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835f00eb10
Conflicts: include/GL/glfw3.h readme.html src/fullscreen.c src/internal.h src/window.c src/x11_fullscreen.c
135 lines
3.6 KiB
C
135 lines
3.6 KiB
C
//========================================================================
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// Multithreading test
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test is intended to verify whether the OpenGL context part of
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// the GLFW API is able to be used from multiple threads
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//
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//========================================================================
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#include "tinycthread.h"
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#include <GL/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <assert.h>
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typedef struct
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{
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GLFWwindow window;
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const char* title;
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float r, g, b;
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thrd_t id;
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} Thread;
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static volatile GLboolean running = GL_TRUE;
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static int thread_main(void* data)
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{
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const Thread* thread = (const Thread*) data;
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glfwMakeContextCurrent(thread->window);
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assert(glfwGetCurrentContext() == thread->window);
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glfwSwapInterval(1);
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while (running)
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{
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const float v = (float) fabs(sin(glfwGetTime() * 2.f));
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glClearColor(thread->r * v, thread->g * v, thread->b * v, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(thread->window);
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}
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glfwMakeContextCurrent(NULL);
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return 0;
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}
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int main(void)
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{
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int i, result;
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Thread threads[] =
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{
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{ NULL, "Red", 1.f, 0.f, 0.f, 0 },
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{ NULL, "Green", 0.f, 1.f, 0.f, 0 },
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{ NULL, "Blue", 0.f, 0.f, 1.f, 0 }
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};
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const int count = sizeof(threads) / sizeof(Thread);
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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for (i = 0; i < count; i++)
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{
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glfwWindowHint(GLFW_POSITION_X, 200 + 250 * i);
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glfwWindowHint(GLFW_POSITION_Y, 200);
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threads[i].window = glfwCreateWindow(200, 200,
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threads[i].title,
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NULL, NULL);
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if (!threads[i].window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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if (thrd_create(&threads[i].id, thread_main, threads + i) !=
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thrd_success)
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{
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fprintf(stderr, "Failed to create secondary thread\n");
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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}
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while (running)
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{
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assert(glfwGetCurrentContext() == NULL);
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glfwWaitEvents();
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for (i = 0; i < count; i++)
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{
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if (glfwGetWindowParam(threads[i].window, GLFW_SHOULD_CLOSE))
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running = GL_FALSE;
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}
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}
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for (i = 0; i < count; i++)
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thrd_join(threads[i].id, &result);
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exit(EXIT_SUCCESS);
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}
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