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Diffstat (limited to 'progs/xdemos/sharedtex_mt.c')
-rw-r--r-- | progs/xdemos/sharedtex_mt.c | 523 |
1 files changed, 523 insertions, 0 deletions
diff --git a/progs/xdemos/sharedtex_mt.c b/progs/xdemos/sharedtex_mt.c new file mode 100644 index 0000000000..8cac7826e0 --- /dev/null +++ b/progs/xdemos/sharedtex_mt.c @@ -0,0 +1,523 @@ +/* $Id: sharedtex.c,v 1.2 2002/01/16 14:32:46 joukj Exp $ */ + +/* + * Test sharing of display lists and texture objects between GLX contests. + * Brian Paul + * Summer 2000 + * + * + * Copyright (C) 2000 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + * + * Modified 2009 for multithreading by Thomas Hellstrom. + */ + + +#include <GL/gl.h> +#include <GL/glx.h> +#include <stdio.h> +#include <stdlib.h> +#include <unistd.h> +#include <string.h> +#include <pthread.h> +#include <X11/X.h> + +struct thread_init_arg { + int id; +}; + +struct window { + pthread_mutex_t drawMutex; + char DisplayName[1000]; + Display *Dpy; + Window Win; + GLXContext Context; + float Angle; + int Id; + XVisualInfo *visInfo; +}; + + +#define MAX_WINDOWS 20 +static struct window Windows[MAX_WINDOWS]; +static int NumWindows = 0; +static int terminate = 0; +static GLXContext gCtx; +static Display *gDpy; +static GLuint Textures[3]; + + + +static void +Error(const char *display, const char *msg) +{ + fprintf(stderr, "Error on display %s - %s\n", display, msg); + exit(1); +} + + +static int +initMainthread(Display *dpy, const char *displayName) +{ + int scrnum; + XVisualInfo *visinfo; + int attrib[] = { GLX_RGBA, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DOUBLEBUFFER, + GLX_DEPTH_SIZE, 1, + None }; + + scrnum = DefaultScreen(dpy); + visinfo = glXChooseVisual(dpy, scrnum, attrib); + if (!visinfo) { + Error(displayName, "Unable to find RGB, double-buffered visual"); + return -1; + } + gCtx = glXCreateContext(dpy, visinfo, NULL, True); + if (!gCtx) { + Error(displayName, "Couldn't create GLX context"); + return -1; + } + return 0; +} + +static struct window * +AddWindow(Display *dpy, const char *displayName, int xpos, int ypos, + GLXContext sCtx) +{ + Window win; + GLXContext ctx; + int attrib[] = { GLX_RGBA, + GLX_RED_SIZE, 1, + GLX_GREEN_SIZE, 1, + GLX_BLUE_SIZE, 1, + GLX_DOUBLEBUFFER, + GLX_DEPTH_SIZE, 1, + None }; + int scrnum; + XSetWindowAttributes attr; + unsigned long mask; + Window root; + XVisualInfo *visinfo; + int width = 300, height = 300; + + if (NumWindows >= MAX_WINDOWS) + return NULL; + + scrnum = DefaultScreen(dpy); + root = RootWindow(dpy, scrnum); + + visinfo = glXChooseVisual(dpy, scrnum, attrib); + if (!visinfo) { + Error(displayName, "Unable to find RGB, double-buffered visual"); + return NULL; + } + + /* window attributes */ + attr.background_pixel = 0; + attr.border_pixel = 0; + attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone); + attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; + mask = CWBorderPixel | CWColormap | CWEventMask; + + win = XCreateWindow(dpy, root, xpos, ypos, width, height, + 0, visinfo->depth, InputOutput, + visinfo->visual, mask, &attr); + if (!win) { + Error(displayName, "Couldn't create window"); + return NULL; + } + + { + XSizeHints sizehints; + sizehints.x = xpos; + sizehints.y = ypos; + sizehints.width = width; + sizehints.height = height; + sizehints.flags = USSize | USPosition; + XSetNormalHints(dpy, win, &sizehints); + XSetStandardProperties(dpy, win, displayName, displayName, + None, (char **)NULL, 0, &sizehints); + } + + + ctx = glXCreateContext(dpy, visinfo, + sCtx ? sCtx : NULL, True); + + if (!ctx) { + Error(displayName, "Couldn't create GLX context"); + return NULL; + } + + XMapWindow(dpy, win); + + if (!glXMakeCurrent(dpy, win, ctx)) { + Error(displayName, "glXMakeCurrent failed"); + printf("glXMakeCurrent failed in AddWindow()\n"); + return NULL; + } + + /* save the info for this window */ + { + static int id = 0; + struct window *h = &Windows[NumWindows]; + strcpy(h->DisplayName, displayName); + h->Dpy = dpy; + h->Win = win; + h->Context = ctx; + h->Angle = 0.0; + h->Id = id++; + h->visInfo = visinfo; + pthread_mutex_init(&h->drawMutex, NULL); + NumWindows++; + return &Windows[NumWindows-1]; + } +} + + +static void +InitGLstuff(void) + +{ + glGenTextures(3, Textures); + + /* setup first texture object */ + { + GLubyte image[16][16][4]; + GLint i, j; + glBindTexture(GL_TEXTURE_2D, Textures[0]); + + /* red/white checkerboard */ + for (i = 0; i < 16; i++) { + for (j = 0; j < 16; j++) { + if ((i ^ j) & 1) { + image[i][j][0] = 255; + image[i][j][1] = 255; + image[i][j][2] = 255; + image[i][j][3] = 255; + } + else { + image[i][j][0] = 255; + image[i][j][1] = 0; + image[i][j][2] = 0; + image[i][j][3] = 255; + } + } + } + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, + GL_UNSIGNED_BYTE, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + + /* setup second texture object */ + { + GLubyte image[8][8][3]; + GLint i, j; + glBindTexture(GL_TEXTURE_2D, Textures[1]); + + /* green/yellow checkerboard */ + for (i = 0; i < 8; i++) { + for (j = 0; j < 8; j++) { + if ((i ^ j) & 1) { + image[i][j][0] = 0; + image[i][j][1] = 255; + image[i][j][2] = 0; + } + else { + image[i][j][0] = 255; + image[i][j][1] = 255; + image[i][j][2] = 0; + } + } + } + + glPixelStorei(GL_UNPACK_ALIGNMENT, 2); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, + GL_UNSIGNED_BYTE, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + + /* setup second texture object */ + { + GLubyte image[4][4][3]; + GLint i, j; + glBindTexture(GL_TEXTURE_2D, Textures[2]); + + /* blue/gray checkerboard */ + for (i = 0; i < 4; i++) { + for (j = 0; j < 4; j++) { + if ((i ^ j) & 1) { + image[i][j][0] = 0; + image[i][j][1] = 0; + image[i][j][2] = 255; + } + else { + image[i][j][0] = 200; + image[i][j][1] = 200; + image[i][j][2] = 200; + } + } + } + + glPixelStorei(GL_UNPACK_ALIGNMENT, 2); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, + GL_UNSIGNED_BYTE, image); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } + + /* Now make the cube object display list */ + + printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER)); + printf("GL_VERSION: %s\n", (char *) glGetString(GL_VERSION)); + printf("GL_VENDOR: %s\n", (char *) glGetString(GL_VENDOR)); +} + +static void +Redraw(struct window *h) +{ + h->Angle += 1.0; + + glShadeModel(GL_FLAT); + glClearColor(0.25, 0.25, 0.25, 1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glEnable(GL_DEPTH_TEST); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + + glColor3f(1, 1, 1); + + glPushMatrix(); + if (h->Id == 0) + glRotatef(h->Angle, 0, 1, -1); + else if (h->Id == 1) + glRotatef(-(h->Angle), 0, 1, -1); + else if (h->Id == 2) + glRotatef(h->Angle, 0, 1, 1); + else if (h->Id == 3) + glRotatef(-(h->Angle), 0, 1, 1); + glBindTexture(GL_TEXTURE_2D, Textures[0]); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); + glTexCoord2f(1, 0); glVertex3f(-1, 1, -1); + glTexCoord2f(1, 1); glVertex3f(-1, 1, 1); + glTexCoord2f(0, 1); glVertex3f(-1, -1, 1); + glEnd(); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(1, -1, -1); + glTexCoord2f(1, 0); glVertex3f(1, 1, -1); + glTexCoord2f(1, 1); glVertex3f(1, 1, 1); + glTexCoord2f(0, 1); glVertex3f(1, -1, 1); + glEnd(); + + glBindTexture(GL_TEXTURE_2D, Textures[1]); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -1); + glTexCoord2f(1, 1); glVertex3f( 1, -1, 1); + glTexCoord2f(0, 1); glVertex3f(-1, -1, 1); + glEnd(); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(-1, 1, -1); + glTexCoord2f(1, 0); glVertex3f( 1, 1, -1); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 1); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 1); + glEnd(); + + glBindTexture(GL_TEXTURE_2D, Textures[2]); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -1); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -1); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -1); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -1); + glEnd(); + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 1); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 1); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 1); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 1); + glEnd(); + + glPopMatrix(); + + XLockDisplay(h->Dpy); + glXSwapBuffers(h->Dpy, h->Win); + XUnlockDisplay(h->Dpy); +} + +static void *threadRunner (void *arg) +{ + struct thread_init_arg *tia = (struct thread_init_arg *) arg; + struct window *win; + + win = &Windows[tia->id]; + XLockDisplay(win->Dpy); + if (!glXMakeCurrent(win->Dpy, win->Win, win->Context)) { + Error(win->DisplayName, "glXMakeCurrent failed in threadRunner"); + XUnlockDisplay(win->Dpy); + return NULL; + } + XUnlockDisplay(win->Dpy); + + while(!terminate) { + usleep(1000); + pthread_mutex_lock(&win->drawMutex); + Redraw(win); + glFinish(); + pthread_mutex_unlock(&win->drawMutex); + } + + pthread_mutex_destroy(&win->drawMutex); + return NULL; +} + +static void +Resize(struct window *h, unsigned int width, unsigned int height) +{ + pthread_mutex_lock(&h->drawMutex); + XLockDisplay(h->Dpy); + + if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) { + Error(h->DisplayName, "glXMakeCurrent failed in Resize()"); + XUnlockDisplay(h->Dpy); + pthread_mutex_unlock(&h->drawMutex); + return; + } + XUnlockDisplay(h->Dpy); + + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1, 1, -1, 1, 2, 10); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0, 0, -4.5); + glFinish(); + pthread_mutex_unlock(&h->drawMutex); +} + + +static void +EventLoop(void) +{ + while (1) { + int i; + XLockDisplay(gDpy); + while (XPending(gDpy) > 0) { + XEvent event; + XNextEvent(gDpy, &event); + XUnlockDisplay(gDpy); + for (i = 0; i < NumWindows; i++) { + struct window *h = &Windows[i]; + if (event.xany.window == h->Win) { + switch (event.type) { + case Expose: + + /* + * Note, that here the main thread is actually sharing + * context + * with window h's thread. This sharing is protected by + * the h->drawMutex, and is a bit nasty. + * We always need to call glFinish() before releasing + * the mutex. One might think that glFlush() would be enough, + * but glFlush() doesn't imply that all driver buffers are + * _immediately_ flushed to the hardware. + */ + + pthread_mutex_lock(&h->drawMutex); + XLockDisplay(gDpy); + if (!glXMakeCurrent(gDpy, h->Win, h->Context)) { + Error(h->DisplayName, "glXMakeCurrent failed in Expose"); + XUnlockDisplay(gDpy); + return; + } + XUnlockDisplay(gDpy); + Redraw(h); + glFinish(); + pthread_mutex_unlock(&h->drawMutex); + break; + case ConfigureNotify: + Resize(h, event.xconfigure.width, event.xconfigure.height); + break; + case KeyPress: + terminate = 1; + return; + default: + /*no-op*/ ; + } + } + } + XLockDisplay(gDpy); + } + XUnlockDisplay(gDpy); + usleep(1000); + } +} + +int +main(int argc, char *argv[]) +{ + const char *dpyName = XDisplayName(NULL); + pthread_t t0, t1, t2, t3; + struct thread_init_arg tia0, tia1, tia2, tia3; + struct window *h0, *h1, *h2, *h3; + + XInitThreads(); + + gDpy = XOpenDisplay(dpyName); + if (!gDpy) { + Error(dpyName, "Unable to open display"); + return -1; + } + + if (initMainthread(gDpy, dpyName)) + return -1; + + /* four windows and contexts sharing display lists and texture objects */ + h0 = AddWindow(gDpy, dpyName, 10, 10, gCtx); + h1 = AddWindow(gDpy, dpyName, 330, 10, gCtx); + h2 = AddWindow(gDpy, dpyName, 10, 350, gCtx); + h3 = AddWindow(gDpy, dpyName, 330, 350, gCtx); + + if (!glXMakeCurrent(gDpy, h0->Win, gCtx)) { + Error(dpyName, "glXMakeCurrent failed for init thread."); + return -1; + } + + InitGLstuff(); + + tia0.id = 0; + pthread_create(&t0, NULL, threadRunner, &tia0); + tia1.id = 1; + pthread_create(&t1, NULL, threadRunner, &tia1); + tia2.id = 2; + pthread_create(&t2, NULL, threadRunner, &tia2); + tia3.id = 3; + pthread_create(&t3, NULL, threadRunner, &tia3); + EventLoop(); + return 0; +} |