Multithreading 用于创建OpenGL上下文和渲染的Win32消息泵和std::线程

Multithreading 用于创建OpenGL上下文和渲染的Win32消息泵和std::线程,multithreading,winapi,opengl,c++11,Multithreading,Winapi,Opengl,C++11,如果我有一个函数可以执行以下操作: bool foo::init() { [Code that creates window] std::thread run(std::bind(&foo::run, this)); while (GetMessage(&msg, NULL, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } } 其

如果我有一个函数可以执行以下操作:

bool foo::init()
{
    [Code that creates window]
    std::thread run(std::bind(&foo::run, this));

    while (GetMessage(&msg, NULL, 0, 0)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}
其中,运行定义为:

void foo::run()
{
    [Code that creates initial opengl context]
    [Code that recreates window based on new PixelFormat using wglChoosePixelFormatARB]
    [Code that creates new opengl context using wglCreateContextAttribsARB]

    do {
        [Code that handles rendering]
    } while (!terminate);   
}

由于窗口是在渲染线程上重新创建的,消息泵将在主线程上执行,这是否安全?WndProc将调用什么函数?上面的代码可能被认为是糟糕的设计,但这不是我感兴趣的。我只对定义的行为感兴趣。

Win32窗口绑定到创建它的线程。只有该线程可以接收和发送窗口的消息,并且只有该线程可以销毁窗口

因此,如果您在工作线程内重新创建窗口,那么该线程必须接管管理窗口和发送其消息的职责

否则,您需要将窗口的重新创建委托回主线程,以便它保持在最初创建它的同一线程中

bool foo::init()
{
    [Code that creates window]

    std::thread run(std::bind(&foo::run, this));

    while (GetMessage(&msg, NULL, 0, 0)) {
        if (recreate needed) {
            [Code that recreates window and signals worker thread]
            continue;
        }
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

void foo::run()
{
    [Code that creates initial opengl context]

    [Code that asks main thread to recreate window based on new PixelFormat using wglChoosePixelFormatARB, and waits for signal that the recreate is finished]

    [Code that creates new opengl context using wglCreateContextAttribsARB]

    do {
        [Code that handles rendering]
    } while (!terminate);   
}
否则,在启动工作线程之前,在主线程中调用
wglchoospexelformatarb()
,并将所选的像素格式存储在线程可以访问的位置

bool foo::init()
{
    [Code that creates window]
    [Code that gets PixelFormat using wglChoosePixelFormatARB]

    std::thread run(std::bind(&foo::run, this));

    while (GetMessage(&msg, NULL, 0, 0)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
}

void foo::run()
{
    [Code that creates opengl context using wglCreateContextAttribsARB]

    do {
        [Code that handles rendering]
    } while (!terminate);   
}

我明白了要点,不过我认为在调用wglChoosePixelFormatARB之前必须先创建窗口。wgl函数依赖于HDC的存在,并且我只能在有HWND的情况下获得HDC。正在研究基于此输入重新构造代码。