Files
third_party_mesa3d/progs/wgl/wglthreads/wglthreads.c

617 lines
15 KiB
C

/*
* 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.
*
*
* Port to windows done by Michal Krol.
*/
/*
* This program tests WGL thread safety.
* Command line options:
* -h Print usage
* -l Enable application-side locking
* -n <num threads> Number of threads to create (default is 2)
* -t Use texture mapping
* -s Force single-threaded.
*
* Brian Paul 20 July 2000
*/
/*
* Notes:
* - Each thread gets its own WGL context.
*
* - The WGL contexts share texture objects.
*
* - When 't' is pressed to update the texture image, the window/thread which
* has input focus is signalled to change the texture. The other threads
* should see the updated texture the next time they call glBindTexture.
*/
#include <assert.h>
#include <windows.h>
#include <GL/gl.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#pragma comment(lib, "opengl32.lib")
/*
* Each window/thread/context:
*/
struct winthread {
int Index;
HANDLE Thread;
HWND Win;
HDC hDC;
HGLRC Context;
float Angle;
int WinWidth, WinHeight;
GLboolean NewSize;
HANDLE hEventInitialised;
GLboolean MakeNewTexture;
HANDLE hEventRedraw;
};
#define MAX_WINTHREADS 100
static struct winthread WinThreads[MAX_WINTHREADS];
static int NumWinThreads = 2;
static HANDLE ExitEvent = NULL;
static GLboolean Locking = 0;
static GLboolean Texture = GL_FALSE;
static GLboolean SingleThreaded = GL_FALSE;
static GLuint TexObj = 12;
static GLboolean Animate = GL_TRUE;
static CRITICAL_SECTION Mutex;
static void
Error(const char *msg)
{
fprintf(stderr, "Error: %s\n", msg);
exit(1);
}
static void
signal_redraw(void)
{
int i;
for (i = 0; i < NumWinThreads; i++) {
SetEvent(WinThreads[i].hEventRedraw);
}
}
static void
MakeNewTexture(struct winthread *wt)
{
#define TEX_SIZE 128
static float step = 0.0;
GLfloat image[TEX_SIZE][TEX_SIZE][4];
GLint width;
int i, j;
for (j = 0; j < TEX_SIZE; j++) {
for (i = 0; i < TEX_SIZE; i++) {
float dt = 5.0 * (j - 0.5 * TEX_SIZE) / TEX_SIZE;
float ds = 5.0 * (i - 0.5 * TEX_SIZE) / TEX_SIZE;
float r = dt * dt + ds * ds + step;
image[j][i][0] =
image[j][i][1] =
image[j][i][2] = 0.75 + 0.25 * cos(r);
image[j][i][3] = 1.0;
}
}
step += 0.5;
glBindTexture(GL_TEXTURE_2D, TexObj);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
if (width) {
assert(width == TEX_SIZE);
/* sub-tex replace */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEX_SIZE, TEX_SIZE,
GL_RGBA, GL_FLOAT, image);
}
else {
/* create new */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0,
GL_RGBA, GL_FLOAT, image);
}
}
/* draw a colored cube */
static void
draw_object(void)
{
glPushMatrix();
glScalef(0.75, 0.75, 0.75);
glColor3f(1, 0, 0);
if (Texture) {
glBindTexture(GL_TEXTURE_2D, TexObj);
glEnable(GL_TEXTURE_2D);
}
else {
glDisable(GL_TEXTURE_2D);
}
glBegin(GL_QUADS);
/* -X */
glColor3f(0, 1, 1);
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);
/* +X */
glColor3f(1, 0, 0);
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);
/* -Y */
glColor3f(1, 0, 1);
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);
/* +Y */
glColor3f(0, 1, 0);
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);
/* -Z */
glColor3f(1, 1, 0);
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);
/* +Y */
glColor3f(0, 0, 1);
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();
}
/* signal resize of given window */
static void
resize(struct winthread *wt, int w, int h)
{
wt->NewSize = GL_TRUE;
wt->WinWidth = w;
wt->WinHeight = h;
if (!Animate)
SetEvent(wt->hEventRedraw);
}
/*
* We have an instance of this for each thread.
*/
static void
draw_loop(struct winthread *wt)
{
while (1) {
GLboolean draw = Animate;
MSG msg;
if (Animate) {
/* wait 5 ms for signal either to exit or process messages */
switch (MsgWaitForMultipleObjects(1, &ExitEvent, FALSE, 5, QS_ALLINPUT)) {
case WAIT_OBJECT_0:
SendMessage(wt->Win, WM_CLOSE, 0, 0);
break;
case WAIT_OBJECT_0 + 1:
break;
}
}
else {
HANDLE events[2];
events[0] = wt->hEventRedraw;
events[1] = ExitEvent;
/* wait for signal either to draw, exit or process messages */
switch (MsgWaitForMultipleObjects(2, events, FALSE, INFINITE, QS_ALLINPUT)) {
case WAIT_OBJECT_0:
draw = GL_TRUE;
break;
case WAIT_OBJECT_0 + 1:
SendMessage(wt->Win, WM_CLOSE, 0, 0);
break;
case WAIT_OBJECT_0 + 2:
break;
}
}
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
return;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (!draw)
continue;
if (Locking)
EnterCriticalSection(&Mutex);
wglMakeCurrent(wt->hDC, wt->Context);
if (Locking)
LeaveCriticalSection(&Mutex);
glEnable(GL_DEPTH_TEST);
if (wt->NewSize) {
GLfloat w = (float) wt->WinWidth / (float) wt->WinHeight;
glViewport(0, 0, wt->WinWidth, wt->WinHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-w, w, -1.0, 1.0, 1.5, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2.5);
wt->NewSize = GL_FALSE;
}
if (wt->MakeNewTexture) {
MakeNewTexture(wt);
wt->MakeNewTexture = GL_FALSE;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(wt->Angle, 0, 1, 0);
glRotatef(wt->Angle, 1, 0, 0);
glScalef(0.7, 0.7, 0.7);
draw_object();
glPopMatrix();
if (Locking)
EnterCriticalSection(&Mutex);
SwapBuffers(wt->hDC);
if (Locking)
LeaveCriticalSection(&Mutex);
wt->Angle += 1.0;
}
}
static void
keypress(WPARAM keySym, struct winthread *wt)
{
switch (keySym) {
case VK_ESCAPE:
/* tell all threads to exit */
SetEvent(ExitEvent);
/*printf("exit draw_loop %d\n", wt->Index);*/
return;
case 't':
case 'T':
if (Texture) {
wt->MakeNewTexture = GL_TRUE;
if (!Animate)
signal_redraw();
}
break;
case 'a':
case 'A':
Animate = !Animate;
if (Animate)
signal_redraw();
break;
case 's':
case 'S':
if (!Animate)
signal_redraw();
break;
default:
; /* nop */
}
}
static LRESULT CALLBACK
WndProc(HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam )
{
int i;
switch (uMsg) {
case WM_KEYDOWN:
for (i = 0; i < NumWinThreads; i++) {
struct winthread *wt = &WinThreads[i];
if (hWnd == wt->Win) {
keypress(wParam, wt);
break;
}
}
break;
case WM_SIZE:
for (i = 0; i < NumWinThreads; i++) {
struct winthread *wt = &WinThreads[i];
if (hWnd == wt->Win) {
RECT r;
GetClientRect(hWnd, &r);
resize(wt, r.right, r.bottom);
break;
}
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
/*
* we'll call this once for each thread, before the threads are created.
*/
static void
create_window(struct winthread *wt, HGLRC shareCtx)
{
WNDCLASS wc = {0};
int width = 160, height = 160;
int xpos = (wt->Index % 8) * (width + 10);
int ypos = (wt->Index / 8) * (width + 20);
HWND win;
HDC hdc;
PIXELFORMATDESCRIPTOR pfd = {0};
int visinfo;
HGLRC ctx;
wc.hbrBackground = (HBRUSH) (COLOR_BTNFACE + 1);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.lpfnWndProc = WndProc;
wc.lpszClassName = "wglthreads";
wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
RegisterClass(&wc);
win = CreateWindowEx(0,
wc.lpszClassName,
"wglthreads",
WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
xpos,
ypos,
width,
height,
NULL,
NULL,
wc.hInstance,
(LPVOID) wt);
if (!win) {
Error("Couldn't create window");
}
hdc = GetDC(win);
if (!hdc) {
Error("Couldn't obtain HDC");
}
pfd.cColorBits = 24;
pfd.cDepthBits = 24;
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
pfd.iLayerType = PFD_MAIN_PLANE;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
visinfo = ChoosePixelFormat(hdc, &pfd);
if (!visinfo) {
Error("Unable to find RGB, Z, double-buffered visual");
}
SetPixelFormat(hdc, visinfo, &pfd);
ctx = wglCreateContext(hdc);
if (!ctx) {
Error("Couldn't create WGL context");
}
if (shareCtx) {
wglShareLists(shareCtx, ctx);
}
/* save the info for this window/context */
wt->Win = win;
wt->hDC = hdc;
wt->Context = ctx;
wt->Angle = 0.0;
wt->WinWidth = width;
wt->WinHeight = height;
wt->NewSize = GL_TRUE;
wglMakeCurrent(hdc, ctx);
printf("wglthreads: %d: GL_RENDERER = %s\n", wt->Index, (char *) glGetString(GL_RENDERER));
wglMakeCurrent(NULL, NULL);
if (Texture/* && wt->Index == 0*/) {
MakeNewTexture(wt);
}
}
/*
* Called by pthread_create()
*/
static DWORD WINAPI
ThreadProc(void *p)
{
struct winthread *wt = (struct winthread *) p;
HGLRC share;
share = (Texture && wt->Index > 0) ? WinThreads[0].Context : 0;
create_window(wt, share);
SetEvent(wt->hEventInitialised);
draw_loop(wt);
return 0;
}
static void
usage(void)
{
printf("wglthreads: test of GL thread safety (any key = exit)\n");
printf("Usage:\n");
printf(" wglthreads [options]\n");
printf("Options:\n");
printf(" -h Show this usage screen\n");
printf(" -n NUMTHREADS Number of threads to create\n");
printf(" -l Use application-side locking\n");
printf(" -t Enable texturing\n");
printf(" -s Force single-threaded\n");
printf("Keyboard:\n");
printf(" Esc Exit\n");
printf(" t Change texture image (requires -t option)\n");
printf(" a Toggle animation\n");
printf(" s Step rotation (when not animating)\n");
}
int
main(int argc, char *argv[])
{
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-h") == 0) {
usage();
}
else if (strcmp(argv[i], "-l") == 0) {
Locking = 1;
}
else if (strcmp(argv[i], "-t") == 0) {
Texture = 1;
}
else if (strcmp(argv[i], "-n") == 0 && i + 1 < argc) {
NumWinThreads = atoi(argv[i + 1]);
if (NumWinThreads < 1)
NumWinThreads = 1;
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;
}