- 只创建了一个子线程,专门用于渲染
- 子线程中打开了另一个 Display, 并在此Display下创建了 opengl context 和 多个Window
- 子线程有自己的消息循环,因为Window产生的消息貌似只能由创建Window的Display来XNextEvent,主线程中的Display抓不到这些事件
- 主线程中也open了一个Display,并创建了一个gl context,当做资源shared的context,同时也用于初始化 glew
- 尝试过两个线程共享一个Display,并使用了XInitThreads,和 Lock等方法,但最终失败,子线程中调用 glXMakeCurrent时被阻塞了,原因不明
- 这个demo的将render放到了单独的线程,但并不是每个Window一个线程,而是所有的RenderWindow在同一个线程中渲染
- 另外发现,虽然子线程的 glcontext 创建时,引用了主线程的 glcontext,但资源无法在其间共享,只能应用于与同一个glcontext的不同窗口,猜想是因为,两个线程用了不同的Display导致
#include
#include
#include
#include
#include
#include
const auto EVENT_MASK = ExposureMask | KeyPressMask | StructureNotifyMask;
GLXContext g_mainGLContext;
bool g_exitFlag = false;
struct Device {
Display *display;
Window windowRoot;
int defaultScreen;
GLXFBConfig *fbConfig;
XVisualInfo *visualInfo;
Colormap colormap;
};
struct MakeCurrent{
const Device & m_device;
GLXDrawable m_oldWindow;
GLXContext m_oldContext;
MakeCurrent(const Device & device, GLXDrawable win, GLXContext context)
: m_device(device)
{
m_oldContext = glXGetCurrentContext();
m_oldWindow = glXGetCurrentDrawable();
glXMakeCurrent(device.display, win, context);
}
~MakeCurrent() {
glXMakeCurrent(m_device.display, m_oldWindow, m_oldContext);
}
};
void openDevice(Device & device){
auto displayName = getenv("DISPLAY"); assert(displayName);
device.display = XOpenDisplay(displayName); assert(device.display);
device.defaultScreen = DefaultScreen(device.display);
int nelements, att[] = {GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DOUBLEBUFFER, True, GLX_DEPTH_SIZE, 16, None};
device.fbConfig = glXChooseFBConfig(device.display, device.defaultScreen, att, &nelements); assert(device.fbConfig);
device.visualInfo = glXGetVisualFromFBConfig(device.display, *device.fbConfig); assert(device.visualInfo);
device.windowRoot = RootWindow(device.display, device.defaultScreen);
device.colormap = XCreateColormap(device.display, device.windowRoot, device.visualInfo->visual, AllocNone);
}
GLXContext createGLContext(const Device & device, GLXContext sharedContext){
auto context = glXCreateContext(device.display, device.visualInfo, sharedContext, GL_TRUE); assert(context);
return context;
}
void initGLEW(const Device & device, GLXContext context){
MakeCurrent mc(device, device.windowRoot, context);
auto err = glewInit(); assert(GLEW_OK == err);
}
Window createWindow(const Device & device){
XSetWindowAttributes swa;
swa.colormap = device.colormap;
swa.event_mask = EVENT_MASK;
unsigned long valueMask = CWColormap | CWEventMask;
auto window = XCreateWindow(device.display, device.windowRoot, 100, 100, 320, 240, 0,
device.visualInfo->depth, InputOutput, device.visualInfo->visual,
valueMask, &swa);
XMapWindow(device.display, window);
XFlush(device.display);
return window;
}
void destroyWindow(const Device & device, Window window){
auto iResult = XUnmapWindow(device.display, window); assert(iResult);
iResult = XDestroyWindow(device.display, window); assert(iResult);
}
void destroyGLContext(const Device & device, GLXContext context){
if (glXGetCurrentContext() == context) {
auto bResult = glXMakeCurrent(device.display, None, nullptr); assert(bResult);
}
glXDestroyContext(device.display, context);
}
void closeDevice(const Device & device){
XFreeColormap(device.display, device.colormap);
XFree(device.fbConfig);
XFree(device.visualInfo);
XCloseDisplay(device.display);
}
GLuint buffer;
void initResource(const Device & device, Window window, GLXContext context){
MakeCurrent mc(device, window, context);
float data[] = {
0.5f, 0.5f,
-0.5f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f,
};
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
}
void destroyResource(const Device & device, Window window, GLXContext context){
MakeCurrent mc(device, window, context);
glDeleteBuffers(1, &buffer);
}
void render(){
glClearColor(1.0f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(float)<<1, 0);
glDrawArrays(GL_QUADS, 0, 4);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void eventLoopWithRender(const Device & device, GLXContext context){
XEvent event;
for (;;){
XNextEvent(device.display, &event);
switch (event.type){
case Expose:{
MakeCurrent mc(device, event.xexpose.window, context);
render();
glXSwapBuffers(device.display, event.xexpose.window);
} break;
case ConfigureNotify: break;
case KeyPress: {
auto keySys = XkbKeycodeToKeysym(device.display, event.xkey.keycode, 0,
(event.xkey.state & ShiftMask) ? 1 : 0);
if (keySys == XK_Escape) return;
}break;
}
}
}
void *threadRender(void *) {
Device device; openDevice(device);
Window window1 = createWindow(device);
Window window2 = createWindow(device);
Window window3 = createWindow(device);
Window window4 = createWindow(device);
auto context = createGLContext(device, g_mainGLContext);
initResource(device, window1, context);
eventLoopWithRender(device, context);
destroyResource(device, window1, context);
destroyWindow(device, window1);
destroyWindow(device, window2);
destroyWindow(device, window3);
destroyWindow(device, window4);
destroyGLContext(device, context);
closeDevice(device);
g_exitFlag = true;
}
int main(){
Device device; openDevice(device);
g_mainGLContext = createGLContext(device, nullptr);
initGLEW(device, g_mainGLContext);
pthread_t thread;
auto iResult = pthread_create(&thread, nullptr, threadRender, nullptr); assert(iResult == 0);
for (;!g_exitFlag;){
pthread_yield();
}
destroyGLContext(device, g_mainGLContext);
closeDevice(device);
return 0;
}