/**************************************************************************** ** ** Copyright (C) 2011 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 #include #include #include #include "tst_qglthreads.h" #ifdef Q_WS_X11 #include #endif #ifdef Q_OS_SYMBIAN #include // for usleep #define RUNNING_TIME 2000 // save GPU mem by running shorter time. #else #define RUNNING_TIME 5000 #endif tst_QGLThreads::tst_QGLThreads(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_QGLThreads::swapInThread() { #ifdef Q_OS_MAC QSKIP("OpenGL threading tests are currently disabled on mac as they were causing reboots", SkipAll); #endif 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) { int width = 400; int height = 300; #ifdef Q_OS_SYMBIAN // GPU mem is very scarce resource on Symbian currently. // That's why we create only small textures. width = 50; height = 20; #endif QImage image(width, height, 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 100) { m_images.takeFirst(); m_positions.takeFirst(); } } private: QList m_images; QList m_positions; }; void tst_QGLThreads::textureUploadInThread() { #ifdef Q_OS_MAC QSKIP("OpenGL threading tests are currently disabled on mac as they were causing reboots", SkipAll); #endif 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 qrandom() { 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 = vec4(pos.xy, 1.0, 1.0); }"); program.addShaderFromSourceCode(QGLShader::Fragment, "uniform lowp vec4 color; void main() { gl_FragColor = color; }"); program.bindAttributeLocation("pos", 0); program.bind(); int colorId = program.uniformLocation("color"); glEnableVertexAttribArray(0); for (int i=0; i<1000; ++i) { GLfloat pos[] = { (rand() % 100) / 100., (rand() % 100) / 100., (rand() % 100) / 100., (rand() % 100) / 100., (rand() % 100) / 100., (rand() % 100) / 100. }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_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(qrandom(), qrandom(), qrandom()); glVertex2f(qrandom() * w, qrandom() * h); glColor3f(qrandom(), qrandom(), qrandom()); glVertex2f(qrandom() * w, qrandom() * h); glColor3f(qrandom(), qrandom(), qrandom()); glVertex2f(qrandom() * w, qrandom() * 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(); }; 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) { glViewport(0, 0, s.width(), s.height()); } 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(); } m_widget->doneCurrent(); } bool failure; private: ThreadSafeGLWidget *m_widget; QSize m_size; }; void tst_QGLThreads::renderInThread_data() { QTest::addColumn("resize"); QTest::addColumn("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_QGLThreads::renderInThread() { #ifdef Q_OS_MAC QSKIP("OpenGL threading tests are currently disabled on mac as they were causing reboots", SkipAll); #endif #ifdef Q_OS_SYMBIAN QSKIP("OpenGL threading tests are disabled on Symbian as accessing RWindow from a secondary thread is not supported", SkipAll); #endif 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; #ifdef Q_WS_WIN Sleep(100); #else usleep(100 * 1000); #endif } QVERIFY(!thread.failure); } int main(int argc, char **argv) { #ifdef Q_WS_X11 XInitThreads(); #endif QApplication app(argc, argv); QTEST_DISABLE_KEYPAD_NAVIGATION \ tst_QGLThreads tc; return QTest::qExec(&tc, argc, argv); } #include "tst_qglthreads.moc"