Edit: I posted a nice solution to the whole renderer separation problem in general below.
I am recently playing around with OpenGL in a multithreaded X11 environment. I found the following tutorial, which compiles, links and runs fine.
Bu then I came across a strange issue after trying to adapt the code for my own needs.
In the tutorial, the calling order of XCreateWindow, glXCreateContext, XSelectInput and XSetWMProtocols is as follows:
param[i].win = XCreateWindow(param[i].d_, root, 200,200,
300,200, 0, visInfo->depth, InputOutput, visInfo->visual,
CWColormap,
&windowAttr);
param[i].ctx = glXCreateContext(param[i].d_, visInfo, NULL, True);
XSelectInput(d, param[i].win, StructureNotifyMask);
XSetWMProtocols(d, param[i].win, &(delMsg), 1);
Please note, that XCreateWindow and XSelectInput/XSetWMProtocols use different display connections.
However, when changing the order of the calls to
param[i].win = XCreateWindow(param[i].d_, root, 200,200,
300,200, 0, visInfo->depth, InputOutput, visInfo->visual,
CWColormap,
&windowAttr);
XSelectInput(d, param[i].win, StructureNotifyMask);
XSetWMProtocols(d, param[i].win, &(delMsg), 1);
param[i].ctx = glXCreateContext(param[i].d_, visInfo, NULL, True);
the program fails with
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 2 (X_ChangeWindowAttributes)
Resource id in failed request: 0x5000002 Serial number of failed request: 17 Current serial number in output stream: 18
which seems to be caused by XSetWMProtocols.
Since different display connections were being used, I would not be surprised if the whole thing didn't work in the first place. But somehow, after the call to glXCreateContext, everything seems to be magically fine.
I am relatively new to X11/GLX programming, did I miss something? What kind of magic does glXCreateContext perform? Or did something else happen? Or maybe I should simply move on, because OpenGL and multithreading always seem to cause problems.
My solution:
I was lazy and just using the approach from the tutorial. That worked until adding freetype to my project, which suddenly gave me a BadWindow crash again. So, even if everything seems fine, when you are working from different threads, X11 is seriously fucking around with some memory while you are not around. (It was not me, I checked with valgrind)
My current solution is as n.m. commented: I put everything into a GUI thread (X11 and GL/GLX calls), whose ressources are never available to other threads. However, two things have to be kept in mind, because it might slow down your rendering loop:
- Slow message processing delays rendering (as stated by ilmale below)
- Slow rendering delays message processing (my concern)
The first problem can easily be fixed. Create a stl deque or list or any container where you enqueue the relevant XEvents for your app logic and then grab them from another thread. Just make sure that your STL is threadsafe and in doubt implement your own queue. With a waiting condition set on the containers size you can even simulate blocking calls like XNextEvent.
The second problem is tricky. You might argue that if the renderer is at 1 fps or slower, the game or application is useless anyway. That is true. But it would be neat if you are able to process some kill signal (e.g. the destroy window atom) even if you are at 0.1 fps. The only solution I could think of is checking for new messages after rendering every thousand sprites or so. Send them to your container and continue rendering. Of course, in that case you can never let the rendering thread run user scripts or other unknown code at any time. But I guess, that would make the idea of separating rendering from the other threads pointless anyway.
Hope this helps.
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