Merge branch 'master' into EGL

Conflicts:
	src/glx_opengl.c
	src/opengl.c
	tests/glfwinfo.c
This commit is contained in:
Camilla Berglund
2012-09-09 19:52:33 +02:00
24 changed files with 1503 additions and 136 deletions
+15 -1
View File
@@ -8,12 +8,19 @@ else()
link_libraries(${glfw_LIBRARIES})
endif()
list(APPEND thread_LIBRARIES ${CMAKE_THREAD_LIBS_INIT})
if (UNIX AND NOT APPLE)
list(APPEND thread_LIBRARIES ${RT_LIBRARY})
endif()
include_directories(${GLFW_SOURCE_DIR}/include
${GLFW_SOURCE_DIR}/support
${OPENGL_INCLUDE_DIR})
set(GETOPT ${GLFW_SOURCE_DIR}/support/getopt.h
${GLFW_SOURCE_DIR}/support/getopt.c)
set(TINYCTHREAD ${GLFW_SOURCE_DIR}/support/tinycthread.h
${GLFW_SOURCE_DIR}/support/tinycthread.c)
add_executable(clipboard clipboard.c ${GETOPT})
add_executable(defaults defaults.c)
@@ -37,13 +44,20 @@ set_target_properties(sharing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Sharing")
add_executable(tearing WIN32 MACOSX_BUNDLE tearing.c)
set_target_properties(tearing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Tearing")
add_executable(threads WIN32 MACOSX_BUNDLE threads.c ${TINYCTHREAD})
set_target_properties(threads PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Threads")
add_executable(title WIN32 MACOSX_BUNDLE title.c)
set_target_properties(title PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Title")
add_executable(windows WIN32 MACOSX_BUNDLE windows.c)
set_target_properties(windows PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Windows")
set(WINDOWS_BINARIES accuracy sharing tearing title windows)
if (BUILD_SHARED_LIBS)
target_link_libraries(threads ${thread_LIBRARIES})
endif()
set(WINDOWS_BINARIES accuracy sharing tearing threads title windows)
set(CONSOLE_BINARIES clipboard defaults events fsaa fsfocus gamma glfwinfo
iconify joysticks modes peter reopen)
+3
View File
@@ -317,6 +317,9 @@ int main(int argc, char** argv)
get_client_api_name(api),
glGetString(GL_VENDOR));
printf("OpenGL context debug flag saved by GLFW: %s\n",
glfwGetWindowParam(window, GLFW_OPENGL_DEBUG_CONTEXT) ? "true" : "false");
if (major > 1)
{
printf("%s context shading language version: \"%s\"\n",
+131
View File
@@ -0,0 +1,131 @@
//========================================================================
// Multithreading test
// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//
// This test is intended to verify whether the OpenGL context part of
// the GLFW API is able to be used from multiple threads
//
//========================================================================
#include <GL/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <assert.h>
#include "tinycthread.h"
typedef struct
{
GLFWwindow window;
const char* title;
float r, g, b;
thrd_t id;
} Thread;
static volatile GLboolean running = GL_TRUE;
static int thread_main(void* data)
{
const Thread* thread = (const Thread*) data;
glfwMakeContextCurrent(thread->window);
assert(glfwGetCurrentContext() == thread->window);
glfwSwapInterval(1);
while (running)
{
const float v = (float) fabs(sin(glfwGetTime() * 2.f));
glClearColor(thread->r * v, thread->g * v, thread->b * v, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(thread->window);
}
glfwMakeContextCurrent(NULL);
return 0;
}
int main(void)
{
int i, result;
Thread threads[] =
{
{ NULL, "Red", 1.f, 0.f, 0.f, 0 },
{ NULL, "Green", 0.f, 1.f, 0.f, 0 },
{ NULL, "Blue", 0.f, 0.f, 1.f, 0 }
};
const int count = sizeof(threads) / sizeof(Thread);
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW: %s\n",
glfwErrorString(glfwGetError()));
exit(EXIT_FAILURE);
}
for (i = 0; i < count; i++)
{
threads[i].window = glfwCreateWindow(200, 200,
GLFW_WINDOWED,
threads[i].title,
NULL);
if (!threads[i].window)
{
fprintf(stderr, "Failed to open GLFW window: %s\n",
glfwErrorString(glfwGetError()));
exit(EXIT_FAILURE);
}
glfwSetWindowPos(threads[i].window, 200 + 250 * i, 200);
if (thrd_create(&threads[i].id, thread_main, threads + i) !=
thrd_success)
{
fprintf(stderr, "Failed to create secondary thread\n");
exit(EXIT_FAILURE);
}
}
while (running)
{
assert(glfwGetCurrentContext() == NULL);
glfwWaitEvents();
for (i = 0; i < count; i++)
{
if (glfwGetWindowParam(threads[i].window, GLFW_CLOSE_REQUESTED))
running = GL_FALSE;
}
}
for (i = 0; i < count; i++)
thrd_join(threads[i].id, &result);
exit(EXIT_SUCCESS);
}