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https://github.com/baldurk/renderdoc.git
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5a6feec9c1
* It seems like on nv windows we need to explicitly rebind the main context to the main thread and give each worker thread its own window, to prevent the worker thread from being unable to bind its context sometimes.
233 lines
6.9 KiB
C++
233 lines
6.9 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include <atomic>
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#include <mutex>
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#include <thread>
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#include "gl_test.h"
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RD_TEST(GL_Multithread_Rendering, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws from two threads simultaneously, to test automatic catching of thread switching.";
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std::string pixel = R"EOSHADER(
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#version 420 core
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in v2f_block
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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} vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vertIn.col;
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Color.b =
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)EOSHADER";
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int main()
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{
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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const DefaultA2V GreenTri[3] = {
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{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.0f, -1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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const DefaultA2V RedTri[3] = {
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{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(1.0f, 1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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};
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struct ctxdata
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{
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void *ctx;
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GraphicsWindow *win;
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std::atomic_bool rendering;
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GLuint VB, VAO, prog, FBO, tex;
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} A, B;
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A.rendering = true;
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B.rendering = true;
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A.VB = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, A.VB);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(RedTri), RedTri, 0);
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A.prog = MakeProgram(GLDefaultVertex, pixel + "0.25f;\n}");
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A.tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, A.tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, screenWidth, screenHeight);
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B.VB = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, B.VB);
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(GreenTri), GreenTri, 0);
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B.prog = MakeProgram(GLDefaultVertex, pixel + "0.75f;\n}");
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B.tex = MakeTexture();
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glBindTexture(GL_TEXTURE_2D, B.tex);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, screenWidth, screenHeight);
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// make FBOs on the main context for reading
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GLuint Afbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, Afbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, A.tex, 0);
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GLuint Bfbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, Bfbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, B.tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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A.win = MakeWindow(32, 32, NULL);
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B.win = MakeWindow(32, 32, NULL);
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A.ctx = MakeContext(A.win, mainContext);
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B.ctx = MakeContext(B.win, mainContext);
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ActivateContext(mainWindow, mainContext);
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std::atomic_bool quit;
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quit = false;
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auto windowThread = [&](int idx) {
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ctxdata &ctx = (idx == 0 ? A : B);
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ActivateContext(ctx.win, ctx.ctx);
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glGenVertexArrays(1, &ctx.VAO);
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glBindVertexArray(ctx.VAO);
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glGenFramebuffers(1, &ctx.FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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while(true)
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{
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if(quit)
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break;
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx.tex, 0);
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float col[] = {0.2f + (1 - idx) * 0.1f, 0.2f + idx * 0.1f, 0.2f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, col);
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const int div = 40;
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GLsizei w = GLsizei(screenWidth) / div;
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GLsizei h = GLsizei(screenHeight) / div;
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for(GLsizei y = 0; y < div; y++)
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{
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for(GLsizei x = 0; x < div / 2; x++)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, ctx.FBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ctx.tex, 0);
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glBindVertexArray(ctx.VAO);
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glBindBuffer(GL_ARRAY_BUFFER, ctx.VB);
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ConfigureDefaultVAO();
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glUseProgram(ctx.prog);
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glViewport((GLsizei(idx * screenWidth) / 2) + w * x, h * y, w, h);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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glFinish();
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// don't present until both contexts are done. This isn't necessary but ensures captures
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// always start at the same point for both and only diverge within a frame.
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ctx.rendering = false;
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while(!quit && !ctx.rendering)
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{
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// busy loop waiting to be woken up. ha ha.
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}
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}
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glDeleteFramebuffers(1, &ctx.FBO);
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glDeleteVertexArrays(1, &ctx.VAO);
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ActivateContext(ctx.win, NULL);
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};
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std::thread thread_A(windowThread, 0);
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std::thread thread_B(windowThread, 1);
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while(Running())
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{
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if(!A.rendering && !B.rendering)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Afbo);
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float black[4] = {};
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glClearBufferfv(GL_COLOR, 0, black);
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glBlitFramebuffer(0, 0, screenWidth / 2, screenHeight - 10, 0, 0, screenWidth / 2,
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screenHeight - 10, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, Bfbo);
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glBlitFramebuffer(screenWidth / 2, 0, screenWidth, screenHeight - 10, screenWidth / 2, 0,
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screenWidth, screenHeight - 10, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glFinish();
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Present(mainWindow);
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A.rendering = true;
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B.rendering = true;
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}
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}
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quit = true;
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thread_A.join();
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thread_B.join();
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DestroyContext(A.ctx);
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DestroyContext(B.ctx);
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delete A.win;
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delete B.win;
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return 0;
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}
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};
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REGISTER_TEST();
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