/* * 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. */ /* * This program tests GLX thread safety. * Command line options: * -p Open a display connection for each thread * -l Enable application-side locking * -n Number of threads to create (default is 2) * -display Specify X display (default is $DISPLAY) * -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 #include #include #include #include #include #include #include #include /* * Each window/thread/context: */ struct winthread { Display *Dpy; int Index; pthread_t Thread; Window Win; GLXContext Context; float Angle; int WinWidth, WinHeight; GLboolean NewSize; GLboolean Initialized; GLboolean MakeNewTexture; }; #define MAX_WINTHREADS 100 static struct winthread WinThreads[MAX_WINTHREADS]; static int NumWinThreads = 0; 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 Error(const char *msg) { fprintf(stderr, "Error: %s\n", msg); exit(1); } 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) { 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) signal_redraw(); } /* * We have an instance of this for each thread. */ static void draw_loop(struct winthread *wt) { while (!ExitFlag) { if (Locking) pthread_mutex_lock(&Mutex); glXMakeCurrent(wt->Dpy, wt->Win, wt->Context); if (!wt->Initialized) { printf("glthreads: %d: GL_RENDERER = %s\n", wt->Index, (char *) glGetString(GL_RENDERER)); if (Texture /*&& wt->Index == 0*/) { MakeNewTexture(wt); } wt->Initialized = GL_TRUE; } if (Locking) pthread_mutex_unlock(&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) pthread_mutex_lock(&Mutex); glXSwapBuffers(wt->Dpy, wt->Win); if (Locking) pthread_mutex_unlock(&Mutex); 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. */ static void event_loop(Display *dpy) { XEvent event; int i; assert(!MultiDisplays); while (!ExitFlag) { if (Locking) { while (1) { int k; pthread_mutex_lock(&Mutex); k = XPending(dpy); if (k) { XNextEvent(dpy, &event); pthread_mutex_unlock(&Mutex); break; } pthread_mutex_unlock(&Mutex); usleep(5000); } } else { XNextEvent(dpy, &event); } switch (event.type) { case ConfigureNotify: /* Find winthread for this event's window */ for (i = 0; i < NumWinThreads; i++) { struct winthread *wt = &WinThreads[i]; if (event.xconfigure.window == wt->Win) { resize(wt, event.xconfigure.width, event.xconfigure.height); break; } } break; case KeyPress: 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*/ ; } } } /* * Separate display connection for each thread. */ static void event_loop_multi(void) { XEvent event; int w = 0; assert(MultiDisplays); while (!ExitFlag) { struct winthread *wt = &WinThreads[w]; if (XPending(wt->Dpy)) { XNextEvent(wt->Dpy, &event); switch (event.type) { case ConfigureNotify: resize(wt, event.xconfigure.width, event.xconfigure.height); break; case KeyPress: keypress(&event, wt); break; default: ; /* nop */ } } w = (w + 1) % NumWinThreads; usleep(5000); } } /* * we'll call this once for each thread, before the threads are created. */ static void create_window(struct winthread *wt, GLXContext shareCtx) { Window win; GLXContext ctx; int attrib[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 1, GLX_DOUBLEBUFFER, None }; int scrnum; XSetWindowAttributes attr; unsigned long mask; Window root; XVisualInfo *visinfo; 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); visinfo = glXChooseVisual(wt->Dpy, scrnum, attrib); if (!visinfo) { Error("Unable to find RGB, Z, double-buffered visual"); } /* window attributes */ attr.background_pixel = 0; attr.border_pixel = 0; attr.colormap = XCreateColormap(wt->Dpy, root, visinfo->visual, AllocNone); attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask; win = XCreateWindow(wt->Dpy, root, xpos, ypos, width, height, 0, visinfo->depth, InputOutput, visinfo->visual, mask, &attr); if (!win) { Error("Couldn't create window"); } { XSizeHints sizehints; sizehints.x = xpos; sizehints.y = ypos; sizehints.width = width; sizehints.height = height; sizehints.flags = USSize | USPosition; XSetNormalHints(wt->Dpy, win, &sizehints); XSetStandardProperties(wt->Dpy, win, "glthreads", "glthreads", None, (char **)NULL, 0, &sizehints); } ctx = glXCreateContext(wt->Dpy, visinfo, shareCtx, True); if (!ctx) { Error("Couldn't create GLX context"); } XMapWindow(wt->Dpy, win); XSync(wt->Dpy, 0); /* save the info for this window/context */ wt->Win = win; wt->Context = ctx; wt->Angle = 0.0; wt->WinWidth = width; wt->WinHeight = height; wt->NewSize = GL_TRUE; } /* * Called by pthread_create() */ static void * thread_function(void *p) { struct winthread *wt = (struct winthread *) p; draw_loop(wt); return NULL; } /* * called before exit to wait for all threads to finish */ static void clean_up(void) { int i; /* wait for threads to finish */ for (i = 0; i < NumWinThreads; i++) { pthread_join(WinThreads[i].Thread, NULL); } for (i = 0; i < NumWinThreads; i++) { glXDestroyContext(WinThreads[i].Dpy, WinThreads[i].Context); XDestroyWindow(WinThreads[i].Dpy, WinThreads[i].Win); } } 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"); printf(" a Toggle animation\n"); printf(" s Step rotation (when not animating)\n"); } int main(int argc, char *argv[]) { char *displayName = NULL; int numThreads = 2; Display *dpy = NULL; int i; Status threadStat; if (argc == 1) { usage(); } else { int i; for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-display") == 0 && i + 1 < argc) { displayName = argv[i + 1]; i++; } else if (strcmp(argv[i], "-p") == 0) { MultiDisplays = 1; } 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) numThreads = 1; else if (numThreads > MAX_WINTHREADS) numThreads = MAX_WINTHREADS; i++; } else { usage(); exit(1); } } } if (Locking) printf("glthreads: Using explicit locks around Xlib calls.\n"); else printf("glthreads: No explict locking.\n"); if (MultiDisplays) printf("glthreads: Per-thread display connections.\n"); else printf("glthreads: Single display connection.\n"); /* * VERY IMPORTANT: call XInitThreads() before any other Xlib functions. */ if (!MultiDisplays) { if (!Locking) { threadStat = XInitThreads(); if (threadStat) { printf("XInitThreads() returned %d (success)\n", (int) threadStat); } else { printf("XInitThreads() returned 0 (failure- this program may fail)\n"); } } dpy = XOpenDisplay(displayName); if (!dpy) { fprintf(stderr, "Unable to open display %s\n", XDisplayName(displayName)); return -1; } } pthread_mutex_init(&Mutex, NULL); pthread_mutex_init(&CondMutex, NULL); pthread_cond_init(&CondVar, NULL); printf("glthreads: creating windows\n"); NumWinThreads = numThreads; /* 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); } else { WinThreads[i].Dpy = dpy; } WinThreads[i].Index = i; WinThreads[i].Initialized = GL_FALSE; share = (Texture && i > 0) ? WinThreads[0].Context : 0; create_window(&WinThreads[i], share); } printf("glthreads: creating threads\n"); /* Create the threads */ for (i = 0; i < numThreads; i++) { pthread_create(&WinThreads[i].Thread, NULL, thread_function, (void*) &WinThreads[i]); printf("glthreads: Created thread %p\n", (void *) WinThreads[i].Thread); } if (MultiDisplays) event_loop_multi(); else event_loop(dpy); clean_up(); if (MultiDisplays) { for (i = 0; i < numThreads; i++) { XCloseDisplay(WinThreads[i].Dpy); } } else { XCloseDisplay(dpy); } return 0; } #else /* PTHREADS */ #include int main(int argc, char *argv[]) { printf("Sorry, this program wasn't compiled with PTHREADS defined.\n"); return 0; } #endif /* PTHREADS */