/* * Create several OpenGL rendering contexts, sharing textures, display * lists, etc. Exercise binding, deleting, etc. * * Brian Paul * 21 December 2004 */ #include #include #include #include #include #include #include #include /* * Each display/window/context: */ struct context { char DisplayName[1000]; Display *Dpy; Window Win; GLXContext Context; }; #define MAX_CONTEXTS 200 static struct context Contexts[MAX_CONTEXTS]; static int NumContexts = 0; static void Error(const char *display, const char *msg) { fprintf(stderr, "Error on display %s - %s\n", display, msg); exit(1); } static struct context * CreateContext(const char *displayName, const char *name) { Display *dpy; Window win; GLXContext ctx; int attrib[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, None }; int scrnum; XSetWindowAttributes attr; unsigned long mask; Window root; XVisualInfo *visinfo; int width = 90, height = 90; int xpos = 0, ypos = 0; if (NumContexts >= MAX_CONTEXTS) return NULL; dpy = XOpenDisplay(displayName); if (!dpy) { Error(displayName, "Unable to open display"); return NULL; } scrnum = DefaultScreen(dpy); root = RootWindow(dpy, scrnum); visinfo = glXChooseVisual(dpy, scrnum, attrib); if (!visinfo) { Error(displayName, "Unable to find RGB, double-buffered visual"); return NULL; } /* window attributes */ xpos = (NumContexts % 10) * 100; ypos = (NumContexts / 10) * 100; attr.background_pixel = 0; attr.border_pixel = 0; attr.colormap = XCreateColormap(dpy, root, visinfo->visual, AllocNone); attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask; mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask; win = XCreateWindow(dpy, root, xpos, ypos, width, height, 0, visinfo->depth, InputOutput, visinfo->visual, mask, &attr); if (!win) { Error(displayName, "Couldn't create window"); return NULL; } { XSizeHints sizehints; sizehints.x = xpos; sizehints.y = ypos; sizehints.width = width; sizehints.height = height; sizehints.flags = USSize | USPosition; XSetNormalHints(dpy, win, &sizehints); XSetStandardProperties(dpy, win, name, name, None, (char **)NULL, 0, &sizehints); } if (NumContexts == 0) { ctx = glXCreateContext(dpy, visinfo, NULL, True); } else { /* share textures & dlists with 0th context */ ctx = glXCreateContext(dpy, visinfo, Contexts[0].Context, True); } if (!ctx) { Error(displayName, "Couldn't create GLX context"); return NULL; } XMapWindow(dpy, win); if (!glXMakeCurrent(dpy, win, ctx)) { Error(displayName, "glXMakeCurrent failed"); return NULL; } if (NumContexts == 0) { printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); } /* save the info for this context */ { struct context *h = &Contexts[NumContexts]; strcpy(h->DisplayName, name); h->Dpy = dpy; h->Win = win; h->Context = ctx; NumContexts++; return &Contexts[NumContexts-1]; } } static void MakeCurrent(int i) { if (!glXMakeCurrent(Contexts[i].Dpy, Contexts[i].Win, Contexts[i].Context)) { fprintf(stderr, "glXMakeCurrent failed!\n"); } } static void DestroyContext(int i) { XDestroyWindow(Contexts[i].Dpy, Contexts[i].Win); glXDestroyContext(Contexts[i].Dpy, Contexts[i].Context); XCloseDisplay(Contexts[i].Dpy); } int main(int argc, char *argv[]) { char *dpyName = NULL; int i; GLuint t; GLint tb; for (i = 0; i < 2; i++) { CreateContext(dpyName, "context"); } /* Create texture and bind it in context 0 */ MakeCurrent(0); glGenTextures(1, &t); printf("Generated texture ID %u\n", t); assert(!glIsTexture(t)); glBindTexture(GL_TEXTURE_2D, t); assert(glIsTexture(t)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tb); assert(tb == t); /* Bind texture in context 1 */ MakeCurrent(1); assert(glIsTexture(t)); glBindTexture(GL_TEXTURE_2D, t); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tb); assert(tb == t); /* Delete texture from context 0 */ MakeCurrent(0); glDeleteTextures(1, &t); assert(!glIsTexture(t)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tb); printf("After delete, binding = %d\n", tb); /* Check texture state from context 1 */ MakeCurrent(1); assert(!glIsTexture(t)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tb); printf("In second context, binding = %d\n", tb); glBindTexture(GL_TEXTURE_2D, 0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &tb); assert(tb == 0); for (i = 0; i < NumContexts; i++) { DestroyContext(i); } printf("Success!\n"); return 0; }