//======================================================================== // Multi-threading test // Copyright (c) Camilla Löwy // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== // // This test is intended to verify whether the OpenGL context part of // the GLFW API is able to be used from multiple threads // //======================================================================== #include "tinycthread.h" #include #define GLFW_INCLUDE_NONE #include #include #include #include typedef struct { GLFWwindow* window; const char* title; float r, g, b; thrd_t id; } Thread; static volatile int running = GLFW_TRUE; static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); } static int thread_main(void* data) { const Thread* thread = data; glfwMakeContextCurrent(thread->window); glfwSwapInterval(1); while (running) { const float v = (float) fabs(sin(glfwGetTime() * 2.f)); glClearColor(thread->r * v, thread->g * v, thread->b * v, 0.f); glClear(GL_COLOR_BUFFER_BIT); glfwSwapBuffers(thread->window); } glfwMakeContextCurrent(NULL); return 0; } int main(void) { int i, result; Thread threads[] = { { NULL, "Red", 1.f, 0.f, 0.f, 0 }, { NULL, "Green", 0.f, 1.f, 0.f, 0 }, { NULL, "Blue", 0.f, 0.f, 1.f, 0 } }; const int count = sizeof(threads) / sizeof(Thread); glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); for (i = 0; i < count; i++) { threads[i].window = glfwCreateWindow(200, 200, threads[i].title, NULL, NULL); if (!threads[i].window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(threads[i].window, key_callback); glfwSetWindowPos(threads[i].window, 200 + 250 * i, 200); glfwShowWindow(threads[i].window); } glfwMakeContextCurrent(threads[0].window); gladLoadGL(glfwGetProcAddress); glfwMakeContextCurrent(NULL); for (i = 0; i < count; i++) { if (thrd_create(&threads[i].id, thread_main, threads + i) != thrd_success) { fprintf(stderr, "Failed to create secondary thread\n"); glfwTerminate(); exit(EXIT_FAILURE); } } while (running) { glfwWaitEvents(); for (i = 0; i < count; i++) { if (glfwWindowShouldClose(threads[i].window)) running = GLFW_FALSE; } } for (i = 0; i < count; i++) glfwHideWindow(threads[i].window); for (i = 0; i < count; i++) thrd_join(threads[i].id, &result); exit(EXIT_SUCCESS); }