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https://bugs.freedesktop.org/show_bug.cgi?id=8645          
     




------- Additional Comments From [EMAIL PROTECTED]  2006-10-14 12:34 -------
Created an attachment (id=7414)
 --> (https://bugs.freedesktop.org/attachment.cgi?id=7414&action=view)
Test app to show the bug

This app creates a window and two glx contexts and starts 2 threads which use
the contexts to render to the window. The threads are only hackily
synchronised, but it should work, to my knowledge.

The program should draw a blue quad and a red primitive, with the red primitive
beeing partially covered by the quad. The problem is that the quad flickers as
if it was drawn to the front buffer. The flickering goes away if I move the
glDrawBuffers(GL_BACK); statements into the rendering loop in both threads.

The depth buffer seems to be shared properly between the contexts, and the
glColor state seems to work too.

The background is implementing multithreaded Direct3D for Wine. Direct3D
applications can do rendering from any thread, while a gl context is only valid
for one thread. Because of that a d3d app using differnt threads will just
crash with the current wine code.

We can't easilly take away the context from the thread it is assigned to
because we have no control over the threads, so we hope to be able to create
one context for each thread that does the rendering and share textures, VBOs,
shaders, ..., between the contexts and to render to the same window. Locking in
the d3d libs will make sure that only one thread renders at the same time.
          
     
     
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