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authorBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 11:56:24 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-05-07 11:57:46 -0600
commitf34a30bf791b7126b13abaa1965c70ff9633f38e (patch)
treee33729c7eee98745d42a6bd2df9111303683629e /progs/xdemos
parentffe78987dc01864cdb8f8b74855c3e14cff1c0bb (diff)
mesa: add texturing to thread test
Run with -t to enable texture mapping. Press 't' to update the texture image. When the texture is changed in one thread it should also get updated in the other threads since textures are shared by all contexts.
Diffstat (limited to 'progs/xdemos')
-rw-r--r--progs/xdemos/glthreads.c304
1 files changed, 237 insertions, 67 deletions
diff --git a/progs/xdemos/glthreads.c b/progs/xdemos/glthreads.c
index 989697fbca..767aef9e41 100644
--- a/progs/xdemos/glthreads.c
+++ b/progs/xdemos/glthreads.c
@@ -24,18 +24,33 @@
* This program tests GLX thread safety.
* Command line options:
* -p Open a display connection for each thread
+ * -l Enable application-side locking
* -n <num threads> Number of threads to create (default is 2)
* -display <display name> Specify X display (default is :0.0)
+ * -t Use texture mapping
*
* Brian Paul 20 July 2000
*/
+/*
+ * Notes:
+ * - Each thread gets its own GLX context.
+ *
+ * - The GLX 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.
+ */
+
+
#if defined(PTHREADS) /* defined by Mesa on Linux and other platforms */
#include <assert.h>
#include <GL/gl.h>
#include <GL/glx.h>
+#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@@ -55,6 +70,8 @@ struct winthread {
float Angle;
int WinWidth, WinHeight;
GLboolean NewSize;
+ GLboolean Initialized;
+ GLboolean MakeNewTexture;
};
@@ -65,8 +82,13 @@ static volatile GLboolean ExitFlag = GL_FALSE;
static GLboolean MultiDisplays = 0;
static GLboolean Locking = 0;
+static GLboolean Texture = GL_FALSE;
+static GLuint TexObj = 12;
+static GLboolean Animate = GL_TRUE;
static pthread_mutex_t Mutex;
+static pthread_cond_t CondVar;
+static pthread_mutex_t CondMutex;
static void
@@ -77,6 +99,59 @@ Error(const char *msg)
}
+static void
+signal_redraw(void)
+{
+ pthread_mutex_lock(&CondMutex);
+ pthread_cond_broadcast(&CondVar);
+ pthread_mutex_unlock(&CondMutex);
+}
+
+
+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)
@@ -85,52 +160,61 @@ draw_object(void)
glScalef(0.75, 0.75, 0.75);
glColor3f(1, 0, 0);
- glBegin(GL_POLYGON);
- glVertex3f(1, -1, -1);
- glVertex3f(1, 1, -1);
- glVertex3f(1, 1, 1);
- glVertex3f(1, -1, 1);
- glEnd();
+ if (Texture) {
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ glEnable(GL_TEXTURE_2D);
+ }
+ else {
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ glBegin(GL_QUADS);
+
+ /* -X */
glColor3f(0, 1, 1);
- glBegin(GL_POLYGON);
- glVertex3f(-1, -1, -1);
- glVertex3f(-1, 1, -1);
- glVertex3f(-1, 1, 1);
- glVertex3f(-1, -1, 1);
- glEnd();
+ 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);
- glColor3f(0, 1, 0);
- glBegin(GL_POLYGON);
- glVertex3f(-1, 1, -1);
- glVertex3f( 1, 1, -1);
- glVertex3f( 1, 1, 1);
- glVertex3f(-1, 1, 1);
- glEnd();
+ /* +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);
- glBegin(GL_POLYGON);
- glVertex3f(-1, -1, -1);
- glVertex3f( 1, -1, -1);
- glVertex3f( 1, -1, 1);
- glVertex3f(-1, -1, 1);
- glEnd();
+ 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);
- glColor3f(0, 0, 1);
- glBegin(GL_POLYGON);
- glVertex3f(-1, -1, 1);
- glVertex3f( 1, -1, 1);
- glVertex3f( 1, 1, 1);
- glVertex3f(-1, 1, 1);
- glEnd();
+ /* +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);
- glBegin(GL_POLYGON);
- glVertex3f(-1, -1, -1);
- glVertex3f( 1, -1, -1);
- glVertex3f( 1, 1, -1);
- glVertex3f(-1, 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);
+
+ /* +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();
}
@@ -142,6 +226,8 @@ resize(struct winthread *wt, int w, int h)
wt->NewSize = GL_TRUE;
wt->WinWidth = w;
wt->WinHeight = h;
+ if (!Animate)
+ signal_redraw();
}
@@ -151,18 +237,19 @@ resize(struct winthread *wt, int w, int h)
static void
draw_loop(struct winthread *wt)
{
- GLboolean firstIter = GL_TRUE;
-
while (!ExitFlag) {
if (Locking)
pthread_mutex_lock(&Mutex);
glXMakeCurrent(wt->Dpy, wt->Win, wt->Context);
- if (firstIter) {
+ if (!wt->Initialized) {
printf("glthreads: %d: GL_RENDERER = %s\n", wt->Index,
(char *) glGetString(GL_RENDERER));
- firstIter = GL_FALSE;
+ if (Texture /*&& wt->Index == 0*/) {
+ MakeNewTexture(wt);
+ }
+ wt->Initialized = GL_TRUE;
}
if (Locking)
@@ -182,10 +269,15 @@ draw_loop(struct winthread *wt)
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, 0, 1);
+ glRotatef(wt->Angle, 0, 1, 0);
glRotatef(wt->Angle, 1, 0, 0);
glScalef(0.7, 0.7, 0.7);
draw_object();
@@ -199,12 +291,63 @@ draw_loop(struct winthread *wt)
if (Locking)
pthread_mutex_unlock(&Mutex);
- usleep(5000);
+ if (Animate) {
+ usleep(5000);
+ }
+ else {
+ /* wait for signal to draw */
+ pthread_mutex_lock(&CondMutex);
+ pthread_cond_wait(&CondVar, &CondMutex);
+ pthread_mutex_unlock(&CondMutex);
+ }
wt->Angle += 1.0;
}
}
+static void
+keypress(XEvent *event, struct winthread *wt)
+{
+ char buf[100];
+ KeySym keySym;
+ XComposeStatus stat;
+
+ XLookupString(&event->xkey, buf, sizeof(buf), &keySym, &stat);
+
+ switch (keySym) {
+ case XK_Escape:
+ /* tell all threads to exit */
+ if (!Animate) {
+ signal_redraw();
+ }
+ ExitFlag = GL_TRUE;
+ /*printf("exit draw_loop %d\n", wt->Index);*/
+ return;
+ case XK_t:
+ case XK_T:
+ if (Texture) {
+ wt->MakeNewTexture = GL_TRUE;
+ if (!Animate)
+ signal_redraw();
+ }
+ break;
+ case XK_a:
+ case XK_A:
+ Animate = !Animate;
+ if (Animate) /* yes, prev Animate state! */
+ signal_redraw();
+ break;
+ case XK_s:
+ case XK_S:
+ if (!Animate)
+ signal_redraw();
+ break;
+ default:
+ ; /* nop */
+ }
+}
+
+
/*
* The main process thread runs this loop.
* Single display connection for all threads.
@@ -250,10 +393,14 @@ event_loop(Display *dpy)
}
break;
case KeyPress:
- /* tell all threads to exit */
- ExitFlag = GL_TRUE;
- /*printf("exit draw_loop %d\n", wt->Index);*/
- return;
+ for (i = 0; i < NumWinThreads; i++) {
+ struct winthread *wt = &WinThreads[i];
+ if (event.xkey.window == wt->Win) {
+ keypress(&event, wt);
+ break;
+ }
+ }
+ break;
default:
/*no-op*/ ;
}
@@ -281,12 +428,10 @@ event_loop_multi(void)
resize(wt, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
- /* tell all threads to exit */
- ExitFlag = GL_TRUE;
- /*printf("exit draw_loop %d\n", wt->Index);*/
- return;
+ keypress(&event, wt);
+ break;
default:
- /*no-op*/ ;
+ ; /* nop */
}
}
w = (w + 1) % NumWinThreads;
@@ -300,7 +445,7 @@ event_loop_multi(void)
* we'll call this once for each thread, before the threads are created.
*/
static void
-create_window(struct winthread *wt)
+create_window(struct winthread *wt, GLXContext shareCtx)
{
Window win;
GLXContext ctx;
@@ -316,9 +461,9 @@ create_window(struct winthread *wt)
unsigned long mask;
Window root;
XVisualInfo *visinfo;
- int width = 80, height = 80;
- int xpos = (wt->Index % 10) * 90;
- int ypos = (wt->Index / 10) * 100;
+ int width = 160, height = 160;
+ int xpos = (wt->Index % 8) * (width + 10);
+ int ypos = (wt->Index / 8) * (width + 20);
scrnum = DefaultScreen(wt->Dpy);
root = RootWindow(wt->Dpy, scrnum);
@@ -355,7 +500,7 @@ create_window(struct winthread *wt)
}
- ctx = glXCreateContext(wt->Dpy, visinfo, NULL, True);
+ ctx = glXCreateContext(wt->Dpy, visinfo, shareCtx, True);
if (!ctx) {
Error("Couldn't create GLX context");
}
@@ -405,6 +550,23 @@ clean_up(void)
}
+static void
+usage(void)
+{
+ printf("glthreads: test of GL thread safety (any key = exit)\n");
+ printf("Usage:\n");
+ printf(" glthreads [options]\n");
+ printf("Options:\n");
+ printf(" -display DISPLAYNAME Specify display string\n");
+ printf(" -n NUMTHREADS Number of threads to create\n");
+ printf(" -p Use a separate display connection for each thread\n");
+ printf(" -l Use application-side locking\n");
+ printf(" -t Enable texturing\n");
+ printf("Keyboard:\n");
+ printf(" Esc Exit\n");
+ printf(" t Change texture image (requires -t option)\n");
+}
+
int
main(int argc, char *argv[])
@@ -416,9 +578,7 @@ main(int argc, char *argv[])
Status threadStat;
if (argc == 1) {
- printf("glthreads: test of GL thread safety (any key = exit)\n");
- printf("Usage:\n");
- printf(" glthreads [-display dpyName] [-n numthreads]\n");
+ usage();
}
else {
int i;
@@ -433,6 +593,9 @@ main(int argc, char *argv[])
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) {
numThreads = atoi(argv[i + 1]);
if (numThreads < 1)
@@ -442,13 +605,14 @@ main(int argc, char *argv[])
i++;
}
else {
- fprintf(stderr, "glthreads: unexpected flag: %s\n", argv[i]);
+ usage();
+ exit(1);
}
}
}
if (Locking)
- printf("glthreads: Using explict locks around Xlib calls.\n");
+ printf("glthreads: Using explicit locks around Xlib calls.\n");
else
printf("glthreads: No explict locking.\n");
@@ -478,9 +642,9 @@ main(int argc, char *argv[])
}
}
- if (Locking) {
- pthread_mutex_init(&Mutex, NULL);
- }
+ pthread_mutex_init(&Mutex, NULL);
+ pthread_mutex_init(&CondMutex, NULL);
+ pthread_cond_init(&CondVar, NULL);
printf("glthreads: creating windows\n");
@@ -488,6 +652,8 @@ main(int argc, char *argv[])
/* Create the GLX windows and contexts */
for (i = 0; i < numThreads; i++) {
+ GLXContext share;
+
if (MultiDisplays) {
WinThreads[i].Dpy = XOpenDisplay(displayName);
assert(WinThreads[i].Dpy);
@@ -496,7 +662,11 @@ main(int argc, char *argv[])
WinThreads[i].Dpy = dpy;
}
WinThreads[i].Index = i;
- create_window(&WinThreads[i]);
+ WinThreads[i].Initialized = GL_FALSE;
+
+ share = (Texture && i > 0) ? WinThreads[0].Context : 0;
+
+ create_window(&WinThreads[i], share);
}
printf("glthreads: creating threads\n");
@@ -505,7 +675,7 @@ main(int argc, char *argv[])
for (i = 0; i < numThreads; i++) {
pthread_create(&WinThreads[i].Thread, NULL, thread_function,
(void*) &WinThreads[i]);
- printf("glthreads: Created thread %u\n", (unsigned int) WinThreads[i].Thread);
+ printf("glthreads: Created thread %p\n", (void *) WinThreads[i].Thread);
}
if (MultiDisplays)