--- /dev/null
+/* $Id: sharedtex.c,v 1.2 2002/01/16 14:32:46 joukj Exp $ */
+
+/*
+ * Test sharing of display lists and texture objects between GLX contests.
+ * Brian Paul
+ * Summer 2000
+ *
+ *
+ * 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.
+ *
+ *
+ * Modified 2009 for multithreading by Thomas Hellstrom.
+ */
+
+
+#include <GL/gl.h>
+#include <GL/glx.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <unistd.h>
+#include <string.h>
+#include <pthread.h>
+#include <X11/X.h>
+
+struct thread_init_arg {
+ int id;
+};
+
+struct window {
+ pthread_mutex_t drawMutex;
+ char DisplayName[1000];
+ Display *Dpy;
+ Window Win;
+ GLXContext Context;
+ float Angle;
+ int Id;
+ XVisualInfo *visInfo;
+};
+
+
+#define MAX_WINDOWS 20
+static struct window Windows[MAX_WINDOWS];
+static int NumWindows = 0;
+static int terminate = 0;
+static GLXContext gCtx;
+static Display *gDpy;
+static GLuint Textures[3];
+
+
+
+static void
+Error(const char *display, const char *msg)
+{
+ fprintf(stderr, "Error on display %s - %s\n", display, msg);
+ exit(1);
+}
+
+
+static int
+initMainthread(Display *dpy, const char *displayName)
+{
+ int scrnum;
+ XVisualInfo *visinfo;
+ int attrib[] = { GLX_RGBA,
+ GLX_RED_SIZE, 1,
+ GLX_GREEN_SIZE, 1,
+ GLX_BLUE_SIZE, 1,
+ GLX_DOUBLEBUFFER,
+ GLX_DEPTH_SIZE, 1,
+ None };
+
+ scrnum = DefaultScreen(dpy);
+ visinfo = glXChooseVisual(dpy, scrnum, attrib);
+ if (!visinfo) {
+ Error(displayName, "Unable to find RGB, double-buffered visual");
+ return -1;
+ }
+ gCtx = glXCreateContext(dpy, visinfo, NULL, True);
+ if (!gCtx) {
+ Error(displayName, "Couldn't create GLX context");
+ return -1;
+ }
+ return 0;
+}
+
+static struct window *
+AddWindow(Display *dpy, const char *displayName, int xpos, int ypos,
+ GLXContext sCtx)
+{
+ Window win;
+ GLXContext ctx;
+ int attrib[] = { GLX_RGBA,
+ GLX_RED_SIZE, 1,
+ GLX_GREEN_SIZE, 1,
+ GLX_BLUE_SIZE, 1,
+ GLX_DOUBLEBUFFER,
+ GLX_DEPTH_SIZE, 1,
+ None };
+ int scrnum;
+ XSetWindowAttributes attr;
+ unsigned long mask;
+ Window root;
+ XVisualInfo *visinfo;
+ int width = 300, height = 300;
+
+ if (NumWindows >= MAX_WINDOWS)
+ return NULL;
+
+ scrnum = DefaultScreen(dpy);
+ root = RootWindow(dpy, scrnum);
+
+ visinfo = glXChooseVisual(dpy, scrnum, attrib);
+ if (!visinfo) {
+ Error(displayName, "Unable to find RGB, double-buffered visual");
+ return NULL;
+ }
+
+ /* window attributes */
+ attr.background_pixel = 0;
+ attr.border_pixel = 0;
+ attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone);
+ attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
+ mask = CWBorderPixel | CWColormap | CWEventMask;
+
+ win = XCreateWindow(dpy, root, xpos, ypos, width, height,
+ 0, visinfo->depth, InputOutput,
+ visinfo->visual, mask, &attr);
+ if (!win) {
+ Error(displayName, "Couldn't create window");
+ return NULL;
+ }
+
+ {
+ XSizeHints sizehints;
+ sizehints.x = xpos;
+ sizehints.y = ypos;
+ sizehints.width = width;
+ sizehints.height = height;
+ sizehints.flags = USSize | USPosition;
+ XSetNormalHints(dpy, win, &sizehints);
+ XSetStandardProperties(dpy, win, displayName, displayName,
+ None, (char **)NULL, 0, &sizehints);
+ }
+
+
+ ctx = glXCreateContext(dpy, visinfo,
+ sCtx ? sCtx : NULL, True);
+
+ if (!ctx) {
+ Error(displayName, "Couldn't create GLX context");
+ return NULL;
+ }
+
+ XMapWindow(dpy, win);
+
+ if (!glXMakeCurrent(dpy, win, ctx)) {
+ Error(displayName, "glXMakeCurrent failed");
+ printf("glXMakeCurrent failed in AddWindow()\n");
+ return NULL;
+ }
+
+ /* save the info for this window */
+ {
+ static int id = 0;
+ struct window *h = &Windows[NumWindows];
+ strcpy(h->DisplayName, displayName);
+ h->Dpy = dpy;
+ h->Win = win;
+ h->Context = ctx;
+ h->Angle = 0.0;
+ h->Id = id++;
+ h->visInfo = visinfo;
+ pthread_mutex_init(&h->drawMutex, NULL);
+ NumWindows++;
+ return &Windows[NumWindows-1];
+ }
+}
+
+
+static void
+InitGLstuff(void)
+
+{
+ glGenTextures(3, Textures);
+
+ /* setup first texture object */
+ {
+ GLubyte image[16][16][4];
+ GLint i, j;
+ glBindTexture(GL_TEXTURE_2D, Textures[0]);
+
+ /* red/white checkerboard */
+ for (i = 0; i < 16; i++) {
+ for (j = 0; j < 16; j++) {
+ if ((i ^ j) & 1) {
+ image[i][j][0] = 255;
+ image[i][j][1] = 255;
+ image[i][j][2] = 255;
+ image[i][j][3] = 255;
+ }
+ else {
+ image[i][j][0] = 255;
+ image[i][j][1] = 0;
+ image[i][j][2] = 0;
+ image[i][j][3] = 255;
+ }
+ }
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
+ GL_UNSIGNED_BYTE, image);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+
+ /* setup second texture object */
+ {
+ GLubyte image[8][8][3];
+ GLint i, j;
+ glBindTexture(GL_TEXTURE_2D, Textures[1]);
+
+ /* green/yellow checkerboard */
+ for (i = 0; i < 8; i++) {
+ for (j = 0; j < 8; j++) {
+ if ((i ^ j) & 1) {
+ image[i][j][0] = 0;
+ image[i][j][1] = 255;
+ image[i][j][2] = 0;
+ }
+ else {
+ image[i][j][0] = 255;
+ image[i][j][1] = 255;
+ image[i][j][2] = 0;
+ }
+ }
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, image);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+
+ /* setup second texture object */
+ {
+ GLubyte image[4][4][3];
+ GLint i, j;
+ glBindTexture(GL_TEXTURE_2D, Textures[2]);
+
+ /* blue/gray checkerboard */
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ if ((i ^ j) & 1) {
+ image[i][j][0] = 0;
+ image[i][j][1] = 0;
+ image[i][j][2] = 255;
+ }
+ else {
+ image[i][j][0] = 200;
+ image[i][j][1] = 200;
+ image[i][j][2] = 200;
+ }
+ }
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, image);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+
+ /* Now make the cube object display list */
+
+ printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION: %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR: %s\n", (char *) glGetString(GL_VENDOR));
+}
+
+static void
+Redraw(struct window *h)
+{
+ h->Angle += 1.0;
+
+ glShadeModel(GL_FLAT);
+ glClearColor(0.25, 0.25, 0.25, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ glColor3f(1, 1, 1);
+
+ glPushMatrix();
+ if (h->Id == 0)
+ glRotatef(h->Angle, 0, 1, -1);
+ else if (h->Id == 1)
+ glRotatef(-(h->Angle), 0, 1, -1);
+ else if (h->Id == 2)
+ glRotatef(h->Angle, 0, 1, 1);
+ else if (h->Id == 3)
+ glRotatef(-(h->Angle), 0, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, Textures[0]);
+ glBegin(GL_POLYGON);
+ 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();
+ glBegin(GL_POLYGON);
+ 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();
+
+ glBindTexture(GL_TEXTURE_2D, Textures[1]);
+ glBegin(GL_POLYGON);
+ 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();
+ glBegin(GL_POLYGON);
+ 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();
+
+ glBindTexture(GL_TEXTURE_2D, Textures[2]);
+ glBegin(GL_POLYGON);
+ 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();
+ glBegin(GL_POLYGON);
+ 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();
+
+ XLockDisplay(h->Dpy);
+ glXSwapBuffers(h->Dpy, h->Win);
+ XUnlockDisplay(h->Dpy);
+}
+
+static void *threadRunner (void *arg)
+{
+ struct thread_init_arg *tia = (struct thread_init_arg *) arg;
+ struct window *win;
+
+ win = &Windows[tia->id];
+ XLockDisplay(win->Dpy);
+ if (!glXMakeCurrent(win->Dpy, win->Win, win->Context)) {
+ Error(win->DisplayName, "glXMakeCurrent failed in threadRunner");
+ XUnlockDisplay(win->Dpy);
+ return NULL;
+ }
+ XUnlockDisplay(win->Dpy);
+
+ while(!terminate) {
+ usleep(1000);
+ pthread_mutex_lock(&win->drawMutex);
+ Redraw(win);
+ glFinish();
+ pthread_mutex_unlock(&win->drawMutex);
+ }
+
+ pthread_mutex_destroy(&win->drawMutex);
+ return NULL;
+}
+
+static void
+Resize(struct window *h, unsigned int width, unsigned int height)
+{
+ pthread_mutex_lock(&h->drawMutex);
+ XLockDisplay(h->Dpy);
+
+ if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
+ Error(h->DisplayName, "glXMakeCurrent failed in Resize()");
+ XUnlockDisplay(h->Dpy);
+ pthread_mutex_unlock(&h->drawMutex);
+ return;
+ }
+ XUnlockDisplay(h->Dpy);
+
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1, 1, -1, 1, 2, 10);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0, 0, -4.5);
+ glFinish();
+ pthread_mutex_unlock(&h->drawMutex);
+}
+
+
+static void
+EventLoop(void)
+{
+ while (1) {
+ int i;
+ XLockDisplay(gDpy);
+ while (XPending(gDpy) > 0) {
+ XEvent event;
+ XNextEvent(gDpy, &event);
+ XUnlockDisplay(gDpy);
+ for (i = 0; i < NumWindows; i++) {
+ struct window *h = &Windows[i];
+ if (event.xany.window == h->Win) {
+ switch (event.type) {
+ case Expose:
+
+ /*
+ * Note, that here the main thread is actually sharing
+ * context
+ * with window h's thread. This sharing is protected by
+ * the h->drawMutex, and is a bit nasty.
+ * We always need to call glFinish() before releasing
+ * the mutex. One might think that glFlush() would be enough,
+ * but glFlush() doesn't imply that all driver buffers are
+ * _immediately_ flushed to the hardware.
+ */
+
+ pthread_mutex_lock(&h->drawMutex);
+ XLockDisplay(gDpy);
+ if (!glXMakeCurrent(gDpy, h->Win, h->Context)) {
+ Error(h->DisplayName, "glXMakeCurrent failed in Expose");
+ XUnlockDisplay(gDpy);
+ return;
+ }
+ XUnlockDisplay(gDpy);
+ Redraw(h);
+ glFinish();
+ pthread_mutex_unlock(&h->drawMutex);
+ break;
+ case ConfigureNotify:
+ Resize(h, event.xconfigure.width, event.xconfigure.height);
+ break;
+ case KeyPress:
+ terminate = 1;
+ return;
+ default:
+ /*no-op*/ ;
+ }
+ }
+ }
+ XLockDisplay(gDpy);
+ }
+ XUnlockDisplay(gDpy);
+ usleep(1000);
+ }
+}
+
+int
+main(int argc, char *argv[])
+{
+ const char *dpyName = XDisplayName(NULL);
+ pthread_t t0, t1, t2, t3;
+ struct thread_init_arg tia0, tia1, tia2, tia3;
+ struct window *h0, *h1, *h2, *h3;
+
+ XInitThreads();
+
+ gDpy = XOpenDisplay(dpyName);
+ if (!gDpy) {
+ Error(dpyName, "Unable to open display");
+ return -1;
+ }
+
+ if (initMainthread(gDpy, dpyName))
+ return -1;
+
+ /* four windows and contexts sharing display lists and texture objects */
+ h0 = AddWindow(gDpy, dpyName, 10, 10, gCtx);
+ h1 = AddWindow(gDpy, dpyName, 330, 10, gCtx);
+ h2 = AddWindow(gDpy, dpyName, 10, 350, gCtx);
+ h3 = AddWindow(gDpy, dpyName, 330, 350, gCtx);
+
+ if (!glXMakeCurrent(gDpy, h0->Win, gCtx)) {
+ Error(dpyName, "glXMakeCurrent failed for init thread.");
+ return -1;
+ }
+
+ InitGLstuff();
+
+ tia0.id = 0;
+ pthread_create(&t0, NULL, threadRunner, &tia0);
+ tia1.id = 1;
+ pthread_create(&t1, NULL, threadRunner, &tia1);
+ tia2.id = 2;
+ pthread_create(&t2, NULL, threadRunner, &tia2);
+ tia3.id = 3;
+ pthread_create(&t3, NULL, threadRunner, &tia3);
+ EventLoop();
+ return 0;
+}