From 222f1a2693d1371409a71e8adf3c0c0d57f83020 Mon Sep 17 00:00:00 2001 From: Cameron Gutman Date: Mon, 15 Aug 2022 22:51:15 -0500 Subject: [PATCH] testgles2: Add --threaded option to use a render thread per window This is helpful for reproducing bugs like #6056 --- test/testgles2.c | 151 +++++++++++++++++++++++++++++++++-------------- 1 file changed, 108 insertions(+), 43 deletions(-) diff --git a/test/testgles2.c b/test/testgles2.c index 4b9e5d250..6ef805b0b 100644 --- a/test/testgles2.c +++ b/test/testgles2.c @@ -51,6 +51,13 @@ typedef struct shader_data GLuint color_buffer; } shader_data; +typedef struct thread_data +{ + SDL_Thread *thread; + int done; + int index; +} thread_data; + static SDLTest_CommonState *state; static SDL_GLContext *context = NULL; static int depth = 16; @@ -434,6 +441,7 @@ Render(unsigned int width, unsigned int height, shader_data* data) if(data->angle_z >= 360) data->angle_z -= 360; if(data->angle_z < 0) data->angle_z += 360; + GL_CHECK(ctx.glViewport(0, 0, width, height)); GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36)); } @@ -441,56 +449,84 @@ Render(unsigned int width, unsigned int height, shader_data* data) int done; Uint32 frames; shader_data *datas; +thread_data *threads; -void loop() +static void +render_window(int index) +{ + int w, h, status; + + if (!state->windows[index]) { + return; + } + + status = SDL_GL_MakeCurrent(state->windows[index], context[index]); + if (status) { + SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + return; + } + + SDL_GL_GetDrawableSize(state->windows[index], &w, &h); + Render(w, h, &datas[index]); + SDL_GL_SwapWindow(state->windows[index]); + ++frames; +} + +static int SDLCALL +render_thread_fn(void* render_ctx) +{ + thread_data *thread = render_ctx; + + while (!done && !thread->done && state->windows[thread->index]) { + render_window(thread->index); + } + + SDL_GL_MakeCurrent(state->windows[thread->index], NULL); + return 0; +} + +static void +loop_threaded() { SDL_Event event; int i; - int status; - /* Check for events */ - ++frames; - while (SDL_PollEvent(&event) && !done) { - switch (event.type) { - case SDL_WINDOWEVENT: - switch (event.window.event) { - case SDL_WINDOWEVENT_SIZE_CHANGED: - for (i = 0; i < state->num_windows; ++i) { - if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { - int w, h; - status = SDL_GL_MakeCurrent(state->windows[i], context[i]); - if (status) { - SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); - break; - } - /* Change view port to the new window dimensions */ - SDL_GL_GetDrawableSize(state->windows[i], &w, &h); - ctx.glViewport(0, 0, w, h); - state->window_w = event.window.data1; - state->window_h = event.window.data2; - /* Update window content */ - Render(event.window.data1, event.window.data2, &datas[i]); - SDL_GL_SwapWindow(state->windows[i]); - break; + /* Wait for events */ + while (SDL_WaitEvent(&event) && !done) { + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) { + SDL_Window *window = SDL_GetWindowFromID(event.window.windowID); + if (window) { + for (i = 0; i < state->num_windows; ++i) { + if (window == state->windows[i]) { + /* Stop the render thread when the window is closed */ + threads[i].done = 1; + if (threads[i].thread) { + SDL_WaitThread(threads[i].thread, NULL); + threads[i].thread = NULL; } + break; } - break; + } } } SDLTest_CommonEvent(state, &event, &done); } - if (!done) { - for (i = 0; i < state->num_windows; ++i) { - status = SDL_GL_MakeCurrent(state->windows[i], context[i]); - if (status) { - SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); +} - /* Continue for next window */ - continue; - } - Render(state->window_w, state->window_h, &datas[i]); - SDL_GL_SwapWindow(state->windows[i]); - } +static void +loop() +{ + SDL_Event event; + int i; + + /* Check for events */ + while (SDL_PollEvent(&event) && !done) { + SDLTest_CommonEvent(state, &event, &done); + } + if (!done) { + for (i = 0; i < state->num_windows; ++i) { + render_window(i); + } } #ifdef __EMSCRIPTEN__ else { @@ -502,7 +538,7 @@ void loop() int main(int argc, char *argv[]) { - int fsaa, accel; + int fsaa, accel, threaded; int value; int i; SDL_DisplayMode mode; @@ -513,6 +549,7 @@ main(int argc, char *argv[]) /* Initialize parameters */ fsaa = 0; accel = 0; + threaded = 0; /* Initialize test framework */ state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); @@ -530,6 +567,9 @@ main(int argc, char *argv[]) } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { ++accel; consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--threaded") == 0) { + ++threaded; + consumed = 1; } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { i++; if (!argv[i]) { @@ -543,7 +583,7 @@ main(int argc, char *argv[]) } } if (consumed < 0) { - static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL }; + static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d], [--threaded]", NULL }; SDLTest_CommonLogUsage(state, argv[0], options); quit(1); } @@ -551,7 +591,7 @@ main(int argc, char *argv[]) } /* Set OpenGL parameters */ - state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS; + state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; state->gl_red_size = 5; state->gl_green_size = 5; state->gl_blue_size = 5; @@ -603,6 +643,7 @@ main(int argc, char *argv[]) } SDL_GetCurrentDisplayMode(0, &mode); + SDL_Log("Threaded : %s\n", threaded ? "yes" : "no"); SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); SDL_Log("\n"); SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR)); @@ -724,6 +765,8 @@ main(int argc, char *argv[]) GL_CHECK(ctx.glEnable(GL_CULL_FACE)); GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); + + SDL_GL_MakeCurrent(state->windows[i], NULL); } /* Main render loop */ @@ -734,8 +777,30 @@ main(int argc, char *argv[]) #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(loop, 0, 1); #else - while (!done) { - loop(); + if (threaded) { + threads = (thread_data*)SDL_calloc(state->num_windows, sizeof(thread_data)); + + /* Start a render thread for each window */ + for (i = 0; i < state->num_windows; ++i) { + threads[i].index = i; + threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]); + } + + while (!done) { + loop_threaded(); + } + + /* Join the remaining render threads (if any) */ + for (i = 0; i < state->num_windows; ++i) { + threads[i].done = 1; + if (threads[i].thread) { + SDL_WaitThread(threads[i].thread, NULL); + } + } + } else { + while (!done) { + loop(); + } } #endif