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-rw-r--r--progs/wgl/wglthreads/wglthreads.c636
1 files changed, 0 insertions, 636 deletions
diff --git a/progs/wgl/wglthreads/wglthreads.c b/progs/wgl/wglthreads/wglthreads.c
deleted file mode 100644
index 27dca10f2a0..00000000000
--- a/progs/wgl/wglthreads/wglthreads.c
+++ /dev/null
@@ -1,636 +0,0 @@
-/*
- * 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 Initialized;
- 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 = 0.0f;
- 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 = 5.0f * (j - 0.5f * TEX_SIZE) / TEX_SIZE;
- float ds = 5.0f * (i - 0.5f * TEX_SIZE) / TEX_SIZE;
- float r = dt * dt + ds * ds + step;
- image[j][i][0] =
- image[j][i][1] =
- image[j][i][2] = 0.75f + 0.25f * (float) cos(r);
- image[j][i][3] = 1.0f;
- }
- }
-
- 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(0.75f, 0.75f, 0.75f);
-
- 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 (!wt->Initialized) {
- printf("wglthreads: %d: GL_RENDERER = %s\n", wt->Index,
- (char *) glGetString(GL_RENDERER));
- if (Texture /*&& wt->Index == 0*/) {
- MakeNewTexture(wt);
- }
- wt->Initialized = GL_TRUE;
- }
-
- 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(0.7f, 0.7f, 0.7f);
- 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 | WS_TILEDWINDOW,
- 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) {
- if(!wglShareLists(shareCtx, ctx))
- Error("Couldn't share WGL context lists");
- }
-
- /* 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;
-}
-
-
-/*
- * Called by pthread_create()
- */
-static DWORD WINAPI
-ThreadProc(void *p)
-{
- struct winthread *wt = (struct winthread *) p;
- HGLRC share;
-
- /* Wait for the previous thread */
- if(Texture && wt->Index > 0) {
- WaitForSingleObject(WinThreads[wt->Index - 1].hEventInitialised, INFINITE);
- share = WinThreads[0].Context;
- }
- else
- share = 0;
-
- share = (Texture && wt->Index > 0) ? WinThreads[0].Context : 0;
- create_window(wt, share);
- SetEvent(wt->hEventInitialised);
-
- /* Wait for all threads to initialize otherwise wglShareLists will fail */
- if(wt->Index < NumWinThreads - 1)
- WaitForSingleObject(WinThreads[NumWinThreads - 1].hEventInitialised, INFINITE);
-
- 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();
- exit(0);
- }
- 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 events */
- for (i = 0; i < NumWinThreads; i++) {
- WinThreads[i].Index = i;
- WinThreads[i].hEventInitialised = CreateEvent(NULL, TRUE, FALSE, NULL);
- WinThreads[i].hEventRedraw = CreateEvent(NULL, FALSE, FALSE, NULL);
- }
-
- /* Create the threads */
- for (i = 0; i < NumWinThreads; i++) {
- DWORD id;
-
- WinThreads[i].Thread = CreateThread(NULL,
- 0,
- ThreadProc,
- (void*) &WinThreads[i],
- 0,
- &id);
- printf("wglthreads: Created thread %p\n", (void *) WinThreads[i].Thread);
-
- threads[i] = WinThreads[i].Thread;
- }
-
- /* Wait for all threads to finish. */
- WaitForMultipleObjects(NumWinThreads, threads, TRUE, INFINITE);
- }
-
- return 0;
-}