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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the test suite of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtTest/QtTest>
+#include <QtCore/QtCore>
+#include <QtGui/QtGui>
+#include <QtOpenGL/QtOpenGL>
+#include "tst_openglthreading.h"
+
+#define RUNNING_TIME 5000
+
+tst_OpenGLThreading::tst_OpenGLThreading(QObject *parent)
+ : QObject(parent)
+{
+}
+
+
+
+/*
+
+ swapInThread
+
+ The purpose of this testcase is to verify that it is possible to do rendering into
+ a GL context from the GUI thread, then swap the contents in from a background thread.
+
+ The usecase for this is to have the background thread do the waiting for vertical
+ sync while the GUI thread is idle.
+
+ Currently the locking is handled directly in the paintEvent(). For the actual usecase
+ in Qt, the locking is done in the windowsurface before starting any drawing while
+ unlocking is done after all drawing has been done.
+ */
+
+
+class SwapThread : public QThread
+{
+ Q_OBJECT
+public:
+ SwapThread(QGLWidget *widget)
+ : m_widget(widget)
+ {
+ moveToThread(this);
+ }
+
+ void run() {
+ QTime time;
+ time.start();
+ while (time.elapsed() < RUNNING_TIME) {
+ lock();
+ wait();
+
+ m_widget->makeCurrent();
+ m_widget->swapBuffers();
+ m_widget->doneCurrent();
+ unlock();
+ }
+ }
+
+ void lock() { m_mutex.lock(); }
+ void unlock() { m_mutex.unlock(); }
+
+ void wait() { m_wait_condition.wait(&m_mutex); }
+ void notify() { m_wait_condition.wakeAll(); }
+
+private:
+ QGLWidget *m_widget;
+ QMutex m_mutex;
+ QWaitCondition m_wait_condition;
+};
+
+class ForegroundWidget : public QGLWidget
+{
+public:
+ ForegroundWidget(const QGLFormat &format)
+ : QGLWidget(format), m_thread(0)
+ {
+ setAutoBufferSwap(false);
+ }
+
+ void paintEvent(QPaintEvent *)
+ {
+ m_thread->lock();
+ makeCurrent();
+ QPainter p(this);
+ p.fillRect(rect(), QColor(rand() % 256, rand() % 256, rand() % 256));
+ p.setPen(Qt::red);
+ p.setFont(QFont("SansSerif", 24));
+ p.drawText(rect(), Qt::AlignCenter, "This is an autotest");
+ p.end();
+ doneCurrent();
+ m_thread->notify();
+ m_thread->unlock();
+
+ update();
+ }
+
+ void setThread(SwapThread *thread) {
+ m_thread = thread;
+ }
+
+ SwapThread *m_thread;
+};
+
+void tst_OpenGLThreading::swapInThread()
+{
+ QGLFormat format;
+ format.setSwapInterval(1);
+ ForegroundWidget widget(format);
+ SwapThread thread(&widget);
+ widget.setThread(&thread);
+ widget.show();
+
+ QTest::qWaitForWindowShown(&widget);
+ thread.start();
+
+ while (thread.isRunning()) {
+ qApp->processEvents();
+ }
+
+ widget.hide();
+
+ QVERIFY(true);
+}
+
+
+
+
+
+
+
+/*
+ textureUploadInThread
+
+ The purpose of this testcase is to verify that doing texture uploads in a background
+ thread is possible and that it works.
+ */
+
+class CreateAndUploadThread : public QThread
+{
+ Q_OBJECT
+public:
+ CreateAndUploadThread(QGLWidget *shareWidget)
+ {
+ m_gl = new QGLWidget(0, shareWidget);
+ moveToThread(this);
+ }
+
+ ~CreateAndUploadThread()
+ {
+ delete m_gl;
+ }
+
+ void run() {
+ m_gl->makeCurrent();
+ QTime time;
+ time.start();
+ while (time.elapsed() < RUNNING_TIME) {
+ QImage image(400, 300, QImage::Format_RGB32);
+ QPainter p(&image);
+ p.fillRect(image.rect(), QColor(rand() % 256, rand() % 256, rand() % 256));
+ p.setPen(Qt::red);
+ p.setFont(QFont("SansSerif", 24));
+ p.drawText(image.rect(), Qt::AlignCenter, "This is an autotest");
+ p.end();
+ m_gl->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
+ createdAndUploaded(image);
+ }
+ }
+
+signals:
+ void createdAndUploaded(const QImage &image);
+
+private:
+ QGLWidget *m_gl;
+};
+
+class TextureDisplay : public QGLWidget
+{
+ Q_OBJECT
+public:
+ void paintEvent(QPaintEvent *) {
+ QPainter p(this);
+ for (int i=0; i<m_images.size(); ++i) {
+ p.drawImage(m_positions.at(i), m_images.at(i));
+ m_positions[i] += QPoint(1, 1);
+ }
+ update();
+ }
+
+public slots:
+ void receiveImage(const QImage &image) {
+ m_images << image;
+ m_positions << QPoint(-rand() % width() / 2, -rand() % height() / 2);
+
+ if (m_images.size() > 100) {
+ m_images.takeFirst();
+ m_positions.takeFirst();
+ }
+ }
+
+private:
+ QList <QImage> m_images;
+ QList <QPoint> m_positions;
+};
+
+void tst_OpenGLThreading::textureUploadInThread()
+{
+ TextureDisplay display;
+ CreateAndUploadThread thread(&display);
+
+ connect(&thread, SIGNAL(createdAndUploaded(QImage)), &display, SLOT(receiveImage(QImage)));
+
+ display.show();
+ QTest::qWaitForWindowShown(&display);
+
+ thread.start();
+
+ while (thread.isRunning()) {
+ qApp->processEvents();
+ }
+
+ QVERIFY(true);
+}
+
+
+
+
+
+
+/*
+ renderInThread
+
+ This test sets up a scene and renders it in a different thread.
+ For simplicity, the scene is simply a bunch of rectangles, but
+ if that works, we're in good shape..
+ */
+
+static inline float random() { return (rand() % 100) / 100.f; }
+
+void renderAScene(int w, int h)
+{
+#ifdef QT_OPENGL_ES_2
+ QGLShaderProgram program;
+ program.addShaderFromSourceCode(QGLShader::Vertex, "attribute highp vec2 pos; void main() { gl_Position = position; }");
+ program.addShaderFromSourceCode(QGLShader::Fragment, "uniform lowp vec4 color; void main() { gl_FragColor = color; }");
+ program.bind();
+ int colorId = program.uniformLocation("color");
+ program.bindAttributeLocation("pos", 0);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ for (int i=0; i<1000; ++i) {
+ float pos[] = {
+ (rand() % 100) / 100.,
+ (rand() % 100) / 100.,
+ (rand() % 100) / 100.,
+ (rand() % 100) / 100.,
+ (rand() % 100) / 100.,
+ (rand() % 100) / 100.
+ };
+
+ glVertexAttributePointer(0, 2, GL_FLOAT, false, 0, pos);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
+ }
+#else
+ glViewport(0, 0, w, h);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(0, w, h, 0, 1, 100);
+ glTranslated(0, 0, -1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ for (int i=0;i<1000; ++i) {
+ glBegin(GL_TRIANGLES);
+ glColor3f(random(), random(), random());
+ glVertex2f(random() * w, random() * h);
+ glColor3f(random(), random(), random());
+ glVertex2f(random() * w, random() * h);
+ glColor3f(random(), random(), random());
+ glVertex2f(random() * w, random() * h);
+ glEnd();
+ }
+#endif
+}
+
+class ThreadSafeGLWidget : public QGLWidget
+{
+public:
+ void paintEvent(QPaintEvent *)
+ {
+ // ignored as we're anyway swapping as fast as we can
+ };
+
+ void resizeEvent(QResizeEvent *e)
+ {
+ mutex.lock();
+ newSize = e->size();
+ mutex.unlock();
+ };
+
+ void sendResizeEvent(QResizeEvent *e) {
+ QGLWidget::resizeEvent(e);
+ }
+
+ QMutex mutex;
+ QSize newSize;
+};
+
+class SceneRenderingThread : public QThread
+{
+ Q_OBJECT
+public:
+ SceneRenderingThread(ThreadSafeGLWidget *widget)
+ : m_widget(widget)
+ {
+ moveToThread(this);
+ m_size = widget->size();
+ }
+
+ void run() {
+ QTime time;
+ time.start();
+ failure = false;
+
+ m_widget->makeCurrent();
+
+ while (time.elapsed() < RUNNING_TIME && !failure) {
+
+ m_widget->mutex.lock();
+ QSize s = m_widget->newSize;
+ m_widget->mutex.unlock();
+ if (s != m_size) {
+ QResizeEvent e(s, m_size);
+ m_widget->sendResizeEvent(&e);
+ m_size = s;
+ }
+
+ if (QGLContext::currentContext() != m_widget->context()) {
+ failure = true;
+ break;
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ int w = m_widget->width();
+ int h = m_widget->height();
+
+ renderAScene(w, h);
+
+ int color;
+ glReadPixels(w / 2, h / 2, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &color);
+
+ m_widget->swapBuffers();
+
+
+ }
+ }
+
+ bool failure;
+
+private:
+ ThreadSafeGLWidget *m_widget;
+ QSize m_size;
+};
+
+void tst_OpenGLThreading::renderInThread_data()
+{
+ QTest::addColumn<bool>("resize");
+ QTest::addColumn<bool>("update");
+
+ QTest::newRow("basic") << false << false;
+ QTest::newRow("with-resize") << true << false;
+ QTest::newRow("with-update") << false << true;
+ QTest::newRow("with-resize-and-update") << true << true;
+}
+
+void tst_OpenGLThreading::renderInThread()
+{
+ QFETCH(bool, resize);
+ QFETCH(bool, update);
+
+ ThreadSafeGLWidget widget;
+ widget.resize(200, 200);
+ SceneRenderingThread thread(&widget);
+
+ widget.show();
+ QTest::qWaitForWindowShown(&widget);
+ widget.doneCurrent();
+
+ thread.start();
+
+ int value = 10;
+ while (thread.isRunning()) {
+ if (resize)
+ widget.resize(200 + value, 200 + value);
+ if (update)
+ widget.update(100 + value, 100 + value, 20, 20);
+ qApp->processEvents();
+ value = -value;
+ }
+
+ QVERIFY(!thread.failure);
+}
+
+
+
+
+
+QTEST_MAIN(tst_OpenGLThreading);
+
+#include "tst_openglthreading.moc"