我有一些非常简单的SDL2绘图,它在Windows下完美运行,但现在我将它移植到Linux上,并不是从我生成的不同线程中提取的。
我正在使用互斥锁控制对渲染器的访问。
函数按预期处理和输出日志记录,唯一看起来不起作用的是渲染器永远不会更新Linux下的显示。
如果我注释掉线程,并从main运行函数,我得到预期的结果。 Linux和Windows版本之间的代码没有变化。
代码在-wall和-pedantic下编译时没有警告。自从我开始使用Linux进行编译以来,我已经添加了-pthread标志,以防需要(没有任何区别)。
如果有人知道任何陷阱,或者可能会暗示为什么这不起作用,那么你会给我一个巨大的帮助。
static int thread_processing(void* data)
{
srand(time(NULL)); //randomize
ThreadData *td = data;
Bucket *bucket;
int b_Id = -1;
Color threadColor;
//unique color for each respective thread
color_randomize(&threadColor);
threadColor.a = 255;
fprintf(stderr, "%d Buckets to process..\n", td->bArray->size);
while (1) {
//check there are buckets left to process
if (td->bArray->rendered >= td->bArray->size)
break;
//acquie/lock access to bucket array
SDL_LockMutex(td->b_mutex);
//retrieve buucket id to process
b_Id = td->bArray->rendered;
td->bArray->rendered++;
fprintf(stderr, "Rendering bucket: %d\n", b_Id);
//release access to bucket array
SDL_UnlockMutex(td->b_mutex);
//retrieve addr of bucket to process
bucket = &(td->bArray->buckets[b_Id]);
//lock access to renderer
SDL_LockMutex(td->r_mutex);
//draw rect on screen where bucket will be processed
draw_bucketOutline(td->renderer, bucket, &threadColor);
SDL_RenderPresent(td->renderer);
//release access to renderer object
SDL_UnlockMutex(td->r_mutex);
//process the bucket
process_bucket(td->scene, bucket);
//acquire/lock acess to renderer object
SDL_LockMutex(td->r_mutex);
//draw the processed data ot the screen
draw_bucket(td->renderer, bucket);
SDL_RenderPresent(td->renderer);
//release access to renderer object
SDL_UnlockMutex(td->r_mutex);
}
return 0;
}
void draw_bucketOutline(SDL_Renderer *renderer, Bucket *b, Color *color)
{
//set the colour of the outline
SDL_SetRenderDrawColor(renderer, 125, 125, 125, 255);
//set the outline position
SDL_Rect rect;
rect.w = b->resolution.width;
rect.h = b->resolution.height;
rect.x = b->start.x;
rect.y = b->start.y;
//draw the outline
SDL_RenderDrawRect(renderer, &rect);
//crop rectangle inwards for filling inside of outline
rect.w -= 2;
rect.h -= 2;
rect.x += 1;
rect.y += 1;
//set colour for fill area
SDL_SetRenderDrawColor(renderer, color->r, color->g, color->b, color->a);
//draw fill area
SDL_RenderFillRect(renderer, &rect);
}
主.....
//iterate over threads, do the processing
int t;
for (t = 0; t < THREAD_COUNT; t++) {
threads[t] = SDL_CreateThread(thread_processing, NULL, &td);
}
//iterate over threads, clean them up
for (t = 0; t < THREAD_COUNT; t++) {
int status;
SDL_WaitThread(threads[t], &status);
}
使用
进行编译gcc -Wall -pedantic -lm -I/usr/include/SDL2 -D_REENTRANT -lX11 -pthread raytracer.c -lSDL2 -o raytracer
答案 0 :(得分:0)
Linux上的SDL2使用OpenGL加速渲染(默认为Windows上的d3d加速),OpenGL具有线程局部上下文。您不能在单独的线程中使用相同的GL上下文。你必须在单线程中渲染,例如将渲染命令放入队列中,然后在渲染线程中重放它们。而你首先ActiveRecord::populateRelation()
。