testgles2: Add --threaded option to use a render thread per window

This is helpful for reproducing bugs like #6056
This commit is contained in:
Cameron Gutman 2022-08-15 22:51:15 -05:00 committed by Sam Lantinga
parent 9670d2bb9e
commit 222f1a2693
1 changed files with 108 additions and 43 deletions

View File

@ -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