182 lines
5.5 KiB
C
182 lines
5.5 KiB
C
/* $Id: jkrahntest.c,v 1.1 2008/11/02 14:58:09 matthieu Exp $ */
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/* This is a good test for glXSwapBuffers on non-current windows,
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* and the glXCopyContext function. Fixed several Mesa/DRI bugs with
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* this program on 15 June 2002.
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*
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* Joe's comments follow:
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*
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* I have tried some different approaches for being able to
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* draw to multiple windows using one context, or a copied
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* context. Mesa/indirect rendering works to use one context
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* for multiple windows, but crashes with glXCopyContext.
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* DRI is badly broken, at least for ATI.
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*
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* I also noticed that glXMakeCurrent allows a window and context
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* from different visuals to be attached (haven't tested recently).
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*
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* Joe Krahn <jkrahn@nc.rr.com>
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*/
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <math.h>
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#ifndef M_PI
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#define M_PI 3.14159
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#endif
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#define DEGTOR (M_PI/180.0)
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static int AttributeList[] = { GLX_RGBA, GLX_DOUBLEBUFFER, None };
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int main(int argc, char **argv)
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{
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Window win1, win2;
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XVisualInfo *vi;
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XSetWindowAttributes swa;
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Display *dpy;
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GLXContext ctx1, ctx2;
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float angle;
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int test;
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if (argc < 2) {
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fprintf(stderr, "This program tests GLX context switching.\n");
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fprintf(stderr, "Usage: cxbug <n>\n");
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fprintf(stderr, "Where n is:\n");
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fprintf(stderr, "\t1) Use two contexts and swap only when the context is current (typical case).\n");
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fprintf(stderr, "\t2) Use two contexts and swap at the same time.\n");
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fprintf(stderr, "\t\t Used to crash Mesa & nVidia, and DRI artifacts. Seems OK now.\n");
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fprintf(stderr, "\t3) Use one context, but only swap when a context is current.\n");
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fprintf(stderr, "\t\t Serious artifacts for DRI at least with ATI.\n");
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fprintf(stderr, "\t4) Use one context, swap both windows at the same time, so the left\n");
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fprintf(stderr, "\t\t window has no context at swap time. Severe artifacts for DRI.\n");
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fprintf(stderr, "\t5) Use two contexts, copying one to the other when switching windows.\n");
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fprintf(stderr, "\t\t DRI gives an error, indirect rendering crashes server.\n");
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exit(1);
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}
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test = atoi(argv[1]);
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/* get a connection */
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dpy = XOpenDisplay(NULL);
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/* Get an appropriate visual */
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vi = glXChooseVisual(dpy, DefaultScreen(dpy), AttributeList);
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if (vi == 0) {
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fprintf(stderr, "No matching visuals found.\n");
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exit(-1);
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}
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/* Create two GLX contexts, with list sharing */
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ctx1 = glXCreateContext(dpy, vi, 0, True);
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ctx2 = glXCreateContext(dpy, vi, ctx1, True);
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/* create a colormap */
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swa.colormap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
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vi->visual, AllocNone);
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swa.border_pixel = 0;
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/* Create two windows */
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win1 = XCreateWindow(dpy, RootWindow(dpy, vi->screen),
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10, 10, 200, 200,
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0, vi->depth, InputOutput, vi->visual,
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CWBorderPixel | CWColormap, &swa);
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XStoreName(dpy, win1, "Test [L]");
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XMapWindow(dpy, win1);
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XMoveWindow(dpy, win1, 10, 10); /* Initial requested x,y may not be honored */
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{
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XSizeHints sizehints;
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static const char *name = "window";
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sizehints.x = 10;
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sizehints.y = 10;
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sizehints.width = 200;
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sizehints.height = 200;
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sizehints.flags = USSize | USPosition;
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XSetNormalHints(dpy, win1, &sizehints);
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XSetStandardProperties(dpy, win1, name, name,
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None, (char **)NULL, 0, &sizehints);
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}
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win2 = XCreateWindow(dpy, RootWindow(dpy, vi->screen),
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250, 10, 200, 200,
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0, vi->depth, InputOutput, vi->visual,
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CWBorderPixel | CWColormap, &swa);
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XStoreName(dpy, win1, "Test [R]");
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XMapWindow(dpy, win2);
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XMoveWindow(dpy, win2, 260, 10);
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{
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XSizeHints sizehints;
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static const char *name = "window";
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sizehints.x = 10;
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sizehints.y = 10;
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sizehints.width = 200;
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sizehints.height = 200;
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sizehints.flags = USSize | USPosition;
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XSetNormalHints(dpy, win2, &sizehints);
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XSetStandardProperties(dpy, win2, name, name,
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None, (char **)NULL, 0, &sizehints);
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}
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/* Now draw some spinning things */
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for (angle = 0; angle < 360*4; angle += 10.0) {
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/* Connect the context to window 1 */
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glXMakeCurrent(dpy, win1, ctx1);
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/* Clear and draw in window 1 */
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glDrawBuffer(GL_BACK);
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glClearColor(1, 1, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1, 0, 0);
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glBegin(GL_TRIANGLES);
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glVertex2f(0, 0);
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glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR));
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glVertex2f(cos((angle + 20.0) * DEGTOR),
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sin((angle + 20.0) * DEGTOR));
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glEnd();
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glFlush();
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if (test == 1 || test == 3 || test == 5)
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glXSwapBuffers(dpy, win1);
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if (test == 5)
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glXCopyContext(dpy, ctx1, ctx2, GL_ALL_ATTRIB_BITS);
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/* Connect the context to window 2 */
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if (test == 3 || test == 4) {
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glXMakeCurrent(dpy, win2, ctx1);
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} else {
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glXMakeCurrent(dpy, win2, ctx2);
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}
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/* Clear and draw in window 2 */
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glDrawBuffer(GL_BACK);
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glClearColor(0, 0, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glColor3f(1, 1, 0);
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glBegin(GL_TRIANGLES);
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glVertex2f(0, 0);
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glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR));
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glVertex2f(cos((angle + 20.0) * DEGTOR),
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sin((angle + 20.0) * DEGTOR));
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glEnd();
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glFlush();
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/* Swap buffers */
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if (test == 2 || test == 4)
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glXSwapBuffers(dpy, win1);
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glXSwapBuffers(dpy, win2);
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/* wait a while */
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glXWaitX();
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usleep(20000);
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}
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return 0;
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}
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