qt5base-lts/tests/auto/opengl/qglthreads/tst_qglthreads.cpp

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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the test suite of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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****************************************************************************/
#include <QtTest/QtTest>
#include <QtCore/QtCore>
#include <QtGui/QtGui>
#include <private/qguiapplication_p.h>
#include <qpa/qplatformintegration.h>
#include <QtWidgets/QApplication>
#include <QtOpenGL/QtOpenGL>
#include "tst_qglthreads.h"
#ifndef QT_OPENGL_ES_2
#include <QtGui/QOpenGLFunctions_1_0>
#endif
#define RUNNING_TIME 5000
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_context(widget->context())
, m_swapTriggered(false)
{
moveToThread(this);
}
void run() {
QTime time;
time.start();
while (time.elapsed() < RUNNING_TIME) {
lock();
waitForReadyToSwap();
m_context->makeCurrent();
m_context->swapBuffers();
m_context->doneCurrent();
m_context->moveToThread(qApp->thread());
signalSwapDone();
unlock();
}
m_swapTriggered = false;
}
void lock() { m_mutex.lock(); }
void unlock() { m_mutex.unlock(); }
void waitForSwapDone() { if (m_swapTriggered) m_swapDone.wait(&m_mutex); }
void waitForReadyToSwap() { if (!m_swapTriggered) m_readyToSwap.wait(&m_mutex); }
void signalReadyToSwap()
{
if (!isRunning())
return;
m_readyToSwap.wakeAll();
m_swapTriggered = true;
}
void signalSwapDone()
{
m_swapTriggered = false;
m_swapDone.wakeAll();
}
private:
QGLContext *m_context;
QMutex m_mutex;
QWaitCondition m_readyToSwap;
QWaitCondition m_swapDone;
bool m_swapTriggered;
};
class ForegroundWidget : public QGLWidget
{
public:
ForegroundWidget(const QGLFormat &format)
: QGLWidget(format), m_thread(0)
{
setAutoBufferSwap(false);
}
void paintEvent(QPaintEvent *)
{
m_thread->lock();
m_thread->waitForSwapDone();
makeCurrent();
QPainter p(this);
p.fillRect(rect(), QColor(QRandomGenerator::global()->bounded(256), QRandomGenerator::global()->bounded(256), QRandomGenerator::global()->bounded(256)));
p.setPen(Qt::red);
p.setFont(QFont("SansSerif", 24));
p.drawText(rect(), Qt::AlignCenter, "This is an autotest");
p.end();
doneCurrent();
if (m_thread->isRunning()) {
context()->moveToThread(m_thread);
m_thread->signalReadyToSwap();
}
m_thread->unlock();
update();
}
void setThread(SwapThread *thread) {
m_thread = thread;
}
SwapThread *m_thread;
};
void tst_QGLThreads::swapInThread()
{
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
QSKIP("No platformsupport for ThreadedOpenGL");
QGLFormat format;
format.setSwapInterval(1);
ForegroundWidget widget(format);
SwapThread thread(&widget);
widget.setThread(&thread);
widget.show();
QVERIFY(QTest::qWaitForWindowExposed(&widget));
thread.start();
while (thread.isRunning()) {
qApp->processEvents();
}
widget.hide();
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 (QRandomGenerator::global()->bounded(100)) / 100.f; }
void renderAScene(int w, int h)
{
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
if (QOpenGLContext::currentContext()->isOpenGLES()) {
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
Q_UNUSED(w);
Q_UNUSED(h);
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();
funcs->glEnableVertexAttribArray(0);
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
for (int i=0; i<1000; ++i) {
GLfloat pos[] = {
(QRandomGenerator::global()->bounded(100)) / 100.f,
(QRandomGenerator::global()->bounded(100)) / 100.f,
(QRandomGenerator::global()->bounded(100)) / 100.f,
(QRandomGenerator::global()->bounded(100)) / 100.f,
(QRandomGenerator::global()->bounded(100)) / 100.f,
(QRandomGenerator::global()->bounded(100)) / 100.f
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
};
funcs->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, pos);
funcs->glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
}
} else {
#ifndef QT_OPENGL_ES_2
QOpenGLFunctions_1_0 *gl1funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_1_0>();
gl1funcs->initializeOpenGLFunctions();
gl1funcs->glViewport(0, 0, w, h);
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
gl1funcs->glMatrixMode(GL_PROJECTION);
gl1funcs->glLoadIdentity();
gl1funcs->glFrustum(0, w, h, 0, 1, 100);
gl1funcs->glTranslated(0, 0, -1);
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
gl1funcs->glMatrixMode(GL_MODELVIEW);
gl1funcs->glLoadIdentity();
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
for (int i=0;i<1000; ++i) {
gl1funcs->glBegin(GL_TRIANGLES);
gl1funcs->glColor3f(qrandom(), qrandom(), qrandom());
gl1funcs->glVertex2f(qrandom() * w, qrandom() * h);
gl1funcs->glColor3f(qrandom(), qrandom(), qrandom());
gl1funcs->glVertex2f(qrandom() * w, qrandom() * h);
gl1funcs->glColor3f(qrandom(), qrandom(), qrandom());
gl1funcs->glVertex2f(qrandom() * w, qrandom() * h);
gl1funcs->glEnd();
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
}
#endif
Dynamic GL switch on Windows The patch introduces a new build configuration on Windows which can be requested by passing -opengl dynamic to configure. Platforms other than Windows (including WinRT) are not affected. The existing Angle and desktop configurations are not affected. These continue to function as before and Angle remains the default. In the future, when all modules have added support for the dynamic path, as described below, the default configuration could be changed to be the dynamic one. This would allow providing a single set of binaries in the official builds instead of the current two. When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are never defined. Instead, the code path that has traditionally been desktop GL only becomes the dynamic path that has to do runtime checks. Qt modules and applications are not linked to opengl32.dll or libegl/glesv2.dll in this case. Instead, QtGui exports all necessary egl/egl/gl functions which will, under the hood, forward all requests to a dynamically loaded EGL/WGL/GL implementation. Porting guide (better said, changes needed to prepare your code to work with dynamic GL builds when the fallback to Angle is utilized): 1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to differentiate between desktop and ES where needed. Keep in mind that it is the desktop GL header (plus qopenglext.h) that is included, not the GLES one. QtGui's proxy will handle some differences, for example calling glClearDepth will route to glClearDepthf when needed. The built-in eglGetProcAddress is able to retrieve pointers for standard GLES2 functions too so code resolving OpenGL 2 functions will function in any case. 2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds, but never "angle" or "opengles2". 3. The preprocessor define QT_OPENGL_DYNAMIC is also available in dynamic builds. The usage of this is strongly discouraged and should not be needed anywhere except for QtGui and the platform plugin. 4. Code in need of the library handle can use QOpenGLFunctions::platformGLHandle(). The decision on which library to load is currently based on a simple test that creates a dummy window/context and tries to resolve an OpenGL 2 function. If this fails, it goes for Angle. This seems to work well on Win7 PCs for example that do not have proper graphics drivers providing OpenGL installed but are D3D9 capable using the default drivers. Setting QT_OPENGL to desktop or angle skips the test and forces usage of the given GL. There are also two new application attributes that could be used for the same purpose. If Angle is requested but the libraries are not present, desktop is tried. If desktop is requested, or if angle is requested but nothing works, the EGL/WGL functions will still be callable but will return 0. This conveniently means that eglInitialize() and such will report a failure. Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will tell which implementation is chosen. The textures example application is ported to OpenGL 2, the GL 1 code path is removed. [ChangeLog][QtGui] Qt builds on Windows can now be configured for dynamic loading of the OpenGL implementation. This can be requested by passing -opengl dynamic to configure. In this mode no modules will link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will dynamically choose between desktop and Angle during the first GL/EGL/WGL call. This allows deploying applications with a single set of Qt libraries with the ability of transparently falling back to Angle in case the opengl32.dll is not suitable, due to missing graphics drivers for example. Task-number: QTBUG-36483 Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
2014-01-27 13:45:11 +00:00
}
}
class ThreadSafeGLWidget : public QGLWidget
{
public:
ThreadSafeGLWidget(QWidget *parent = 0) : QGLWidget(parent) {}
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;
while (time.elapsed() < RUNNING_TIME && !failure) {
m_widget->makeCurrent();
m_widget->mutex.lock();
QSize s = m_widget->newSize;
m_widget->mutex.unlock();
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
if (s != m_size) {
funcs->glViewport(0, 0, s.width(), s.height());
}
if (QGLContext::currentContext() != m_widget->context()) {
failure = true;
break;
}
funcs->glClear(GL_COLOR_BUFFER_BIT);
int w = m_widget->width();
int h = m_widget->height();
renderAScene(w, h);
int color;
funcs->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<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_QGLThreads::renderInThread()
{
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
QSKIP("No platformsupport for ThreadedOpenGL");
QFETCH(bool, resize);
QFETCH(bool, update);
ThreadSafeGLWidget widget;
widget.resize(200, 200);
SceneRenderingThread thread(&widget);
widget.show();
QVERIFY(QTest::qWaitForWindowExposed(&widget));
widget.doneCurrent();
widget.context()->moveToThread(&thread);
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;
QThread::msleep(100);
}
QVERIFY(!thread.failure);
}
class Device
{
public:
virtual ~Device() {}
virtual QPaintDevice *realPaintDevice() = 0;
virtual void prepareDevice() {}
virtual void moveToThread(QThread *) {}
};
class GLWidgetWrapper : public Device
{
public:
GLWidgetWrapper() {
widget.resize(150, 150);
widget.show();
QVERIFY(QTest::qWaitForWindowExposed(&widget));
widget.doneCurrent();
}
QPaintDevice *realPaintDevice() { return &widget; }
void moveToThread(QThread *thread) { widget.context()->moveToThread(thread); }
ThreadSafeGLWidget widget;
};
class PixmapWrapper : public Device
{
public:
PixmapWrapper() { pixmap = new QPixmap(512, 512); }
~PixmapWrapper() { delete pixmap; }
QPaintDevice *realPaintDevice() { return pixmap; }
QPixmap *pixmap;
};
class PixelBufferWrapper : public Device
{
public:
PixelBufferWrapper() { pbuffer = new QGLPixelBuffer(512, 512); }
~PixelBufferWrapper() { delete pbuffer; }
QPaintDevice *realPaintDevice() { return pbuffer; }
void moveToThread(QThread *thread) { pbuffer->context()->moveToThread(thread); }
QGLPixelBuffer *pbuffer;
};
class FrameBufferObjectWrapper : public Device
{
public:
FrameBufferObjectWrapper() {
widget.makeCurrent();
fbo = new QGLFramebufferObject(512, 512);
widget.doneCurrent();
}
~FrameBufferObjectWrapper() { delete fbo; }
QPaintDevice *realPaintDevice() { return fbo; }
void prepareDevice() { widget.makeCurrent(); }
void moveToThread(QThread *thread) { widget.context()->moveToThread(thread); }
ThreadSafeGLWidget widget;
QGLFramebufferObject *fbo;
};
class ThreadPainter : public QObject
{
Q_OBJECT
public:
ThreadPainter(Device *pd) : device(pd), fail(true) {
pixmap = QPixmap(40, 40);
pixmap.fill(Qt::green);
QPainter p(&pixmap);
p.drawLine(0, 0, 40, 40);
p.drawLine(0, 40, 40, 0);
}
public slots:
void draw() {
bool beginFailed = false;
QTime time;
time.start();
int rotAngle = 10;
device->prepareDevice();
QPaintDevice *paintDevice = device->realPaintDevice();
QSize s(paintDevice->width(), paintDevice->height());
while (time.elapsed() < RUNNING_TIME) {
QPainter p;
if (!p.begin(paintDevice)) {
beginFailed = true;
break;
}
p.translate(s.width()/2, s.height()/2);
p.rotate(rotAngle);
p.translate(-s.width()/2, -s.height()/2);
p.fillRect(0, 0, s.width(), s.height(), Qt::red);
QRect rect(QPoint(0, 0), s);
p.drawPixmap(10, 10, pixmap);
p.drawTiledPixmap(50, 50, 100, 100, pixmap);
p.drawText(rect.center(), "This is a piece of text");
p.end();
rotAngle += 2;
QThread::msleep(20);
}
device->moveToThread(qApp->thread());
fail = beginFailed;
QThread::currentThread()->quit();
}
bool failed() { return fail; }
private:
QPixmap pixmap;
Device *device;
bool fail;
};
template <class T>
class PaintThreadManager
{
public:
PaintThreadManager(int count) : numThreads(count)
{
for (int i=0; i<numThreads; ++i)
devices.append(new T);
// Wait until resize events are processed on the internal
// QGLWidgets of the buffers to suppress errors
// about makeCurrent() from the wrong thread.
QCoreApplication::processEvents();
for (int i=0; i<numThreads; ++i) {
devices.append(new T);
threads.append(new QThread);
painters.append(new ThreadPainter(devices.at(i)));
painters.at(i)->moveToThread(threads.at(i));
painters.at(i)->connect(threads.at(i), SIGNAL(started()), painters.at(i), SLOT(draw()));
devices.at(i)->moveToThread(threads.at(i));
}
}
~PaintThreadManager() {
qDeleteAll(threads);
qDeleteAll(painters);
qDeleteAll(devices);
}
void start() {
for (int i=0; i<numThreads; ++i)
threads.at(i)->start();
}
bool areRunning() {
bool running = false;
for (int i=0; i<numThreads; ++i){
if (threads.at(i)->isRunning())
running = true;
}
return running;
}
bool failed() {
for (int i=0; i<numThreads; ++i) {
if (painters.at(i)->failed())
return true;
}
return false;
}
private:
QList<QThread *> threads;
QList<Device *> devices;
QList<ThreadPainter *> painters;
int numThreads;
};
/*
This test uses QPainter to draw onto different QGLWidgets in
different threads at the same time. The ThreadSafeGLWidget is
necessary to handle paint and resize events that might come from
the main thread at any time while the test is running. The resize
and paint events would cause makeCurrent() calls to be issued from
within the QGLWidget while the widget's context was current in
another thread, which would cause errors.
*/
void tst_QGLThreads::painterOnGLWidgetInThread()
{
//QTBUG-46446 tst_qglthreads is unstable on windows 7
if (QGuiApplication::platformName().compare("windows 7", Qt::CaseInsensitive))
QSKIP("Doesn't work on this platform. QTBUG-46446");
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
QSKIP("No platformsupport for ThreadedOpenGL");
if (!((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_2_0) ||
(QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_ES_Version_2_0))) {
QSKIP("The OpenGL based threaded QPainter tests requires OpenGL/ES 2.0.");
}
PaintThreadManager<GLWidgetWrapper> painterThreads(5);
painterThreads.start();
while (painterThreads.areRunning()) {
qApp->processEvents();
QThread::msleep(100);
}
QVERIFY(!painterThreads.failed());
}
/*
This test uses QPainter to draw onto different QPixmaps in
different threads at the same time.
*/
void tst_QGLThreads::painterOnPixmapInThread()
{
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL)
|| !QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedPixmaps))
QSKIP("No platformsupport for ThreadedOpenGL or ThreadedPixmaps");
#if 0 // Used to be included in Qt4 for Q_WS_X11
QSKIP("Drawing text in threads onto X11 drawables currently crashes on some X11 servers.");
#endif
PaintThreadManager<PixmapWrapper> painterThreads(5);
painterThreads.start();
while (painterThreads.areRunning()) {
qApp->processEvents();
QThread::msleep(100);
}
QVERIFY(!painterThreads.failed());
}
/* This test uses QPainter to draw onto different QGLPixelBuffer
objects in different threads at the same time.
*/
void tst_QGLThreads::painterOnPboInThread()
{
//QTBUG-46446 tst_qglthreads is unstable on windows 7
if (QGuiApplication::platformName().compare("windows 7", Qt::CaseInsensitive))
QSKIP("Doesn't work on this platform. QTBUG-46446");
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
QSKIP("No platformsupport for ThreadedOpenGL");
if (!((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_2_0) ||
(QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_ES_Version_2_0))) {
QSKIP("The OpenGL based threaded QPainter tests requires OpenGL/ES 2.0.");
}
if (!QGLPixelBuffer::hasOpenGLPbuffers()) {
QSKIP("This system doesn't support pbuffers.");
}
PaintThreadManager<PixelBufferWrapper> painterThreads(5);
painterThreads.start();
while (painterThreads.areRunning()) {
qApp->processEvents();
QThread::msleep(100);
}
QVERIFY(!painterThreads.failed());
}
/* This test uses QPainter to draw onto different
QGLFramebufferObjects (bound in a QGLWidget's context) in different
threads at the same time.
*/
void tst_QGLThreads::painterOnFboInThread()
{
//QTBUG-46446 tst_qglthreads is unstable on windows 7
if (QGuiApplication::platformName().compare("windows 7", Qt::CaseInsensitive))
QSKIP("Doesn't work on this platform. QTBUG-46446");
if (!QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
QSKIP("No platformsupport for ThreadedOpenGL");
if (!((QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_2_0) ||
(QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_ES_Version_2_0))) {
QSKIP("The OpenGL based threaded QPainter tests requires OpenGL/ES 2.0.");
}
if (!QGLFramebufferObject::hasOpenGLFramebufferObjects()) {
QSKIP("This system doesn't support framebuffer objects.");
}
PaintThreadManager<FrameBufferObjectWrapper> painterThreads(5);
painterThreads.start();
while (painterThreads.areRunning()) {
qApp->processEvents();
QThread::msleep(100);
}
QVERIFY(!painterThreads.failed());
}
int main(int argc, char **argv)
{
QApplication app(argc, argv);
QTEST_DISABLE_KEYPAD_NAVIGATION \
tst_QGLThreads tc;
return QTest::qExec(&tc, argc, argv);
}
#include "tst_qglthreads.moc"