/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * Created by LWJGL. * User: spasi * Date: 2004-03-30 * Time: 8:41:42 pm */ package org.lwjgl.test.opengl.multithread; import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Drawable; import org.lwjgl.opengl.GLContext; import org.lwjgl.opengl.GLSync; import org.lwjgl.util.Color; import org.lwjgl.util.ReadableColor; import java.nio.ByteBuffer; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL32.*; final class BackgroundLoader { private static final int WIDTH = 64; private static final int HEIGHT = 64; // GPU synchronization private GLSync fence; private final DrawableSupplier drawableSupplier; private Drawable drawable; private int texID; private boolean running; protected BackgroundLoader(DrawableSupplier drawableSupplier) { this.drawableSupplier = drawableSupplier; this.running = true; } void cleanup() { running = false; } private void uploadTexture(int texID, ByteBuffer texture, boolean useFences) { glBindTexture(GL_TEXTURE_2D, texID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); if (useFences) { //while (fence != null) {} fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } else { // Best we can do without fences. This will force rendering on the main thread to happen after we upload the texture. glFlush(); } } void start() throws LWJGLException { this.drawable = this.drawableSupplier.get(); new Thread(() -> { System.out.println("-- Background Thread started --"); try { // Make the shared context current in the worker thread drawable.makeCurrent(); } catch (LWJGLException e) { throw new RuntimeException(e); } System.out.println("** Drawable created **"); // OpenGL commands from different contexts may be executed in any order. So we need a way to synchronize final boolean useFences = GLContext.getCapabilities().OpenGL32; System.out.println("Using fences: " + useFences); System.out.println("** Sleeping, no texture created yet **"); try { Thread.sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } ByteBuffer texture = BufferUtils.createByteBuffer(WIDTH * HEIGHT * 3); // Create a "dummy" texture while we wait for texture IO createCheckerTexture(texture, Color.RED, Color.WHITE, 2); texID = glGenTextures(); uploadTexture(texID, texture, useFences); System.out.println("** Dummy texture created **"); long avgGenTime = 0L; long avgUploadTime = 0L; long lastUploadTime = 0L; long lastTextureCreated = System.currentTimeMillis(); // Delay first texture creation int count = 0; while ( running ) { /*long time = System.currentTimeMillis(); if (time - lastTextureCreated < 2) { // Update the texture every 5 seconds continue; }*/ // Create the "true" texture long start = System.nanoTime(); if ( count % 2 == 0 ) { createGradientTexture(texture, Color.RED, Color.BLUE); } else { createGradientTexture(texture, Color.GREEN, Color.YELLOW); } long elapsed = System.nanoTime() - start; avgGenTime = (avgGenTime + elapsed) >> 1; start = System.nanoTime(); uploadTexture(texID, texture, useFences); lastUploadTime = System.nanoTime() - start; avgUploadTime = (avgUploadTime + lastUploadTime) >> 1; //System.out.println("Uploaded texture in " + elapsed + " ns."); //System.out.println("** Created new gradient texture **"); lastTextureCreated = System.currentTimeMillis(); count++; } drawable.destroy(); System.out.println("-- Background Thread finished --"); System.out.println("Generated textures in " + avgGenTime + " ns on average."); System.out.println("Uploaded textures in " + avgUploadTime + " ns on average."); System.out.println("Most recently uploaded textures in " + lastUploadTime + " ns."); }).start(); } public final int getTexID() { //lock.lock(); try { if (fence != null) { glWaitSync(fence, 0, GL_TIMEOUT_IGNORED); fence = null; } return texID; } finally { //lock.unlock(); } } private static void createCheckerTexture(ByteBuffer texture, final ReadableColor a, final ReadableColor b, final int size) { int i = 0; for ( int y = 0; y < HEIGHT; y++ ) { for ( int x = 0; x < WIDTH; x++ ) { ReadableColor c = (x / size) % 2 == 0 ? ((y / size) % 2 == 0 ? a : b) : ((y / size) % 2 == 0 ? b : a); texture.put(i + 0, c.getRedByte()); texture.put(i + 1, c.getGreenByte()); texture.put(i + 2, c.getBlueByte()); i += 3; } } } private static void createGradientTexture(ByteBuffer texture, final ReadableColor a, final ReadableColor b) { float l = 0.0f; int i = 0; for ( int y = 0; y < HEIGHT; y++ ) { for ( int x = 0; x < WIDTH; x++ ) { texture.put(i + 0, lerp(a.getRed(), b.getRed(), l)); texture.put(i + 1, lerp(a.getGreen(), b.getGreen(), l)); texture.put(i + 2, lerp(a.getBlue(), b.getBlue(), l)); i += 3; } l += (1.0f / (HEIGHT - 1)); } } private static byte lerp(final int a, final int b, final float l) { return (byte)Math.round(((1.0f - l) * a + l * b)); } }