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-rw-r--r--progs/wgl/wglthreads/wglthreads.c614
1 files changed, 614 insertions, 0 deletions
diff --git a/progs/wgl/wglthreads/wglthreads.c b/progs/wgl/wglthreads/wglthreads.c
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+/*
+ * 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;
+
+ printf("wglthreads: %d: GL_RENDERER = %s\n", wt->Index, (char *) glGetString(GL_RENDERER));
+
+ 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;
+}