/* $Id: jkrahntest.c,v 1.1 2002/06/16 03:57:48 brianp Exp $ */ /* This is a good test for glXSwapBuffers on non-current windows, * and the glXCopyContext function. Fixed several Mesa/DRI bugs with * this program on 15 June 2002. * * Joe's comments follow: * * I have tried some different approaches for being able to * draw to multiple windows using one context, or a copied * context. Mesa/indirect rendering works to use one context * for multiple windows, but crashes with glXCopyContext. * DRI is badly broken, at least for ATI. * * I also noticed that glXMakeCurrent allows a window and context * from different visuals to be attached (haven't tested recently). * * Joe Krahn */ #include #include #include #include #include #include #include #define M_PI 3.14159 #define DEGTOR (M_PI/180.0) static int AttributeList[] = { GLX_RGBA, GLX_DOUBLEBUFFER, None }; int main(int argc, char **argv) { Window win1, win2; XVisualInfo *vi; XSetWindowAttributes swa; Display *dpy; GLXContext ctx1, ctx2; float angle; int test; if (argc < 2) { fprintf(stderr, "This program tests GLX context switching.\n"); fprintf(stderr, "Usage: cxbug \n"); fprintf(stderr, "Where n is:\n"); fprintf(stderr, "\t1) Use two contexts and swap only when the context is current (typical case).\n"); fprintf(stderr, "\t2) Use two contexts and swap at the same time.\n"); fprintf(stderr, "\t\t Used to crash Mesa & nVidia, and DRI artifacts. Seems OK now.\n"); fprintf(stderr, "\t3) Use one context, but only swap when a context is current.\n"); fprintf(stderr, "\t\t Serious artifacts for DRI at least with ATI.\n"); fprintf(stderr, "\t4) Use one context, swap both windows at the same time, so the left\n"); fprintf(stderr, "\t\t window has no context at swap time. Severe artifacts for DRI.\n"); fprintf(stderr, "\t5) Use two contexts, copying one to the other when switching windows.\n"); fprintf(stderr, "\t\t DRI gives an error, indirect rendering crashes server.\n"); exit(1); } test = atoi(argv[1]); /* get a connection */ dpy = XOpenDisplay(NULL); /* Get an appropriate visual */ vi = glXChooseVisual(dpy, DefaultScreen(dpy), AttributeList); if (vi == 0) { fprintf(stderr, "No matching visuals found.\n"); exit(-1); } /* Create two GLX contexts, with list sharing */ ctx1 = glXCreateContext(dpy, vi, 0, True); ctx2 = glXCreateContext(dpy, vi, ctx1, True); /* create a colormap */ swa.colormap = XCreateColormap(dpy, RootWindow(dpy, vi->screen), vi->visual, AllocNone); swa.border_pixel = 0; /* Create two windows */ win1 = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 10, 10, 200, 200, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap, &swa); XStoreName(dpy, win1, "Test [L]"); XMapWindow(dpy, win1); XMoveWindow(dpy, win1, 10, 10); /* Initial requested x,y may not be honored */ { XSizeHints sizehints; static const char *name = "window"; sizehints.x = 10; sizehints.y = 10; sizehints.width = 200; sizehints.height = 200; sizehints.flags = USSize | USPosition; XSetNormalHints(dpy, win1, &sizehints); XSetStandardProperties(dpy, win1, name, name, None, (char **)NULL, 0, &sizehints); } win2 = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 250, 10, 200, 200, 0, vi->depth, InputOutput, vi->visual, CWBorderPixel | CWColormap, &swa); XStoreName(dpy, win1, "Test [R]"); XMapWindow(dpy, win2); XMoveWindow(dpy, win2, 260, 10); { XSizeHints sizehints; static const char *name = "window"; sizehints.x = 10; sizehints.y = 10; sizehints.width = 200; sizehints.height = 200; sizehints.flags = USSize | USPosition; XSetNormalHints(dpy, win2, &sizehints); XSetStandardProperties(dpy, win2, name, name, None, (char **)NULL, 0, &sizehints); } /* Now draw some spinning things */ for (angle = 0; angle < 360*4; angle += 10.0) { /* Connect the context to window 1 */ glXMakeCurrent(dpy, win1, ctx1); /* Clear and draw in window 1 */ glDrawBuffer(GL_BACK); glClearColor(1, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1, 0, 0); glBegin(GL_TRIANGLES); glVertex2f(0, 0); glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR)); glVertex2f(cos((angle + 20.0) * DEGTOR), sin((angle + 20.0) * DEGTOR)); glEnd(); glFlush(); if (test == 1 || test == 3 || test == 5) glXSwapBuffers(dpy, win1); if (test == 5) glXCopyContext(dpy, ctx1, ctx2, GL_ALL_ATTRIB_BITS); /* Connect the context to window 2 */ if (test == 3 || test == 4) { glXMakeCurrent(dpy, win2, ctx1); } else { glXMakeCurrent(dpy, win2, ctx2); } /* Clear and draw in window 2 */ glDrawBuffer(GL_BACK); glClearColor(0, 0, 1, 1); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1, 1, 0); glBegin(GL_TRIANGLES); glVertex2f(0, 0); glVertex2f(cos(angle * DEGTOR), sin(angle * DEGTOR)); glVertex2f(cos((angle + 20.0) * DEGTOR), sin((angle + 20.0) * DEGTOR)); glEnd(); glFlush(); /* Swap buffers */ if (test == 2 || test == 4) glXSwapBuffers(dpy, win1); glXSwapBuffers(dpy, win2); /* wait a while */ glXWaitX(); usleep(20000); } return 0; }