mesa/progs/tests/sharedtex.c

440 lines
12 KiB
C

/*
* 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.
*/
#include <GL/gl.h>
#include <GL/glx.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
struct window {
char DisplayName[1000];
Display *Dpy;
Window Win;
GLXContext Context;
float Angle;
int Id;
};
#define MAX_WINDOWS 20
static struct window Windows[MAX_WINDOWS];
static int NumWindows = 0;
static GLuint Textures[3];
static GLuint CubeList;
static void
Error(const char *display, const char *msg)
{
fprintf(stderr, "Error on display %s - %s\n", display, msg);
exit(1);
}
static struct window *
AddWindow(const char *displayName, int xpos, int ypos,
const struct window *shareWindow)
{
Display *dpy;
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;
dpy = XOpenDisplay(displayName);
if (!dpy) {
Error(displayName, "Unable to open display");
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 = CWBackPixel | 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,
shareWindow ? shareWindow->Context : 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 Redraw()\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++;
NumWindows++;
return &Windows[NumWindows-1];
}
}
static void
InitGLstuff(struct window *h)
{
if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
Error(h->DisplayName, "glXMakeCurrent failed in InitGLstuff");
return;
}
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 */
CubeList = glGenLists(1);
glNewList(CubeList, GL_COMPILE);
{
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();
}
glEndList();
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)
{
if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
Error(h->DisplayName, "glXMakeCurrent failed");
printf("glXMakeCurrent failed in Redraw()\n");
return;
}
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);
glCallList(CubeList);
glPopMatrix();
glXSwapBuffers(h->Dpy, h->Win);
}
static void
Resize(const struct window *h, unsigned int width, unsigned int height)
{
if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
Error(h->DisplayName, "glXMakeCurrent failed in Resize()");
return;
}
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);
}
static void
EventLoop(void)
{
while (1) {
int i;
for (i = 0; i < NumWindows; i++) {
struct window *h = &Windows[i];
while (XPending(h->Dpy) > 0) {
XEvent event;
XNextEvent(h->Dpy, &event);
if (event.xany.window == h->Win) {
switch (event.type) {
case Expose:
Redraw(h);
break;
case ConfigureNotify:
Resize(h, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
return;
default:
/*no-op*/ ;
}
}
else {
printf("window mismatch\n");
}
}
Redraw(h);
}
usleep(1);
}
}
#if 0
static void
PrintInfo(const struct window *h)
{
printf("Name: %s\n", h->DisplayName);
printf(" Display: %p\n", (void *) h->Dpy);
printf(" Window: 0x%x\n", (int) h->Win);
printf(" Context: 0x%x\n", (int) h->Context);
}
#endif
int
main(int argc, char *argv[])
{
const char *dpyName = XDisplayName(NULL);
struct window *h0, *h1, *h2, *h3;
/* four windows and contexts sharing display lists and texture objects */
h0 = AddWindow(dpyName, 10, 10, NULL);
h1 = AddWindow(dpyName, 330, 10, h0);
h2 = AddWindow(dpyName, 10, 350, h0);
h3 = AddWindow(dpyName, 330, 350, h0);
InitGLstuff(h0);
EventLoop();
return 0;
}