mesa/progs/tests/jkrahntest.c

182 lines
5.5 KiB
C

/* $Id: jkrahntest.c,v 1.2 2006/01/30 17:12:10 brianp Exp $ */
/* This is a good test for glXSwapBuffers on non-current windows,
* and the glXCopyContext function. Fixed several Mesa/DRI bugs with
* this program on 15 June 2002.
*
* Joe's comments follow:
*
* I have tried some different approaches for being able to
* draw to multiple windows using one context, or a copied
* context. Mesa/indirect rendering works to use one context
* for multiple windows, but crashes with glXCopyContext.
* DRI is badly broken, at least for ATI.
*
* I also noticed that glXMakeCurrent allows a window and context
* from different visuals to be attached (haven't tested recently).
*
* Joe Krahn <jkrahn@nc.rr.com>
*/
#include <GL/glx.h>
#include <GL/gl.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159
#endif
#define DEGTOR (M_PI/180.0)
static int AttributeList[] = { GLX_RGBA, GLX_DOUBLEBUFFER, None };
int main(int argc, char **argv)
{
Window win1, win2;
XVisualInfo *vi;
XSetWindowAttributes swa;
Display *dpy;
GLXContext ctx1, ctx2;
float angle;
int test;
if (argc < 2) {
fprintf(stderr, "This program tests GLX context switching.\n");
fprintf(stderr, "Usage: cxbug <n>\n");
fprintf(stderr, "Where n is:\n");
fprintf(stderr, "\t1) Use two contexts and swap only when the context is current (typical case).\n");
fprintf(stderr, "\t2) Use two contexts and swap at the same time.\n");
fprintf(stderr, "\t\t Used to crash Mesa & nVidia, and DRI artifacts. Seems OK now.\n");
fprintf(stderr, "\t3) Use one context, but only swap when a context is current.\n");
fprintf(stderr, "\t\t Serious artifacts for DRI at least with ATI.\n");
fprintf(stderr, "\t4) Use one context, swap both windows at the same time, so the left\n");
fprintf(stderr, "\t\t window has no context at swap time. Severe artifacts for DRI.\n");
fprintf(stderr, "\t5) Use two contexts, copying one to the other when switching windows.\n");
fprintf(stderr, "\t\t DRI gives an error, indirect rendering crashes server.\n");
exit(1);
}
test = atoi(argv[1]);
/* get a connection */
dpy = XOpenDisplay(NULL);
/* Get an appropriate visual */
vi = glXChooseVisual(dpy, DefaultScreen(dpy), AttributeList);
if (vi == 0) {
fprintf(stderr, "No matching visuals found.\n");
exit(-1);
}
/* Create two GLX contexts, with list sharing */
ctx1 = glXCreateContext(dpy, vi, 0, True);
ctx2 = glXCreateContext(dpy, vi, ctx1, True);
/* create a colormap */
swa.colormap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
vi->visual, AllocNone);
swa.border_pixel = 0;
/* Create two windows */
win1 = XCreateWindow(dpy, RootWindow(dpy, vi->screen),
10, 10, 200, 200,
0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap, &swa);
XStoreName(dpy, win1, "Test [L]");
XMapWindow(dpy, win1);
XMoveWindow(dpy, win1, 10, 10); /* Initial requested x,y may not be honored */
{
XSizeHints sizehints;
static const char *name = "window";
sizehints.x = 10;
sizehints.y = 10;
sizehints.width = 200;
sizehints.height = 200;
sizehints.flags = USSize | USPosition;
XSetNormalHints(dpy, win1, &sizehints);
XSetStandardProperties(dpy, win1, name, name,
None, (char **)NULL, 0, &sizehints);
}
win2 = XCreateWindow(dpy, RootWindow(dpy, vi->screen),
250, 10, 200, 200,
0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap, &swa);
XStoreName(dpy, win1, "Test [R]");
XMapWindow(dpy, win2);
XMoveWindow(dpy, win2, 260, 10);
{
XSizeHints sizehints;
static const char *name = "window";
sizehints.x = 10;
sizehints.y = 10;
sizehints.width = 200;
sizehints.height = 200;
sizehints.flags = USSize | USPosition;
XSetNormalHints(dpy, win2, &sizehints);
XSetStandardProperties(dpy, win2, name, name,
None, (char **)NULL, 0, &sizehints);
}
/* Now draw some spinning things */
for (angle = 0; angle < 360*4; angle += 10.0) {
/* Connect the context to window 1 */
glXMakeCurrent(dpy, win1, ctx1);
/* Clear and draw in window 1 */
glDrawBuffer(GL_BACK);
glClearColor(1, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 0, 0);
glBegin(GL_TRIANGLES);
glVertex2f(0, 0);
glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR));
glVertex2f(cos((angle + 20.0) * DEGTOR),
sin((angle + 20.0) * DEGTOR));
glEnd();
glFlush();
if (test == 1 || test == 3 || test == 5)
glXSwapBuffers(dpy, win1);
if (test == 5)
glXCopyContext(dpy, ctx1, ctx2, GL_ALL_ATTRIB_BITS);
/* Connect the context to window 2 */
if (test == 3 || test == 4) {
glXMakeCurrent(dpy, win2, ctx1);
} else {
glXMakeCurrent(dpy, win2, ctx2);
}
/* Clear and draw in window 2 */
glDrawBuffer(GL_BACK);
glClearColor(0, 0, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 1, 0);
glBegin(GL_TRIANGLES);
glVertex2f(0, 0);
glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR));
glVertex2f(cos((angle + 20.0) * DEGTOR),
sin((angle + 20.0) * DEGTOR));
glEnd();
glFlush();
/* Swap buffers */
if (test == 2 || test == 4)
glXSwapBuffers(dpy, win1);
glXSwapBuffers(dpy, win2);
/* wait a while */
glXWaitX();
usleep(20000);
}
return 0;
}