists that the environment the program is being run on does not support 3D texturing, which would cause us to get a NULL address back, and attempting to use a NULL pointer is A Bad Thing so make sure to check for it and respond appropriately (the provided example exits with an error).
That quote is referring to the following function:
glTexImage3D = (PFNGLTEXIMAGE3DPROC) wglGetProcAddress("glTexImage3D");
When running my program on my computer (which has OpenGL 3.3) that same function returns null for me. When my friend runs it on his computer (which has OpenGL 1.2) it does not return null.
The way one uploads 3D textures has not changes since OpenGL-1.2. The functions for this are still named
glTexImage3D
glTexSubImage3D
glCopyTexSubImage3D

OpenGL context from glut

Question: Is there anyway at all to get an OpenGL context from GLUT?
Info: I've been working on learning openGL and openCL. I'm almost done with my first program that makes use of them together, everything would work wonderfully if I could only create create my openCL context, but to do that and get the sharing working I need to get an openGL context. I could go through the process of dealing with X, but I was hoping to keep this as platform-independent as possible with the fewest possible libraries. I'll just have to figure out something else if there is isn't. but I figured I should at least ask before I give up. Is there anyway, anyway at all, to get an OpenGL context from GLUT?
You can't get the context from GLUT, but you can get it from Windows: wglGetCurrentContext. Similarly, on X-Windows systems, you may use glXGetCurrentContext.