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-rw-r--r--src/contrib/SDL-3.2.20/test/testgl.c446
1 files changed, 446 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/test/testgl.c b/src/contrib/SDL-3.2.20/test/testgl.c
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+++ b/src/contrib/SDL-3.2.20/test/testgl.c
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1/*
2 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
3
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
7
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
10 freely.
11*/
12#include <SDL3/SDL_test_common.h>
13#include <SDL3/SDL_main.h>
14
15#ifdef HAVE_OPENGL
16
17#include <stdlib.h>
18
19#include <SDL3/SDL_opengl.h>
20
21typedef struct GL_Context
22{
23#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
24#include "../src/render/opengl/SDL_glfuncs.h"
25#undef SDL_PROC
26} GL_Context;
27
28/* Undefine this if you want a flat cube instead of a rainbow cube */
29#define SHADED_CUBE
30
31static SDLTest_CommonState *state;
32static SDL_GLContext context;
33static GL_Context ctx;
34static bool suspend_when_occluded;
35
36static bool LoadContext(GL_Context *data)
37{
38#ifdef SDL_VIDEO_DRIVER_UIKIT
39#define __SDL_NOGETPROCADDR__
40#elif defined(SDL_VIDEO_DRIVER_ANDROID)
41#define __SDL_NOGETPROCADDR__
42#endif
43
44#if defined __SDL_NOGETPROCADDR__
45#define SDL_PROC(ret, func, params) data->func = func;
46#else
47#define SDL_PROC(ret, func, params) \
48 do { \
49 data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
50 if (!data->func) { \
51 return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
52 } \
53 } while (0);
54#endif /* __SDL_NOGETPROCADDR__ */
55
56#include "../src/render/opengl/SDL_glfuncs.h"
57#undef SDL_PROC
58 return true;
59}
60
61/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
62static void quit(int rc)
63{
64 if (context) {
65 /* SDL_GL_MakeCurrent(0, NULL); */ /* doesn't do anything */
66 SDL_GL_DestroyContext(context);
67 }
68 SDLTest_CommonQuit(state);
69 /* Let 'main()' return normally */
70 if (rc != 0) {
71 exit(rc);
72 }
73}
74
75static void Render(void)
76{
77 static float color[8][3] = {
78 { 1.0, 1.0, 0.0 },
79 { 1.0, 0.0, 0.0 },
80 { 0.0, 0.0, 0.0 },
81 { 0.0, 1.0, 0.0 },
82 { 0.0, 1.0, 1.0 },
83 { 1.0, 1.0, 1.0 },
84 { 1.0, 0.0, 1.0 },
85 { 0.0, 0.0, 1.0 }
86 };
87 static float cube[8][3] = {
88 { 0.5, 0.5, -0.5 },
89 { 0.5, -0.5, -0.5 },
90 { -0.5, -0.5, -0.5 },
91 { -0.5, 0.5, -0.5 },
92 { -0.5, 0.5, 0.5 },
93 { 0.5, 0.5, 0.5 },
94 { 0.5, -0.5, 0.5 },
95 { -0.5, -0.5, 0.5 }
96 };
97
98 /* Do our drawing, too. */
99 ctx.glClearColor(0.0, 0.0, 0.0, 0.0 /* used with --transparent */);
100 ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
101
102 ctx.glBegin(GL_QUADS);
103
104#ifdef SHADED_CUBE
105 ctx.glColor3fv(color[0]);
106 ctx.glVertex3fv(cube[0]);
107 ctx.glColor3fv(color[1]);
108 ctx.glVertex3fv(cube[1]);
109 ctx.glColor3fv(color[2]);
110 ctx.glVertex3fv(cube[2]);
111 ctx.glColor3fv(color[3]);
112 ctx.glVertex3fv(cube[3]);
113
114 ctx.glColor3fv(color[3]);
115 ctx.glVertex3fv(cube[3]);
116 ctx.glColor3fv(color[4]);
117 ctx.glVertex3fv(cube[4]);
118 ctx.glColor3fv(color[7]);
119 ctx.glVertex3fv(cube[7]);
120 ctx.glColor3fv(color[2]);
121 ctx.glVertex3fv(cube[2]);
122
123 ctx.glColor3fv(color[0]);
124 ctx.glVertex3fv(cube[0]);
125 ctx.glColor3fv(color[5]);
126 ctx.glVertex3fv(cube[5]);
127 ctx.glColor3fv(color[6]);
128 ctx.glVertex3fv(cube[6]);
129 ctx.glColor3fv(color[1]);
130 ctx.glVertex3fv(cube[1]);
131
132 ctx.glColor3fv(color[5]);
133 ctx.glVertex3fv(cube[5]);
134 ctx.glColor3fv(color[4]);
135 ctx.glVertex3fv(cube[4]);
136 ctx.glColor3fv(color[7]);
137 ctx.glVertex3fv(cube[7]);
138 ctx.glColor3fv(color[6]);
139 ctx.glVertex3fv(cube[6]);
140
141 ctx.glColor3fv(color[5]);
142 ctx.glVertex3fv(cube[5]);
143 ctx.glColor3fv(color[0]);
144 ctx.glVertex3fv(cube[0]);
145 ctx.glColor3fv(color[3]);
146 ctx.glVertex3fv(cube[3]);
147 ctx.glColor3fv(color[4]);
148 ctx.glVertex3fv(cube[4]);
149
150 ctx.glColor3fv(color[6]);
151 ctx.glVertex3fv(cube[6]);
152 ctx.glColor3fv(color[1]);
153 ctx.glVertex3fv(cube[1]);
154 ctx.glColor3fv(color[2]);
155 ctx.glVertex3fv(cube[2]);
156 ctx.glColor3fv(color[7]);
157 ctx.glVertex3fv(cube[7]);
158#else /* flat cube */
159 ctx.glColor3f(1.0, 0.0, 0.0);
160 ctx.glVertex3fv(cube[0]);
161 ctx.glVertex3fv(cube[1]);
162 ctx.glVertex3fv(cube[2]);
163 ctx.glVertex3fv(cube[3]);
164
165 ctx.glColor3f(0.0, 1.0, 0.0);
166 ctx.glVertex3fv(cube[3]);
167 ctx.glVertex3fv(cube[4]);
168 ctx.glVertex3fv(cube[7]);
169 ctx.glVertex3fv(cube[2]);
170
171 ctx.glColor3f(0.0, 0.0, 1.0);
172 ctx.glVertex3fv(cube[0]);
173 ctx.glVertex3fv(cube[5]);
174 ctx.glVertex3fv(cube[6]);
175 ctx.glVertex3fv(cube[1]);
176
177 ctx.glColor3f(0.0, 1.0, 1.0);
178 ctx.glVertex3fv(cube[5]);
179 ctx.glVertex3fv(cube[4]);
180 ctx.glVertex3fv(cube[7]);
181 ctx.glVertex3fv(cube[6]);
182
183 ctx.glColor3f(1.0, 1.0, 0.0);
184 ctx.glVertex3fv(cube[5]);
185 ctx.glVertex3fv(cube[0]);
186 ctx.glVertex3fv(cube[3]);
187 ctx.glVertex3fv(cube[4]);
188
189 ctx.glColor3f(1.0, 0.0, 1.0);
190 ctx.glVertex3fv(cube[6]);
191 ctx.glVertex3fv(cube[1]);
192 ctx.glVertex3fv(cube[2]);
193 ctx.glVertex3fv(cube[7]);
194#endif /* SHADED_CUBE */
195
196 ctx.glEnd();
197
198 ctx.glMatrixMode(GL_MODELVIEW);
199 ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
200}
201
202static void LogSwapInterval(void)
203{
204 int interval = 0;
205 if (SDL_GL_GetSwapInterval(&interval)) {
206 SDL_Log("Swap Interval : %d", interval);
207 } else {
208 SDL_Log("Swap Interval : %d error: %s", interval, SDL_GetError());
209 }
210}
211
212int main(int argc, char *argv[])
213{
214 int fsaa, accel;
215 int value;
216 int i, done;
217 const SDL_DisplayMode *mode;
218 SDL_Event event;
219 Uint64 then, now;
220 Uint32 frames;
221 int dw, dh;
222 int swap_interval = 0;
223
224 /* Initialize parameters */
225 fsaa = 0;
226 accel = -1;
227
228 /* Initialize test framework */
229 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
230 if (!state) {
231 return 1;
232 }
233
234 for (i = 1; i < argc;) {
235 int consumed;
236
237 consumed = SDLTest_CommonArg(state, i);
238 if (consumed == 0) {
239 if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i + 1 < argc) {
240 fsaa = SDL_atoi(argv[i + 1]);
241 consumed = 2;
242 } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i + 1 < argc) {
243 accel = SDL_atoi(argv[i + 1]);
244 consumed = 2;
245 } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
246 suspend_when_occluded = true;
247 consumed = 1;
248 } else {
249 consumed = -1;
250 }
251 }
252 if (consumed < 0) {
253 static const char *options[] = { "[--fsaa n]", "[--accel n]", "[--suspend-when-occluded]", NULL };
254 SDLTest_CommonLogUsage(state, argv[0], options);
255 quit(1);
256 }
257 i += consumed;
258 }
259
260 /* Set OpenGL parameters */
261 state->window_flags |= SDL_WINDOW_OPENGL;
262 state->gl_red_size = 5;
263 state->gl_green_size = 5;
264 state->gl_blue_size = 5;
265 state->gl_depth_size = 16;
266 /* For release_behavior to work, at least on Windows, you'll most likely need to set state->gl_major_version = 3 */
267 /* state->gl_major_version = 3; */
268 state->gl_release_behavior = 0;
269 state->gl_double_buffer = 1;
270 if (fsaa) {
271 state->gl_multisamplebuffers = 1;
272 state->gl_multisamplesamples = fsaa;
273 }
274 if (accel >= 0) {
275 state->gl_accelerated = accel;
276 }
277
278 if (!SDLTest_CommonInit(state)) {
279 quit(2);
280 }
281
282 /* Create OpenGL context */
283 context = SDL_GL_CreateContext(state->windows[0]);
284 if (!context) {
285 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s", SDL_GetError());
286 quit(2);
287 }
288
289 /* Important: call this *after* creating the context */
290 if (!LoadContext(&ctx)) {
291 SDL_Log("Could not load GL functions");
292 quit(2);
293 return 0;
294 }
295
296 SDL_GL_SetSwapInterval(state->render_vsync);
297 swap_interval = state->render_vsync;
298
299 mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
300 if (mode) {
301 SDL_Log("Screen BPP : %d", SDL_BITSPERPIXEL(mode->format));
302 }
303
304 LogSwapInterval();
305
306 SDL_GetWindowSize(state->windows[0], &dw, &dh);
307 SDL_Log("Window Size : %d,%d", dw, dh);
308 SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh);
309 SDL_Log("Draw Size : %d,%d", dw, dh);
310 SDL_Log("%s", "");
311 SDL_Log("Vendor : %s", ctx.glGetString(GL_VENDOR));
312 SDL_Log("Renderer : %s", ctx.glGetString(GL_RENDERER));
313 SDL_Log("Version : %s", ctx.glGetString(GL_VERSION));
314 SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS));
315 SDL_Log("%s", "");
316
317 if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
318 SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value);
319 } else {
320 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s", SDL_GetError());
321 }
322 if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
323 SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value);
324 } else {
325 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s", SDL_GetError());
326 }
327 if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
328 SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value);
329 } else {
330 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s", SDL_GetError());
331 }
332 if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
333 SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", 16, value);
334 } else {
335 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s", SDL_GetError());
336 }
337 if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_RELEASE_BEHAVIOR, &value)) {
338 SDL_Log("SDL_GL_CONTEXT_RELEASE_BEHAVIOR: requested %d, got %d", 0, value);
339 } else {
340 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_CONTEXT_RELEASE_BEHAVIOR: %s", SDL_GetError());
341 }
342 if (fsaa) {
343 if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
344 SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value);
345 } else {
346 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s",
347 SDL_GetError());
348 }
349 if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
350 SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa,
351 value);
352 } else {
353 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s",
354 SDL_GetError());
355 }
356 }
357 if (accel >= 0) {
358 if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
359 SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d", accel,
360 value);
361 } else {
362 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s",
363 SDL_GetError());
364 }
365 }
366
367 /* Set rendering settings */
368 ctx.glMatrixMode(GL_PROJECTION);
369 ctx.glLoadIdentity();
370 ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
371 ctx.glMatrixMode(GL_MODELVIEW);
372 ctx.glLoadIdentity();
373 ctx.glEnable(GL_DEPTH_TEST);
374 ctx.glDepthFunc(GL_LESS);
375 ctx.glShadeModel(GL_SMOOTH);
376
377 /* Main render loop */
378 frames = 0;
379 then = SDL_GetTicks();
380 done = 0;
381 while (!done) {
382 bool update_swap_interval = false;
383 int active_windows = 0;
384
385 /* Check for events */
386 ++frames;
387 while (SDL_PollEvent(&event)) {
388 SDLTest_CommonEvent(state, &event, &done);
389 if (event.type == SDL_EVENT_KEY_DOWN) {
390 if (event.key.key == SDLK_O) {
391 swap_interval--;
392 update_swap_interval = true;
393 } else if (event.key.key == SDLK_P) {
394 swap_interval++;
395 update_swap_interval = true;
396 }
397 }
398 }
399
400 if (update_swap_interval) {
401 SDL_Log("Swap interval to be set to %d", swap_interval);
402 }
403
404 for (i = 0; i < state->num_windows; ++i) {
405 int w, h;
406 if (state->windows[i] == NULL ||
407 (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
408 continue;
409 }
410 ++active_windows;
411 SDL_GL_MakeCurrent(state->windows[i], context);
412 if (update_swap_interval) {
413 SDL_GL_SetSwapInterval(swap_interval);
414 LogSwapInterval();
415 }
416 SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
417 ctx.glViewport(0, 0, w, h);
418 Render();
419 SDL_GL_SwapWindow(state->windows[i]);
420 }
421
422 /* If all windows are occluded, throttle event polling to 15hz. */
423 if (!active_windows) {
424 SDL_DelayNS(SDL_NS_PER_SECOND / 15);
425 }
426 }
427
428 /* Print out some timing information */
429 now = SDL_GetTicks();
430 if (now > then) {
431 SDL_Log("%2.2f frames per second",
432 ((double)frames * 1000) / (now - then));
433 }
434 quit(0);
435 return 0;
436}
437
438#else /* HAVE_OPENGL */
439
440int main(int argc, char *argv[])
441{
442 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system");
443 return 1;
444}
445
446#endif /* HAVE_OPENGL */