#include #include "gsk/gl/gskglrenderer.h" /* This function will be called from a thread and/or the main loop. * Textures are threadsafe after all. */ static void ensure_texture_access (GdkTexture *texture) { /* Make sure to initialize the pixel to anything but red */ guint32 pixel = 0; float float_pixel[4] = { INFINITY, INFINITY, INFINITY, INFINITY }; g_test_message ("Checking texture access in thread %p...", g_thread_self()); /* Just to be sure */ g_assert_cmpint (gdk_texture_get_width (texture), ==, 1); g_assert_cmpint (gdk_texture_get_height (texture), ==, 1); /* download the pixel */ gdk_texture_download (texture, (guchar *) &pixel, 4); gdk_texture_download_float (texture, float_pixel, 4); /* check the pixel is now red */ g_assert_cmphex (pixel, ==, 0xFFFF0000); g_assert_cmpfloat (float_pixel[0], ==, 1.0); g_assert_cmpfloat (float_pixel[1], ==, 0.0); g_assert_cmpfloat (float_pixel[2], ==, 0.0); g_assert_cmpfloat (float_pixel[3], ==, 1.0); g_test_message ("...done in thread %p", g_thread_self()); } static void texture_download_done (GObject *texture, GAsyncResult *res, gpointer loop) { ensure_texture_access (GDK_TEXTURE (texture)); g_main_loop_quit (loop); } static void texture_download_thread (GTask *task, gpointer texture, gpointer unused, GCancellable *cancellable) { g_test_message ("Starting thread %p.", g_thread_self()); /* not sure this can happen, but if it does, we * should clear_current() here. */ g_assert_null (gdk_gl_context_get_current ()); ensure_texture_access (GDK_TEXTURE (texture)); /* Makes sure the GL context is still NULL, because all the * GL stuff should have happened in the main thread. */ g_assert_null (gdk_gl_context_get_current ()); g_test_message ("Returning from thread %p.", g_thread_self()); g_task_return_boolean (task, TRUE); } static void texture_threads (void) { GskRenderer *gl_renderer; GskRenderNode *node; GMainLoop *loop; GdkTexture *texture; GTask *task; GError *error = NULL; /* 1. Get a GL renderer */ gl_renderer = gsk_gl_renderer_new (); if (!gsk_renderer_realize (gl_renderer, NULL, &error)) { g_test_skip (error->message); g_clear_error (&error); g_clear_object (&gl_renderer); return; } /* 2. Get a GL texture */ node = gsk_color_node_new (&(GdkRGBA) { 1, 0, 0, 1 }, &GRAPHENE_RECT_INIT(0, 0, 1, 1)); texture = gsk_renderer_render_texture (gl_renderer, node, &GRAPHENE_RECT_INIT(0, 0, 1, 1)); gsk_render_node_unref (node); /* 3. This is a bit fishy, but we want to make sure that * the texture's GL context is current in the main thread. * * If we had access to the context, we'd make_current() here. */ ensure_texture_access (texture); g_assert_nonnull (gdk_gl_context_get_current ()); /* 4. Acquire the main loop, so the run_in_thread() doesn't * try to acquire it if it manages to outrace this thread. */ g_assert_true (g_main_context_acquire (NULL)); /* 5. Run a thread trying to download the texture */ loop = g_main_loop_new (NULL, TRUE); task = g_task_new (texture, NULL, texture_download_done, loop); g_task_run_in_thread (task, texture_download_thread); g_clear_object (&task); /* 6. Run the main loop waiting for the thread to return */ g_main_loop_run (loop); /* 7. All good */ gsk_renderer_unrealize (gl_renderer); g_clear_pointer (&loop, g_main_loop_unref); g_clear_object (&gl_renderer); g_main_context_release (NULL); } int main (int argc, char *argv[]) { gtk_test_init (&argc, &argv, NULL); g_test_add_func ("/texture-threads", texture_threads); return g_test_run (); }