--- /dev/null
+/*
+ * 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.
+ *
+ * Port to windows by Michal Krol.
+ */
+
+
+#include <windows.h>
+#include <GL/gl.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#pragma comment(lib, "opengl32.lib")
+
+struct thread_init_arg {
+ int id;
+};
+
+struct window {
+ CRITICAL_SECTION drawMutex;
+ HDC hDC;
+ HWND Win;
+ HGLRC Context;
+ float Angle;
+ int Id;
+};
+
+
+#define MAX_WINDOWS 20
+static struct window Windows[MAX_WINDOWS];
+static int NumWindows = 0;
+static HANDLE terminate = NULL;
+static HGLRC gCtx = NULL;
+static HDC gHDC = NULL;
+static GLuint Textures[3];
+
+
+
+static void
+Error(const char *msg)
+{
+ fprintf(stderr, "Error - %s\n", msg);
+ exit(1);
+}
+
+static void
+Resize(struct window *h, unsigned int width, unsigned int height);
+
+static LRESULT CALLBACK
+WndProc(HWND hWnd,
+ UINT uMsg,
+ WPARAM wParam,
+ LPARAM lParam )
+{
+ switch (uMsg) {
+ case WM_KEYDOWN:
+ SetEvent(terminate);
+ break;
+ case WM_SIZE:
+ {
+ LONG index = GetWindowLong(hWnd, GWL_USERDATA);
+
+ if (index >= 0 && index < MAX_WINDOWS) {
+ RECT r;
+
+ GetClientRect(hWnd, &r);
+ Resize(&Windows[index], r.right, r.bottom);
+ }
+ }
+ break;
+ case WM_CREATE:
+ {
+ CREATESTRUCT *pcs = (CREATESTRUCT *) lParam;
+
+ SetWindowLong(hWnd, GWL_USERDATA, (LONG) pcs->lpCreateParams);
+ }
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+ default:
+ return DefWindowProc(hWnd, uMsg, wParam, lParam);
+ }
+
+ return 0;
+}
+
+static int
+initMainthread(void)
+{
+ WNDCLASS wc = {0};
+ HWND win;
+ PIXELFORMATDESCRIPTOR pfd = {0};
+ int visinfo;
+
+ wc.lpfnWndProc = WndProc;
+ wc.lpszClassName = "sharedtex_mt.hidden";
+ wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
+ RegisterClass(&wc);
+
+ win = CreateWindowEx(0,
+ wc.lpszClassName,
+ "sharedtex_mt.hidden",
+ WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
+ CW_USEDEFAULT,
+ CW_USEDEFAULT,
+ CW_USEDEFAULT,
+ CW_USEDEFAULT,
+ NULL,
+ NULL,
+ wc.hInstance,
+ (LPVOID) -1);
+ if (!win) {
+ Error("Couldn't create window");
+ }
+
+ gHDC = GetDC(win);
+ if (!gHDC) {
+ Error("Couldn't obtain HDC");
+ }
+
+ pfd.cColorBits = 24;
+ pfd.cDepthBits = 24;
+ pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
+ pfd.iLayerType = PFD_MAIN_PLANE;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+
+ visinfo = ChoosePixelFormat(gHDC, &pfd);
+ if (!visinfo) {
+ Error("Unable to find RGB, Z, double-buffered visual");
+ }
+
+ SetPixelFormat(gHDC, visinfo, &pfd);
+ gCtx = wglCreateContext(gHDC);
+ if (!gCtx) {
+ Error("Couldn't create WGL context");
+ }
+
+ return 0;
+}
+
+static struct window *
+AddWindow(int xpos, int ypos, HGLRC sCtx)
+{
+ struct window *win = &Windows[NumWindows];
+ WNDCLASS wc = {0};
+ PIXELFORMATDESCRIPTOR pfd = {0};
+ int visinfo;
+ int width = 300, height = 300;
+
+ if (NumWindows >= MAX_WINDOWS)
+ return NULL;
+
+ memset(win, 0, sizeof(*win));
+ InitializeCriticalSection(&win->drawMutex);
+ win->Angle = 0.0;
+ win->Id = NumWindows++;
+
+ wc.hbrBackground = (HBRUSH) (COLOR_BTNFACE + 1);
+ wc.hCursor = LoadCursor(NULL, IDC_ARROW);
+ wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
+ wc.lpfnWndProc = WndProc;
+ wc.lpszClassName = "sharedtex_mt";
+ wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
+ RegisterClass(&wc);
+
+ win->Win = CreateWindowEx(0,
+ wc.lpszClassName,
+ "sharedtex_mt",
+ WS_SIZEBOX | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
+ xpos,
+ ypos,
+ width,
+ height,
+ NULL,
+ NULL,
+ wc.hInstance,
+ (LPVOID) win->Id);
+ if (!win->Win) {
+ Error("Couldn't create window");
+ }
+
+ win->hDC = GetDC(win->Win);
+ if (!win->hDC) {
+ Error("Couldn't obtain HDC");
+ }
+
+ pfd.cColorBits = 24;
+ pfd.cDepthBits = 24;
+ pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
+ pfd.iLayerType = PFD_MAIN_PLANE;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+
+ visinfo = ChoosePixelFormat(win->hDC, &pfd);
+ if (!visinfo) {
+ Error("Unable to find RGB, Z, double-buffered visual");
+ }
+
+ SetPixelFormat(win->hDC, visinfo, &pfd);
+ win->Context = wglCreateContext(win->hDC);
+ if (!win->Context) {
+ Error("Couldn't create WGL context");
+ }
+
+ if (sCtx) {
+ wglShareLists(sCtx, win->Context);
+ }
+
+ ShowWindow(win->Win, SW_SHOW);
+
+ return win;
+}
+
+
+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)
+{
+ EnterCriticalSection(&h->drawMutex);
+ if (!wglMakeCurrent(h->hDC, h->Context)) {
+ LeaveCriticalSection(&h->drawMutex);
+ Error("wglMakeCurrent failed in Redraw");
+ 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);
+ 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();
+
+ SwapBuffers(h->hDC);
+
+ if (!wglMakeCurrent(NULL, NULL)) {
+ Error("wglMakeCurrent failed in Redraw");
+ }
+ LeaveCriticalSection(&h->drawMutex);
+}
+
+static DWORD WINAPI
+threadRunner (void *arg)
+{
+ struct thread_init_arg *tia = (struct thread_init_arg *) arg;
+ struct window *win;
+
+ win = &Windows[tia->id];
+
+ while (1) {
+ MSG msg;
+
+ /* wait 1 ms for signal either to exit or process messages */
+ switch (MsgWaitForMultipleObjects(1, &terminate, FALSE, 1, QS_ALLINPUT)) {
+ case WAIT_OBJECT_0:
+ SendMessage(win->Win, WM_CLOSE, 0, 0);
+ break;
+ case WAIT_OBJECT_0 + 1:
+ break;
+ }
+
+ while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
+ if (msg.message == WM_QUIT) {
+ return 0;
+ }
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+
+ Redraw(win);
+ }
+
+ return 0;
+}
+
+static void
+Resize(struct window *h, unsigned int width, unsigned int height)
+{
+ EnterCriticalSection(&h->drawMutex);
+
+ if (!wglMakeCurrent(h->hDC, h->Context)) {
+ LeaveCriticalSection(&h->drawMutex);
+ Error("wglMakeCurrent 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);
+ if (!wglMakeCurrent(NULL, NULL)) {
+ Error("wglMakeCurrent failed in Resize()");
+ }
+ LeaveCriticalSection(&h->drawMutex);
+}
+
+int
+main(int argc, char *argv[])
+{
+ struct thread_init_arg tia[MAX_WINDOWS];
+ struct window *h[MAX_WINDOWS];
+ HANDLE threads[MAX_WINDOWS];
+ int i;
+
+ terminate = CreateEvent(NULL, TRUE, FALSE, NULL);
+
+ if (initMainthread())
+ return -1;
+
+ /* four windows and contexts sharing display lists and texture objects */
+ h[0] = AddWindow( 10, 10, gCtx);
+ h[1] = AddWindow(330, 10, gCtx);
+ h[2] = AddWindow( 10, 350, gCtx);
+ h[3] = AddWindow(330, 350, gCtx);
+
+ if (!wglMakeCurrent(gHDC, gCtx)) {
+ Error("wglMakeCurrent failed for init thread.");
+ return -1;
+ }
+
+ InitGLstuff();
+
+ for (i = 0; i < NumWindows; i++) {
+ DWORD id;
+
+ tia[i].id = i;
+ threads[i] = CreateThread(NULL, 0, threadRunner, &tia[i], 0, &id);
+ }
+
+ while (1) {
+ MSG msg;
+
+ /* wait 1 ms for signal either to exit or process messages */
+ switch (MsgWaitForMultipleObjects(NumWindows, threads, TRUE, 1, QS_ALLINPUT)) {
+ case WAIT_OBJECT_0:
+ return 0;
+ }
+
+ while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
+ if (msg.message == WM_QUIT) {
+ return 0;
+ }
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ }
+
+ return 0;
+}