123 lines
3.5 KiB
C
123 lines
3.5 KiB
C
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#include <gtk/gtk.h>
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#include "gsk/gl/gskglrenderer.h"
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/* This function will be called from a thread and/or the main loop.
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* Textures are threadsafe after all. */
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static void
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ensure_texture_access (GdkTexture *texture)
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{
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/* Make sure to initialize the pixel to anything but red */
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guint32 pixel = 0;
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g_test_message ("Checking texture access in thread %p...", g_thread_self());
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/* Just to be sure */
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g_assert_cmpint (gdk_texture_get_width (texture), ==, 1);
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g_assert_cmpint (gdk_texture_get_height (texture), ==, 1);
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/* download the pixel */
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gdk_texture_download (texture, (guchar *) &pixel, 4);
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/* check the pixel is now red */
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g_assert_cmphex (pixel, ==, 0xFFFF0000);
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g_test_message ("...done in thread %p", g_thread_self());
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}
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static void
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texture_download_done (GObject *texture,
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GAsyncResult *res,
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gpointer loop)
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{
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ensure_texture_access (GDK_TEXTURE (texture));
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g_main_loop_quit (loop);
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}
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static void
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texture_download_thread (GTask *task,
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gpointer texture,
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gpointer unused,
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GCancellable *cancellable)
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{
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g_test_message ("Starting thread %p.", g_thread_self());
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/* not sure this can happen, but if it does, we
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* should clear_current() here. */
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g_assert_null (gdk_gl_context_get_current ());
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ensure_texture_access (GDK_TEXTURE (texture));
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/* Makes sure the GL context is still NULL, because all the
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* GL stuff should have happened in the main thread. */
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g_assert_null (gdk_gl_context_get_current ());
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g_test_message ("Returning from thread %p.", g_thread_self());
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g_task_return_boolean (task, TRUE);
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}
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static void
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texture_threads (void)
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{
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GskRenderer *gl_renderer;
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GskRenderNode *node;
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GMainLoop *loop;
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GdkTexture *texture;
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GTask *task;
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GError *error = NULL;
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/* 1. Get a GL renderer */
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gl_renderer = gsk_gl_renderer_new ();
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if (!gsk_renderer_realize (gl_renderer, NULL, &error))
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{
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g_test_skip (error->message);
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g_clear_error (&error);
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g_clear_object (&gl_renderer);
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return;
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}
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/* 2. Get a GL texture */
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node = gsk_color_node_new (&(GdkRGBA) { 1, 0, 0, 1 }, &GRAPHENE_RECT_INIT(0, 0, 1, 1));
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texture = gsk_renderer_render_texture (gl_renderer, node, &GRAPHENE_RECT_INIT(0, 0, 1, 1));
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gsk_render_node_unref (node);
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/* 3. This is a bit fishy, but we want to make sure that
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* the texture's GL context is current in the main thread.
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*
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* If we had access to the context, we'd make_current() here.
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*/
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ensure_texture_access (texture);
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g_assert_nonnull (gdk_gl_context_get_current ());
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/* 4. Acquire the main loop, so the run_in_thread() doesn't
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* try to acquire it if it manages to outrace this thread.
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*/
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g_assert_true (g_main_context_acquire (NULL));
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/* 5. Run a thread trying to download the texture */
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loop = g_main_loop_new (NULL, TRUE);
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task = g_task_new (texture, NULL, texture_download_done, loop);
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g_task_run_in_thread (task, texture_download_thread);
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g_clear_object (&task);
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/* 6. Run the main loop waiting for the thread to return */
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g_main_loop_run (loop);
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/* 7. All good */
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gsk_renderer_unrealize (gl_renderer);
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g_clear_pointer (&loop, g_main_loop_unref);
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g_clear_object (&gl_renderer);
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g_main_context_release (NULL);
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gdk_gl_context_clear_current ();
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}
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int
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main (int argc, char *argv[])
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{
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gtk_test_init (&argc, &argv, NULL);
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g_test_add_func ("/texture-threads", texture_threads);
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return g_test_run ();
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}
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