mirror of https://github.com/encounter/SDL.git
testgles2: Add --threaded option to use a render thread per window
This is helpful for reproducing bugs like #6056
This commit is contained in:
parent
9670d2bb9e
commit
222f1a2693
151
test/testgles2.c
151
test/testgles2.c
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@ -51,6 +51,13 @@ typedef struct shader_data
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GLuint color_buffer;
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} shader_data;
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typedef struct thread_data
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{
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SDL_Thread *thread;
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int done;
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int index;
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} thread_data;
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static SDLTest_CommonState *state;
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static SDL_GLContext *context = NULL;
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static int depth = 16;
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@ -434,6 +441,7 @@ Render(unsigned int width, unsigned int height, shader_data* data)
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if(data->angle_z >= 360) data->angle_z -= 360;
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if(data->angle_z < 0) data->angle_z += 360;
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GL_CHECK(ctx.glViewport(0, 0, width, height));
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GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
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}
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@ -441,56 +449,84 @@ Render(unsigned int width, unsigned int height, shader_data* data)
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int done;
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Uint32 frames;
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shader_data *datas;
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thread_data *threads;
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void loop()
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static void
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render_window(int index)
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{
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int w, h, status;
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if (!state->windows[index]) {
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return;
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}
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status = SDL_GL_MakeCurrent(state->windows[index], context[index]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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return;
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}
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SDL_GL_GetDrawableSize(state->windows[index], &w, &h);
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Render(w, h, &datas[index]);
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SDL_GL_SwapWindow(state->windows[index]);
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++frames;
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}
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static int SDLCALL
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render_thread_fn(void* render_ctx)
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{
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thread_data *thread = render_ctx;
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while (!done && !thread->done && state->windows[thread->index]) {
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render_window(thread->index);
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}
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SDL_GL_MakeCurrent(state->windows[thread->index], NULL);
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return 0;
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}
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static void
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loop_threaded()
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{
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SDL_Event event;
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int i;
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int status;
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/* Check for events */
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++frames;
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while (SDL_PollEvent(&event) && !done) {
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switch (event.type) {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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for (i = 0; i < state->num_windows; ++i) {
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if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
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int w, h;
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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break;
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}
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/* Change view port to the new window dimensions */
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SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
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ctx.glViewport(0, 0, w, h);
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state->window_w = event.window.data1;
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state->window_h = event.window.data2;
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/* Update window content */
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Render(event.window.data1, event.window.data2, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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break;
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/* Wait for events */
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while (SDL_WaitEvent(&event) && !done) {
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if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) {
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SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
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if (window) {
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for (i = 0; i < state->num_windows; ++i) {
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if (window == state->windows[i]) {
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/* Stop the render thread when the window is closed */
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threads[i].done = 1;
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if (threads[i].thread) {
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SDL_WaitThread(threads[i].thread, NULL);
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threads[i].thread = NULL;
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}
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break;
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}
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break;
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}
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}
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}
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SDLTest_CommonEvent(state, &event, &done);
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}
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if (!done) {
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for (i = 0; i < state->num_windows; ++i) {
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status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
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if (status) {
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SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
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}
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/* Continue for next window */
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continue;
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}
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Render(state->window_w, state->window_h, &datas[i]);
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SDL_GL_SwapWindow(state->windows[i]);
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}
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static void
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loop()
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{
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SDL_Event event;
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int i;
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/* Check for events */
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while (SDL_PollEvent(&event) && !done) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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if (!done) {
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for (i = 0; i < state->num_windows; ++i) {
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render_window(i);
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}
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}
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#ifdef __EMSCRIPTEN__
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else {
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@ -502,7 +538,7 @@ void loop()
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int
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main(int argc, char *argv[])
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{
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int fsaa, accel;
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int fsaa, accel, threaded;
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int value;
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int i;
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SDL_DisplayMode mode;
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@ -513,6 +549,7 @@ main(int argc, char *argv[])
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/* Initialize parameters */
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fsaa = 0;
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accel = 0;
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threaded = 0;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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@ -530,6 +567,9 @@ main(int argc, char *argv[])
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} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
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++accel;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--threaded") == 0) {
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++threaded;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
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i++;
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if (!argv[i]) {
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@ -543,7 +583,7 @@ main(int argc, char *argv[])
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
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static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d], [--threaded]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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@ -551,7 +591,7 @@ main(int argc, char *argv[])
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}
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/* Set OpenGL parameters */
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
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state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
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state->gl_red_size = 5;
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state->gl_green_size = 5;
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state->gl_blue_size = 5;
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@ -603,6 +643,7 @@ main(int argc, char *argv[])
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}
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SDL_GetCurrentDisplayMode(0, &mode);
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SDL_Log("Threaded : %s\n", threaded ? "yes" : "no");
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SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
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SDL_Log("\n");
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SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
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@ -724,6 +765,8 @@ main(int argc, char *argv[])
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GL_CHECK(ctx.glEnable(GL_CULL_FACE));
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GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
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SDL_GL_MakeCurrent(state->windows[i], NULL);
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}
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/* Main render loop */
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@ -734,8 +777,30 @@ main(int argc, char *argv[])
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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loop();
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if (threaded) {
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threads = (thread_data*)SDL_calloc(state->num_windows, sizeof(thread_data));
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/* Start a render thread for each window */
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for (i = 0; i < state->num_windows; ++i) {
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threads[i].index = i;
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threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
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}
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while (!done) {
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loop_threaded();
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}
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/* Join the remaining render threads (if any) */
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for (i = 0; i < state->num_windows; ++i) {
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threads[i].done = 1;
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if (threads[i].thread) {
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SDL_WaitThread(threads[i].thread, NULL);
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}
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}
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} else {
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while (!done) {
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loop();
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}
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}
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#endif
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