617 lines
15 KiB
C
617 lines
15 KiB
C
/*
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* Copyright (C) 2000 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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*
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* Port to windows done by Michal Krol.
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*/
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/*
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* This program tests WGL thread safety.
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* Command line options:
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* -h Print usage
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* -l Enable application-side locking
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* -n <num threads> Number of threads to create (default is 2)
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* -t Use texture mapping
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* -s Force single-threaded.
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*
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* Brian Paul 20 July 2000
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*/
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/*
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* Notes:
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* - Each thread gets its own WGL context.
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*
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* - The WGL contexts share texture objects.
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*
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* - When 't' is pressed to update the texture image, the window/thread which
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* has input focus is signalled to change the texture. The other threads
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* should see the updated texture the next time they call glBindTexture.
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*/
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#include <assert.h>
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#include <windows.h>
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#include <GL/gl.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#pragma comment(lib, "opengl32.lib")
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/*
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* Each window/thread/context:
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*/
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struct winthread {
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int Index;
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HANDLE Thread;
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HWND Win;
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HDC hDC;
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HGLRC Context;
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float Angle;
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int WinWidth, WinHeight;
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GLboolean NewSize;
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HANDLE hEventInitialised;
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GLboolean MakeNewTexture;
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HANDLE hEventRedraw;
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};
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#define MAX_WINTHREADS 100
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static struct winthread WinThreads[MAX_WINTHREADS];
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static int NumWinThreads = 2;
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static HANDLE ExitEvent = NULL;
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static GLboolean Locking = 0;
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static GLboolean Texture = GL_FALSE;
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static GLboolean SingleThreaded = GL_FALSE;
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static GLuint TexObj = 12;
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static GLboolean Animate = GL_TRUE;
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static CRITICAL_SECTION Mutex;
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static void
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Error(const char *msg)
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{
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fprintf(stderr, "Error: %s\n", msg);
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exit(1);
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}
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static void
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signal_redraw(void)
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{
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int i;
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for (i = 0; i < NumWinThreads; i++) {
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SetEvent(WinThreads[i].hEventRedraw);
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}
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}
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static void
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MakeNewTexture(struct winthread *wt)
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{
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#define TEX_SIZE 128
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static float step = 0.0;
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GLfloat image[TEX_SIZE][TEX_SIZE][4];
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GLint width;
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int i, j;
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for (j = 0; j < TEX_SIZE; j++) {
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for (i = 0; i < TEX_SIZE; i++) {
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float dt = 5.0 * (j - 0.5 * TEX_SIZE) / TEX_SIZE;
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float ds = 5.0 * (i - 0.5 * TEX_SIZE) / TEX_SIZE;
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float r = dt * dt + ds * ds + step;
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image[j][i][0] =
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image[j][i][1] =
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image[j][i][2] = 0.75 + 0.25 * cos(r);
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image[j][i][3] = 1.0;
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}
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}
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step += 0.5;
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glBindTexture(GL_TEXTURE_2D, TexObj);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
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if (width) {
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assert(width == TEX_SIZE);
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/* sub-tex replace */
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEX_SIZE, TEX_SIZE,
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GL_RGBA, GL_FLOAT, image);
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}
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else {
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/* create new */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0,
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GL_RGBA, GL_FLOAT, image);
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}
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}
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/* draw a colored cube */
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static void
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draw_object(void)
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{
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glPushMatrix();
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glScalef(0.75, 0.75, 0.75);
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glColor3f(1, 0, 0);
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if (Texture) {
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glBindTexture(GL_TEXTURE_2D, TexObj);
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glEnable(GL_TEXTURE_2D);
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}
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else {
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glDisable(GL_TEXTURE_2D);
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}
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glBegin(GL_QUADS);
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/* -X */
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glColor3f(0, 1, 1);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f(-1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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/* +X */
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glColor3f(1, 0, 0);
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glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f(1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(1, -1, 1);
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/* -Y */
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glColor3f(1, 0, 1);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, -1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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/* +Y */
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glColor3f(0, 1, 0);
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glTexCoord2f(0, 0); glVertex3f(-1, 1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, 1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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/* -Z */
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glColor3f(1, 1, 0);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, -1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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/* +Y */
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glColor3f(0, 0, 1);
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glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
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glTexCoord2f(1, 0); glVertex3f( 1, -1, 1);
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glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
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glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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glEnd();
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glPopMatrix();
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}
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/* signal resize of given window */
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static void
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resize(struct winthread *wt, int w, int h)
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{
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wt->NewSize = GL_TRUE;
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wt->WinWidth = w;
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wt->WinHeight = h;
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if (!Animate)
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SetEvent(wt->hEventRedraw);
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}
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/*
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* We have an instance of this for each thread.
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*/
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static void
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draw_loop(struct winthread *wt)
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{
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while (1) {
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GLboolean draw = Animate;
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MSG msg;
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if (Animate) {
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/* wait 5 ms for signal either to exit or process messages */
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switch (MsgWaitForMultipleObjects(1, &ExitEvent, FALSE, 5, QS_ALLINPUT)) {
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case WAIT_OBJECT_0:
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SendMessage(wt->Win, WM_CLOSE, 0, 0);
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break;
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case WAIT_OBJECT_0 + 1:
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break;
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}
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}
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else {
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HANDLE events[2];
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events[0] = wt->hEventRedraw;
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events[1] = ExitEvent;
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/* wait for signal either to draw, exit or process messages */
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switch (MsgWaitForMultipleObjects(2, events, FALSE, INFINITE, QS_ALLINPUT)) {
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case WAIT_OBJECT_0:
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draw = GL_TRUE;
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break;
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case WAIT_OBJECT_0 + 1:
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SendMessage(wt->Win, WM_CLOSE, 0, 0);
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break;
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case WAIT_OBJECT_0 + 2:
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break;
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}
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}
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while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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return;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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if (!draw)
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continue;
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if (Locking)
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EnterCriticalSection(&Mutex);
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wglMakeCurrent(wt->hDC, wt->Context);
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if (Locking)
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LeaveCriticalSection(&Mutex);
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glEnable(GL_DEPTH_TEST);
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if (wt->NewSize) {
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GLfloat w = (float) wt->WinWidth / (float) wt->WinHeight;
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glViewport(0, 0, wt->WinWidth, wt->WinHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-w, w, -1.0, 1.0, 1.5, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -2.5);
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wt->NewSize = GL_FALSE;
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}
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if (wt->MakeNewTexture) {
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MakeNewTexture(wt);
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wt->MakeNewTexture = GL_FALSE;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(wt->Angle, 0, 1, 0);
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glRotatef(wt->Angle, 1, 0, 0);
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glScalef(0.7, 0.7, 0.7);
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draw_object();
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glPopMatrix();
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if (Locking)
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EnterCriticalSection(&Mutex);
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SwapBuffers(wt->hDC);
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if (Locking)
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LeaveCriticalSection(&Mutex);
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wt->Angle += 1.0;
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}
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}
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static void
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keypress(WPARAM keySym, struct winthread *wt)
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{
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switch (keySym) {
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case VK_ESCAPE:
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/* tell all threads to exit */
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SetEvent(ExitEvent);
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/*printf("exit draw_loop %d\n", wt->Index);*/
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return;
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case 't':
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case 'T':
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if (Texture) {
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wt->MakeNewTexture = GL_TRUE;
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if (!Animate)
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signal_redraw();
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}
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break;
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case 'a':
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case 'A':
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Animate = !Animate;
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if (Animate)
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signal_redraw();
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break;
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case 's':
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case 'S':
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if (!Animate)
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signal_redraw();
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break;
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default:
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; /* nop */
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}
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}
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static LRESULT CALLBACK
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WndProc(HWND hWnd,
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UINT uMsg,
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WPARAM wParam,
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LPARAM lParam )
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{
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int i;
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switch (uMsg) {
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case WM_KEYDOWN:
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for (i = 0; i < NumWinThreads; i++) {
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struct winthread *wt = &WinThreads[i];
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if (hWnd == wt->Win) {
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keypress(wParam, wt);
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break;
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}
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}
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break;
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case WM_SIZE:
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for (i = 0; i < NumWinThreads; i++) {
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struct winthread *wt = &WinThreads[i];
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if (hWnd == wt->Win) {
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RECT r;
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GetClientRect(hWnd, &r);
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resize(wt, r.right, r.bottom);
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break;
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}
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}
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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break;
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default:
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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return 0;
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}
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/*
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* we'll call this once for each thread, before the threads are created.
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*/
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static void
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create_window(struct winthread *wt, HGLRC shareCtx)
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{
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WNDCLASS wc = {0};
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int width = 160, height = 160;
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int xpos = (wt->Index % 8) * (width + 10);
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int ypos = (wt->Index / 8) * (width + 20);
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HWND win;
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HDC hdc;
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PIXELFORMATDESCRIPTOR pfd = {0};
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int visinfo;
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HGLRC ctx;
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wc.hbrBackground = (HBRUSH) (COLOR_BTNFACE + 1);
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wc.lpfnWndProc = WndProc;
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wc.lpszClassName = "wglthreads";
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wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
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RegisterClass(&wc);
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win = CreateWindowEx(0,
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wc.lpszClassName,
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"wglthreads",
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WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
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xpos,
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ypos,
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width,
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height,
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NULL,
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NULL,
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wc.hInstance,
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(LPVOID) wt);
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if (!win) {
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Error("Couldn't create window");
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}
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hdc = GetDC(win);
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if (!hdc) {
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Error("Couldn't obtain HDC");
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}
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pfd.cColorBits = 24;
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pfd.cDepthBits = 24;
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pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
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pfd.iLayerType = PFD_MAIN_PLANE;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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visinfo = ChoosePixelFormat(hdc, &pfd);
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if (!visinfo) {
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Error("Unable to find RGB, Z, double-buffered visual");
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}
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SetPixelFormat(hdc, visinfo, &pfd);
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ctx = wglCreateContext(hdc);
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if (!ctx) {
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Error("Couldn't create WGL context");
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}
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if (shareCtx) {
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wglShareLists(shareCtx, ctx);
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}
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/* save the info for this window/context */
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wt->Win = win;
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wt->hDC = hdc;
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wt->Context = ctx;
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wt->Angle = 0.0;
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wt->WinWidth = width;
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wt->WinHeight = height;
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wt->NewSize = GL_TRUE;
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wglMakeCurrent(hdc, ctx);
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printf("wglthreads: %d: GL_RENDERER = %s\n", wt->Index, (char *) glGetString(GL_RENDERER));
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wglMakeCurrent(NULL, NULL);
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if (Texture/* && wt->Index == 0*/) {
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MakeNewTexture(wt);
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}
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}
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/*
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* Called by pthread_create()
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*/
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static DWORD WINAPI
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ThreadProc(void *p)
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{
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struct winthread *wt = (struct winthread *) p;
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HGLRC share;
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share = (Texture && wt->Index > 0) ? WinThreads[0].Context : 0;
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create_window(wt, share);
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SetEvent(wt->hEventInitialised);
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draw_loop(wt);
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return 0;
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}
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static void
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usage(void)
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{
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printf("wglthreads: test of GL thread safety (any key = exit)\n");
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printf("Usage:\n");
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printf(" wglthreads [options]\n");
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printf("Options:\n");
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printf(" -h Show this usage screen\n");
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printf(" -n NUMTHREADS Number of threads to create\n");
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printf(" -l Use application-side locking\n");
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printf(" -t Enable texturing\n");
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printf(" -s Force single-threaded\n");
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printf("Keyboard:\n");
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printf(" Esc Exit\n");
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printf(" t Change texture image (requires -t option)\n");
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printf(" a Toggle animation\n");
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printf(" s Step rotation (when not animating)\n");
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}
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int
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main(int argc, char *argv[])
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{
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int i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-h") == 0) {
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usage();
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}
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else if (strcmp(argv[i], "-l") == 0) {
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Locking = 1;
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}
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else if (strcmp(argv[i], "-t") == 0) {
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Texture = 1;
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}
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else if (strcmp(argv[i], "-n") == 0 && i + 1 < argc) {
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NumWinThreads = atoi(argv[i + 1]);
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if (NumWinThreads < 1)
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NumWinThreads = 1;
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|
else if (NumWinThreads > MAX_WINTHREADS)
|
|
NumWinThreads = MAX_WINTHREADS;
|
|
i++;
|
|
}
|
|
else if (strcmp(argv[i], "-s") == 0) {
|
|
SingleThreaded = GL_TRUE;
|
|
}
|
|
else {
|
|
usage();
|
|
exit(1);
|
|
}
|
|
}
|
|
|
|
if (SingleThreaded)
|
|
printf("wglthreads: Forcing single-threaded, no other threads will be created.\n");
|
|
|
|
if (Locking)
|
|
printf("wglthreads: Using explicit locks around WGL calls.\n");
|
|
else
|
|
printf("wglthreads: No explict locking.\n");
|
|
|
|
InitializeCriticalSection(&Mutex);
|
|
ExitEvent = CreateEvent(NULL, TRUE, FALSE, NULL);
|
|
|
|
if (SingleThreaded) {
|
|
NumWinThreads = 1;
|
|
|
|
WinThreads[0].Index = 0;
|
|
WinThreads[0].hEventInitialised = CreateEvent(NULL, TRUE, FALSE, NULL);
|
|
WinThreads[0].hEventRedraw = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
|
|
ThreadProc((void*) &WinThreads[0]);
|
|
}
|
|
else {
|
|
HANDLE threads[MAX_WINTHREADS];
|
|
|
|
printf("wglthreads: creating threads\n");
|
|
|
|
/* Create the threads */
|
|
for (i = 0; i < NumWinThreads; i++) {
|
|
DWORD id;
|
|
|
|
WinThreads[i].Index = i;
|
|
WinThreads[i].hEventInitialised = CreateEvent(NULL, TRUE, FALSE, NULL);
|
|
WinThreads[i].hEventRedraw = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
WinThreads[i].Thread = CreateThread(NULL,
|
|
0,
|
|
ThreadProc,
|
|
(void*) &WinThreads[i],
|
|
0,
|
|
&id);
|
|
printf("wglthreads: Created thread %p\n", (void *) WinThreads[i].Thread);
|
|
|
|
WaitForSingleObject(WinThreads[i].hEventInitialised, INFINITE);
|
|
|
|
threads[i] = WinThreads[i].Thread;
|
|
}
|
|
|
|
/* Wait for all threads to finish. */
|
|
WaitForMultipleObjects(NumWinThreads, threads, TRUE, INFINITE);
|
|
}
|
|
|
|
return 0;
|
|
}
|