Following up on the answer to How to use GLUT with libdispatch?, I'm now using GLFW instead —
The following code sets up a window, sets up a timer to poll for events, and, over time, enqueues render updates:
#include <dispatch/dispatch.h>
#include <GL/glfw.h>
float t=0;
int main(void)
{
dispatch_async(dispatch_get_main_queue(), ^{
glfwInit();
glfwDisable(GLFW_AUTO_POLL_EVENTS);
glfwOpenWindow(320,200,8,8,8,8,8,0,GLFW_WINDOW);
});
// Periodically process window events --- this isn't working.
dispatch_source_t windowEventTimer;
windowEventTimer = dispatch_source_create(DISPATCH_SOURCE_TYPE_TIMER, 0, 0, dispatch_get_main_queue());
uint64_t nanoseconds = 100 * NSEC_PER_MSEC;
dispatch_source_set_timer(windowEventTimer, dispatch_time(DISPATCH_TIME_NOW, nanoseconds), nanoseconds, 0);
dispatch_source_set_event_handler(windowEventTimer, ^{
glfwPollEvents();
});
dispatch_resume(windowEventTimer);
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
for(int i=0;i<200;++i)
{
// Enqueue a rendering update.
dispatch_async(dispatch_get_main_queue(), ^{
glClearColor (0.2f, 0.2f, 0.4f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f (1.0, 0.7, 0.7);
glBegin( GL_LINES );
glVertex3f(0,0,0);
glVertex3f(t+=0.02,.1,0);
glEnd();
glfwSwapBuffers();
});
// Wait a bit, to simulate complex calculations.
sleep(1);
}
});
dispatch_main();
}
The animation updates as expected, but the window frame does not draw, and the window does not respond to events.
Digging through the GLFW source, I think I found the problem: the runloop of the Cocoa window created by GLFW needs to execute from Thread 0, but GLFW does not ensure that _glfwPlatformPollEvents()
happens on Thread 0. (Identical symptoms were reported on this question about executing a Cocoa GUI on a thread other than 0.)
A workaround is to use the same private interface CoreFoundation uses to process the main libdispatch queue from inside a CFRunLoop
.
If I replace the dispatch_main()
call in the above code with this:
while(1)
{
_dispatch_main_queue_callback_4CF(NULL);
usleep(10000);
}
...it works as expected — the window frame draws, and the window processes events.
Trying to improve this hacky situation, I: