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Diffstat (limited to 'src/contrib/SDL-3.2.20/test/testgles2.c')
-rw-r--r-- | src/contrib/SDL-3.2.20/test/testgles2.c | 956 |
1 files changed, 956 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/test/testgles2.c b/src/contrib/SDL-3.2.20/test/testgles2.c new file mode 100644 index 0000000..1184eab --- /dev/null +++ b/src/contrib/SDL-3.2.20/test/testgles2.c | |||
@@ -0,0 +1,956 @@ | |||
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 | |||
13 | #include <SDL3/SDL_test_common.h> | ||
14 | #include <SDL3/SDL_main.h> | ||
15 | |||
16 | #ifdef SDL_PLATFORM_EMSCRIPTEN | ||
17 | #include <emscripten/emscripten.h> | ||
18 | #endif | ||
19 | |||
20 | #include <stdlib.h> | ||
21 | |||
22 | #if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_LINUX) | ||
23 | #define HAVE_OPENGLES2 | ||
24 | #endif | ||
25 | |||
26 | #ifdef HAVE_OPENGLES2 | ||
27 | |||
28 | #include <SDL3/SDL_opengles2.h> | ||
29 | |||
30 | typedef struct GLES2_Context | ||
31 | { | ||
32 | #define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; | ||
33 | #include "../src/render/opengles2/SDL_gles2funcs.h" | ||
34 | #undef SDL_PROC | ||
35 | } GLES2_Context; | ||
36 | |||
37 | typedef struct shader_data | ||
38 | { | ||
39 | GLuint shader_program, shader_frag, shader_vert; | ||
40 | |||
41 | GLint attr_position; | ||
42 | GLint attr_color, attr_mvp; | ||
43 | |||
44 | int angle_x, angle_y, angle_z; | ||
45 | |||
46 | GLuint position_buffer; | ||
47 | GLuint color_buffer; | ||
48 | } shader_data; | ||
49 | |||
50 | typedef enum wait_state | ||
51 | { | ||
52 | WAIT_STATE_GO = 0, | ||
53 | WAIT_STATE_ENTER_SEM, | ||
54 | WAIT_STATE_WAITING_ON_SEM, | ||
55 | } wait_state; | ||
56 | |||
57 | typedef struct thread_data | ||
58 | { | ||
59 | SDL_Thread *thread; | ||
60 | SDL_Semaphore *suspend_sem; | ||
61 | SDL_AtomicInt suspended; | ||
62 | int done; | ||
63 | int index; | ||
64 | } thread_data; | ||
65 | |||
66 | static SDLTest_CommonState *state; | ||
67 | static SDL_GLContext *context = NULL; | ||
68 | static int depth = 16; | ||
69 | static bool suspend_when_occluded; | ||
70 | static GLES2_Context ctx; | ||
71 | static shader_data *datas; | ||
72 | |||
73 | static bool LoadContext(GLES2_Context *data) | ||
74 | { | ||
75 | #ifdef SDL_VIDEO_DRIVER_UIKIT | ||
76 | #define __SDL_NOGETPROCADDR__ | ||
77 | #elif defined(SDL_VIDEO_DRIVER_ANDROID) | ||
78 | #define __SDL_NOGETPROCADDR__ | ||
79 | #endif | ||
80 | |||
81 | #if defined __SDL_NOGETPROCADDR__ | ||
82 | #define SDL_PROC(ret, func, params) data->func = func; | ||
83 | #else | ||
84 | #define SDL_PROC(ret, func, params) \ | ||
85 | do { \ | ||
86 | data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ | ||
87 | if (!data->func) { \ | ||
88 | return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ | ||
89 | } \ | ||
90 | } while (0); | ||
91 | #endif /* __SDL_NOGETPROCADDR__ */ | ||
92 | |||
93 | #include "../src/render/opengles2/SDL_gles2funcs.h" | ||
94 | #undef SDL_PROC | ||
95 | return true; | ||
96 | } | ||
97 | |||
98 | /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ | ||
99 | static void | ||
100 | quit(int rc) | ||
101 | { | ||
102 | int i; | ||
103 | |||
104 | SDL_free(datas); | ||
105 | if (context) { | ||
106 | for (i = 0; i < state->num_windows; i++) { | ||
107 | if (context[i]) { | ||
108 | SDL_GL_DestroyContext(context[i]); | ||
109 | } | ||
110 | } | ||
111 | |||
112 | SDL_free(context); | ||
113 | } | ||
114 | |||
115 | SDLTest_CommonQuit(state); | ||
116 | /* Let 'main()' return normally */ | ||
117 | if (rc != 0) { | ||
118 | exit(rc); | ||
119 | } | ||
120 | } | ||
121 | |||
122 | #define GL_CHECK(x) \ | ||
123 | x; \ | ||
124 | { \ | ||
125 | GLenum glError = ctx.glGetError(); \ | ||
126 | if (glError != GL_NO_ERROR) { \ | ||
127 | SDL_Log("glGetError() = %i (0x%.8x) at line %i", glError, glError, __LINE__); \ | ||
128 | quit(1); \ | ||
129 | } \ | ||
130 | } | ||
131 | |||
132 | /** | ||
133 | * Simulates desktop's glRotatef. The matrix is returned in column-major | ||
134 | * order. | ||
135 | */ | ||
136 | static void | ||
137 | rotate_matrix(float angle, float x, float y, float z, float *r) | ||
138 | { | ||
139 | float radians, c, s, c1, u[3], length; | ||
140 | int i, j; | ||
141 | |||
142 | radians = (angle * SDL_PI_F) / 180.0f; | ||
143 | |||
144 | c = SDL_cosf(radians); | ||
145 | s = SDL_sinf(radians); | ||
146 | |||
147 | c1 = 1.0f - SDL_cosf(radians); | ||
148 | |||
149 | length = (float)SDL_sqrt(x * x + y * y + z * z); | ||
150 | |||
151 | u[0] = x / length; | ||
152 | u[1] = y / length; | ||
153 | u[2] = z / length; | ||
154 | |||
155 | for (i = 0; i < 16; i++) { | ||
156 | r[i] = 0.0; | ||
157 | } | ||
158 | |||
159 | r[15] = 1.0; | ||
160 | |||
161 | for (i = 0; i < 3; i++) { | ||
162 | r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; | ||
163 | r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; | ||
164 | } | ||
165 | |||
166 | for (i = 0; i < 3; i++) { | ||
167 | for (j = 0; j < 3; j++) { | ||
168 | r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); | ||
169 | } | ||
170 | } | ||
171 | } | ||
172 | |||
173 | /** | ||
174 | * Simulates gluPerspectiveMatrix | ||
175 | */ | ||
176 | static void | ||
177 | perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) | ||
178 | { | ||
179 | int i; | ||
180 | float f; | ||
181 | |||
182 | f = 1.0f / SDL_tanf(fovy * 0.5f); | ||
183 | |||
184 | for (i = 0; i < 16; i++) { | ||
185 | r[i] = 0.0; | ||
186 | } | ||
187 | |||
188 | r[0] = f / aspect; | ||
189 | r[5] = f; | ||
190 | r[10] = (znear + zfar) / (znear - zfar); | ||
191 | r[11] = -1.0f; | ||
192 | r[14] = (2.0f * znear * zfar) / (znear - zfar); | ||
193 | r[15] = 0.0f; | ||
194 | } | ||
195 | |||
196 | /** | ||
197 | * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column | ||
198 | * major. In-place multiplication is supported. | ||
199 | */ | ||
200 | static void | ||
201 | multiply_matrix(const float *lhs, const float *rhs, float *r) | ||
202 | { | ||
203 | int i, j, k; | ||
204 | float tmp[16]; | ||
205 | |||
206 | for (i = 0; i < 4; i++) { | ||
207 | for (j = 0; j < 4; j++) { | ||
208 | tmp[j * 4 + i] = 0.0; | ||
209 | |||
210 | for (k = 0; k < 4; k++) { | ||
211 | tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; | ||
212 | } | ||
213 | } | ||
214 | } | ||
215 | |||
216 | for (i = 0; i < 16; i++) { | ||
217 | r[i] = tmp[i]; | ||
218 | } | ||
219 | } | ||
220 | |||
221 | /** | ||
222 | * Create shader, load in source, compile, dump debug as necessary. | ||
223 | * | ||
224 | * shader: Pointer to return created shader ID. | ||
225 | * source: Passed-in shader source code. | ||
226 | * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. | ||
227 | */ | ||
228 | static void | ||
229 | process_shader(GLuint *shader, const char *source, GLint shader_type) | ||
230 | { | ||
231 | GLint status = GL_FALSE; | ||
232 | const char *shaders[1] = { NULL }; | ||
233 | char buffer[1024]; | ||
234 | GLsizei length = 0; | ||
235 | |||
236 | /* Create shader and load into GL. */ | ||
237 | *shader = GL_CHECK(ctx.glCreateShader(shader_type)); | ||
238 | |||
239 | shaders[0] = source; | ||
240 | |||
241 | GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); | ||
242 | |||
243 | /* Clean up shader source. */ | ||
244 | shaders[0] = NULL; | ||
245 | |||
246 | /* Try compiling the shader. */ | ||
247 | GL_CHECK(ctx.glCompileShader(*shader)); | ||
248 | GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); | ||
249 | |||
250 | /* Dump debug info (source and log) if compilation failed. */ | ||
251 | if (status != GL_TRUE) { | ||
252 | ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); | ||
253 | buffer[length] = '\0'; | ||
254 | SDL_Log("Shader compilation failed: %s", buffer); | ||
255 | quit(-1); | ||
256 | } | ||
257 | } | ||
258 | |||
259 | static void | ||
260 | link_program(struct shader_data *data) | ||
261 | { | ||
262 | GLint status = GL_FALSE; | ||
263 | char buffer[1024]; | ||
264 | GLsizei length = 0; | ||
265 | |||
266 | GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert)); | ||
267 | GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag)); | ||
268 | GL_CHECK(ctx.glLinkProgram(data->shader_program)); | ||
269 | GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status)); | ||
270 | |||
271 | if (status != GL_TRUE) { | ||
272 | ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]); | ||
273 | buffer[length] = '\0'; | ||
274 | SDL_Log("Program linking failed: %s", buffer); | ||
275 | quit(-1); | ||
276 | } | ||
277 | } | ||
278 | |||
279 | /* 3D data. Vertex range -0.5..0.5 in all axes. | ||
280 | * Z -0.5 is near, 0.5 is far. */ | ||
281 | static const float g_vertices[] = { | ||
282 | /* Front face. */ | ||
283 | /* Bottom left */ | ||
284 | -0.5, | ||
285 | 0.5, | ||
286 | -0.5, | ||
287 | 0.5, | ||
288 | -0.5, | ||
289 | -0.5, | ||
290 | -0.5, | ||
291 | -0.5, | ||
292 | -0.5, | ||
293 | /* Top right */ | ||
294 | -0.5, | ||
295 | 0.5, | ||
296 | -0.5, | ||
297 | 0.5, | ||
298 | 0.5, | ||
299 | -0.5, | ||
300 | 0.5, | ||
301 | -0.5, | ||
302 | -0.5, | ||
303 | /* Left face */ | ||
304 | /* Bottom left */ | ||
305 | -0.5, | ||
306 | 0.5, | ||
307 | 0.5, | ||
308 | -0.5, | ||
309 | -0.5, | ||
310 | -0.5, | ||
311 | -0.5, | ||
312 | -0.5, | ||
313 | 0.5, | ||
314 | /* Top right */ | ||
315 | -0.5, | ||
316 | 0.5, | ||
317 | 0.5, | ||
318 | -0.5, | ||
319 | 0.5, | ||
320 | -0.5, | ||
321 | -0.5, | ||
322 | -0.5, | ||
323 | -0.5, | ||
324 | /* Top face */ | ||
325 | /* Bottom left */ | ||
326 | -0.5, | ||
327 | 0.5, | ||
328 | 0.5, | ||
329 | 0.5, | ||
330 | 0.5, | ||
331 | -0.5, | ||
332 | -0.5, | ||
333 | 0.5, | ||
334 | -0.5, | ||
335 | /* Top right */ | ||
336 | -0.5, | ||
337 | 0.5, | ||
338 | 0.5, | ||
339 | 0.5, | ||
340 | 0.5, | ||
341 | 0.5, | ||
342 | 0.5, | ||
343 | 0.5, | ||
344 | -0.5, | ||
345 | /* Right face */ | ||
346 | /* Bottom left */ | ||
347 | 0.5, | ||
348 | 0.5, | ||
349 | -0.5, | ||
350 | 0.5, | ||
351 | -0.5, | ||
352 | 0.5, | ||
353 | 0.5, | ||
354 | -0.5, | ||
355 | -0.5, | ||
356 | /* Top right */ | ||
357 | 0.5, | ||
358 | 0.5, | ||
359 | -0.5, | ||
360 | 0.5, | ||
361 | 0.5, | ||
362 | 0.5, | ||
363 | 0.5, | ||
364 | -0.5, | ||
365 | 0.5, | ||
366 | /* Back face */ | ||
367 | /* Bottom left */ | ||
368 | 0.5, | ||
369 | 0.5, | ||
370 | 0.5, | ||
371 | -0.5, | ||
372 | -0.5, | ||
373 | 0.5, | ||
374 | 0.5, | ||
375 | -0.5, | ||
376 | 0.5, | ||
377 | /* Top right */ | ||
378 | 0.5, | ||
379 | 0.5, | ||
380 | 0.5, | ||
381 | -0.5, | ||
382 | 0.5, | ||
383 | 0.5, | ||
384 | -0.5, | ||
385 | -0.5, | ||
386 | 0.5, | ||
387 | /* Bottom face */ | ||
388 | /* Bottom left */ | ||
389 | -0.5, | ||
390 | -0.5, | ||
391 | -0.5, | ||
392 | 0.5, | ||
393 | -0.5, | ||
394 | 0.5, | ||
395 | -0.5, | ||
396 | -0.5, | ||
397 | 0.5, | ||
398 | /* Top right */ | ||
399 | -0.5, | ||
400 | -0.5, | ||
401 | -0.5, | ||
402 | 0.5, | ||
403 | -0.5, | ||
404 | -0.5, | ||
405 | 0.5, | ||
406 | -0.5, | ||
407 | 0.5, | ||
408 | }; | ||
409 | |||
410 | static const float g_colors[] = { | ||
411 | /* Front face */ | ||
412 | /* Bottom left */ | ||
413 | 1.0, 0.0, 0.0, /* red */ | ||
414 | 0.0, 0.0, 1.0, /* blue */ | ||
415 | 0.0, 1.0, 0.0, /* green */ | ||
416 | /* Top right */ | ||
417 | 1.0, 0.0, 0.0, /* red */ | ||
418 | 1.0, 1.0, 0.0, /* yellow */ | ||
419 | 0.0, 0.0, 1.0, /* blue */ | ||
420 | /* Left face */ | ||
421 | /* Bottom left */ | ||
422 | 1.0, 1.0, 1.0, /* white */ | ||
423 | 0.0, 1.0, 0.0, /* green */ | ||
424 | 0.0, 1.0, 1.0, /* cyan */ | ||
425 | /* Top right */ | ||
426 | 1.0, 1.0, 1.0, /* white */ | ||
427 | 1.0, 0.0, 0.0, /* red */ | ||
428 | 0.0, 1.0, 0.0, /* green */ | ||
429 | /* Top face */ | ||
430 | /* Bottom left */ | ||
431 | 1.0, 1.0, 1.0, /* white */ | ||
432 | 1.0, 1.0, 0.0, /* yellow */ | ||
433 | 1.0, 0.0, 0.0, /* red */ | ||
434 | /* Top right */ | ||
435 | 1.0, 1.0, 1.0, /* white */ | ||
436 | 0.0, 0.0, 0.0, /* black */ | ||
437 | 1.0, 1.0, 0.0, /* yellow */ | ||
438 | /* Right face */ | ||
439 | /* Bottom left */ | ||
440 | 1.0, 1.0, 0.0, /* yellow */ | ||
441 | 1.0, 0.0, 1.0, /* magenta */ | ||
442 | 0.0, 0.0, 1.0, /* blue */ | ||
443 | /* Top right */ | ||
444 | 1.0, 1.0, 0.0, /* yellow */ | ||
445 | 0.0, 0.0, 0.0, /* black */ | ||
446 | 1.0, 0.0, 1.0, /* magenta */ | ||
447 | /* Back face */ | ||
448 | /* Bottom left */ | ||
449 | 0.0, 0.0, 0.0, /* black */ | ||
450 | 0.0, 1.0, 1.0, /* cyan */ | ||
451 | 1.0, 0.0, 1.0, /* magenta */ | ||
452 | /* Top right */ | ||
453 | 0.0, 0.0, 0.0, /* black */ | ||
454 | 1.0, 1.0, 1.0, /* white */ | ||
455 | 0.0, 1.0, 1.0, /* cyan */ | ||
456 | /* Bottom face */ | ||
457 | /* Bottom left */ | ||
458 | 0.0, 1.0, 0.0, /* green */ | ||
459 | 1.0, 0.0, 1.0, /* magenta */ | ||
460 | 0.0, 1.0, 1.0, /* cyan */ | ||
461 | /* Top right */ | ||
462 | 0.0, 1.0, 0.0, /* green */ | ||
463 | 0.0, 0.0, 1.0, /* blue */ | ||
464 | 1.0, 0.0, 1.0, /* magenta */ | ||
465 | }; | ||
466 | |||
467 | static const char *g_shader_vert_src = | ||
468 | " attribute vec4 av4position; " | ||
469 | " attribute vec3 av3color; " | ||
470 | " uniform mat4 mvp; " | ||
471 | " varying vec3 vv3color; " | ||
472 | " void main() { " | ||
473 | " vv3color = av3color; " | ||
474 | " gl_Position = mvp * av4position; " | ||
475 | " } "; | ||
476 | |||
477 | static const char *g_shader_frag_src = | ||
478 | " precision lowp float; " | ||
479 | " varying vec3 vv3color; " | ||
480 | " void main() { " | ||
481 | " gl_FragColor = vec4(vv3color, 1.0); " | ||
482 | " } "; | ||
483 | |||
484 | static void | ||
485 | Render(unsigned int width, unsigned int height, shader_data *data) | ||
486 | { | ||
487 | float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16]; | ||
488 | |||
489 | /* | ||
490 | * Do some rotation with Euler angles. It is not a fixed axis as | ||
491 | * quaterions would be, but the effect is cool. | ||
492 | */ | ||
493 | rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); | ||
494 | rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); | ||
495 | |||
496 | multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); | ||
497 | |||
498 | rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); | ||
499 | |||
500 | multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); | ||
501 | |||
502 | /* Pull the camera back from the cube */ | ||
503 | matrix_modelview[14] -= 2.5f; | ||
504 | |||
505 | perspective_matrix(45.0f, (float)width / height, 0.01f, 100.0f, matrix_perspective); | ||
506 | multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); | ||
507 | |||
508 | GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp)); | ||
509 | |||
510 | data->angle_x += 3; | ||
511 | data->angle_y += 2; | ||
512 | data->angle_z += 1; | ||
513 | |||
514 | if (data->angle_x >= 360) { | ||
515 | data->angle_x -= 360; | ||
516 | } | ||
517 | if (data->angle_x < 0) { | ||
518 | data->angle_x += 360; | ||
519 | } | ||
520 | if (data->angle_y >= 360) { | ||
521 | data->angle_y -= 360; | ||
522 | } | ||
523 | if (data->angle_y < 0) { | ||
524 | data->angle_y += 360; | ||
525 | } | ||
526 | if (data->angle_z >= 360) { | ||
527 | data->angle_z -= 360; | ||
528 | } | ||
529 | if (data->angle_z < 0) { | ||
530 | data->angle_z += 360; | ||
531 | } | ||
532 | |||
533 | GL_CHECK(ctx.glViewport(0, 0, width, height)); | ||
534 | GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); | ||
535 | GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36)); | ||
536 | } | ||
537 | |||
538 | static int done; | ||
539 | static Uint32 frames; | ||
540 | #ifndef SDL_PLATFORM_EMSCRIPTEN | ||
541 | static thread_data *threads; | ||
542 | #endif | ||
543 | |||
544 | static void | ||
545 | render_window(int index) | ||
546 | { | ||
547 | int w, h; | ||
548 | |||
549 | if (!state->windows[index]) { | ||
550 | return; | ||
551 | } | ||
552 | |||
553 | if (!SDL_GL_MakeCurrent(state->windows[index], context[index])) { | ||
554 | SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError()); | ||
555 | return; | ||
556 | } | ||
557 | |||
558 | SDL_GetWindowSizeInPixels(state->windows[index], &w, &h); | ||
559 | Render(w, h, &datas[index]); | ||
560 | SDL_GL_SwapWindow(state->windows[index]); | ||
561 | ++frames; | ||
562 | } | ||
563 | |||
564 | #ifndef SDL_PLATFORM_EMSCRIPTEN | ||
565 | static int SDLCALL | ||
566 | render_thread_fn(void *render_ctx) | ||
567 | { | ||
568 | thread_data *thread = render_ctx; | ||
569 | |||
570 | while (!done && !thread->done && state->windows[thread->index]) { | ||
571 | if (SDL_CompareAndSwapAtomicInt(&thread->suspended, WAIT_STATE_ENTER_SEM, WAIT_STATE_WAITING_ON_SEM)) { | ||
572 | SDL_WaitSemaphore(thread->suspend_sem); | ||
573 | } | ||
574 | render_window(thread->index); | ||
575 | } | ||
576 | |||
577 | SDL_GL_MakeCurrent(state->windows[thread->index], NULL); | ||
578 | return 0; | ||
579 | } | ||
580 | |||
581 | static thread_data *GetThreadDataForWindow(SDL_WindowID id) | ||
582 | { | ||
583 | int i; | ||
584 | SDL_Window *window = SDL_GetWindowFromID(id); | ||
585 | if (window) { | ||
586 | for (i = 0; i < state->num_windows; ++i) { | ||
587 | if (window == state->windows[i]) { | ||
588 | return &threads[i]; | ||
589 | } | ||
590 | } | ||
591 | } | ||
592 | return NULL; | ||
593 | } | ||
594 | |||
595 | static void | ||
596 | loop_threaded(void) | ||
597 | { | ||
598 | SDL_Event event; | ||
599 | thread_data *tdata; | ||
600 | |||
601 | /* Wait for events */ | ||
602 | while (SDL_WaitEvent(&event) && !done) { | ||
603 | if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_OCCLUDED) { | ||
604 | tdata = GetThreadDataForWindow(event.window.windowID); | ||
605 | if (tdata) { | ||
606 | SDL_CompareAndSwapAtomicInt(&tdata->suspended, WAIT_STATE_GO, WAIT_STATE_ENTER_SEM); | ||
607 | } | ||
608 | } else if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_EXPOSED) { | ||
609 | tdata = GetThreadDataForWindow(event.window.windowID); | ||
610 | if (tdata) { | ||
611 | if (SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO) == WAIT_STATE_WAITING_ON_SEM) { | ||
612 | SDL_SignalSemaphore(tdata->suspend_sem); | ||
613 | } | ||
614 | } | ||
615 | } else if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) { | ||
616 | tdata = GetThreadDataForWindow(event.window.windowID); | ||
617 | if (tdata) { | ||
618 | /* Stop the render thread when the window is closed */ | ||
619 | tdata->done = 1; | ||
620 | if (tdata->thread) { | ||
621 | SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO); | ||
622 | SDL_SignalSemaphore(tdata->suspend_sem); | ||
623 | SDL_WaitThread(tdata->thread, NULL); | ||
624 | tdata->thread = NULL; | ||
625 | SDL_DestroySemaphore(tdata->suspend_sem); | ||
626 | } | ||
627 | break; | ||
628 | } | ||
629 | } | ||
630 | SDLTest_CommonEvent(state, &event, &done); | ||
631 | } | ||
632 | } | ||
633 | #endif | ||
634 | |||
635 | static void | ||
636 | loop(void) | ||
637 | { | ||
638 | SDL_Event event; | ||
639 | int i; | ||
640 | int active_windows = 0; | ||
641 | |||
642 | /* Check for events */ | ||
643 | while (SDL_PollEvent(&event) && !done) { | ||
644 | SDLTest_CommonEvent(state, &event, &done); | ||
645 | } | ||
646 | if (!done) { | ||
647 | for (i = 0; i < state->num_windows; ++i) { | ||
648 | if (state->windows[i] == NULL || | ||
649 | (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) { | ||
650 | continue; | ||
651 | } | ||
652 | ++active_windows; | ||
653 | render_window(i); | ||
654 | } | ||
655 | } | ||
656 | #ifdef SDL_PLATFORM_EMSCRIPTEN | ||
657 | else { | ||
658 | emscripten_cancel_main_loop(); | ||
659 | } | ||
660 | #endif | ||
661 | |||
662 | /* If all windows are occluded, throttle event polling to 15hz. */ | ||
663 | if (!done && !active_windows) { | ||
664 | SDL_DelayNS(SDL_NS_PER_SECOND / 15); | ||
665 | } | ||
666 | } | ||
667 | |||
668 | int main(int argc, char *argv[]) | ||
669 | { | ||
670 | int fsaa, accel, threaded; | ||
671 | int value; | ||
672 | int i; | ||
673 | const SDL_DisplayMode *mode; | ||
674 | Uint64 then, now; | ||
675 | shader_data *data; | ||
676 | |||
677 | /* Initialize parameters */ | ||
678 | fsaa = 0; | ||
679 | accel = 0; | ||
680 | threaded = 0; | ||
681 | |||
682 | /* Initialize test framework */ | ||
683 | state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); | ||
684 | if (!state) { | ||
685 | return 1; | ||
686 | } | ||
687 | for (i = 1; i < argc;) { | ||
688 | int consumed; | ||
689 | |||
690 | consumed = SDLTest_CommonArg(state, i); | ||
691 | if (consumed == 0) { | ||
692 | if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { | ||
693 | ++fsaa; | ||
694 | consumed = 1; | ||
695 | } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { | ||
696 | ++accel; | ||
697 | consumed = 1; | ||
698 | } else if (SDL_strcasecmp(argv[i], "--threaded") == 0) { | ||
699 | ++threaded; | ||
700 | consumed = 1; | ||
701 | } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) { | ||
702 | suspend_when_occluded = true; | ||
703 | consumed = 1; | ||
704 | } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { | ||
705 | i++; | ||
706 | if (!argv[i]) { | ||
707 | consumed = -1; | ||
708 | } else { | ||
709 | char *endptr = NULL; | ||
710 | depth = (int)SDL_strtol(argv[i], &endptr, 0); | ||
711 | if (endptr != argv[i] && *endptr == '\0') { | ||
712 | consumed = 1; | ||
713 | } else { | ||
714 | consumed = -1; | ||
715 | } | ||
716 | } | ||
717 | } else { | ||
718 | consumed = -1; | ||
719 | } | ||
720 | } | ||
721 | if (consumed < 0) { | ||
722 | static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", "[--suspend-when-occluded]",NULL }; | ||
723 | SDLTest_CommonLogUsage(state, argv[0], options); | ||
724 | quit(1); | ||
725 | } | ||
726 | i += consumed; | ||
727 | } | ||
728 | |||
729 | /* Set OpenGL parameters */ | ||
730 | state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; | ||
731 | state->gl_red_size = 5; | ||
732 | state->gl_green_size = 5; | ||
733 | state->gl_blue_size = 5; | ||
734 | state->gl_depth_size = depth; | ||
735 | state->gl_major_version = 2; | ||
736 | state->gl_minor_version = 0; | ||
737 | state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; | ||
738 | |||
739 | if (fsaa) { | ||
740 | state->gl_multisamplebuffers = 1; | ||
741 | state->gl_multisamplesamples = fsaa; | ||
742 | } | ||
743 | if (accel) { | ||
744 | state->gl_accelerated = 1; | ||
745 | } | ||
746 | if (!SDLTest_CommonInit(state)) { | ||
747 | quit(2); | ||
748 | return 0; | ||
749 | } | ||
750 | |||
751 | context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context)); | ||
752 | if (!context) { | ||
753 | SDL_Log("Out of memory!"); | ||
754 | quit(2); | ||
755 | } | ||
756 | |||
757 | /* Create OpenGL ES contexts */ | ||
758 | for (i = 0; i < state->num_windows; i++) { | ||
759 | context[i] = SDL_GL_CreateContext(state->windows[i]); | ||
760 | if (!context[i]) { | ||
761 | SDL_Log("SDL_GL_CreateContext(): %s", SDL_GetError()); | ||
762 | quit(2); | ||
763 | } | ||
764 | } | ||
765 | |||
766 | /* Important: call this *after* creating the context */ | ||
767 | if (!LoadContext(&ctx)) { | ||
768 | SDL_Log("Could not load GLES2 functions"); | ||
769 | quit(2); | ||
770 | return 0; | ||
771 | } | ||
772 | |||
773 | SDL_GL_SetSwapInterval(state->render_vsync); | ||
774 | |||
775 | mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay()); | ||
776 | SDL_Log("Threaded : %s", threaded ? "yes" : "no"); | ||
777 | if (mode) { | ||
778 | SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format)); | ||
779 | SDL_Log("%s", ""); | ||
780 | } | ||
781 | SDL_Log("Vendor : %s", ctx.glGetString(GL_VENDOR)); | ||
782 | SDL_Log("Renderer : %s", ctx.glGetString(GL_RENDERER)); | ||
783 | SDL_Log("Version : %s", ctx.glGetString(GL_VERSION)); | ||
784 | SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS)); | ||
785 | SDL_Log("%s", ""); | ||
786 | |||
787 | if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) { | ||
788 | SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value); | ||
789 | } else { | ||
790 | SDL_Log("Failed to get SDL_GL_RED_SIZE: %s", | ||
791 | SDL_GetError()); | ||
792 | } | ||
793 | if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) { | ||
794 | SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value); | ||
795 | } else { | ||
796 | SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s", | ||
797 | SDL_GetError()); | ||
798 | } | ||
799 | if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) { | ||
800 | SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value); | ||
801 | } else { | ||
802 | SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s", | ||
803 | SDL_GetError()); | ||
804 | } | ||
805 | if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) { | ||
806 | SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", depth, value); | ||
807 | } else { | ||
808 | SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s", | ||
809 | SDL_GetError()); | ||
810 | } | ||
811 | if (fsaa) { | ||
812 | if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) { | ||
813 | SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value); | ||
814 | } else { | ||
815 | SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s", | ||
816 | SDL_GetError()); | ||
817 | } | ||
818 | if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) { | ||
819 | SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa, | ||
820 | value); | ||
821 | } else { | ||
822 | SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s", | ||
823 | SDL_GetError()); | ||
824 | } | ||
825 | } | ||
826 | if (accel) { | ||
827 | if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) { | ||
828 | SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d", value); | ||
829 | } else { | ||
830 | SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s", | ||
831 | SDL_GetError()); | ||
832 | } | ||
833 | } | ||
834 | |||
835 | datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data)); | ||
836 | |||
837 | /* Set rendering settings for each context */ | ||
838 | for (i = 0; i < state->num_windows; ++i) { | ||
839 | |||
840 | int w, h; | ||
841 | if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) { | ||
842 | SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError()); | ||
843 | |||
844 | /* Continue for next window */ | ||
845 | continue; | ||
846 | } | ||
847 | SDL_GetWindowSizeInPixels(state->windows[i], &w, &h); | ||
848 | ctx.glViewport(0, 0, w, h); | ||
849 | |||
850 | data = &datas[i]; | ||
851 | data->angle_x = 0; | ||
852 | data->angle_y = 0; | ||
853 | data->angle_z = 0; | ||
854 | |||
855 | /* Shader Initialization */ | ||
856 | process_shader(&data->shader_vert, g_shader_vert_src, GL_VERTEX_SHADER); | ||
857 | process_shader(&data->shader_frag, g_shader_frag_src, GL_FRAGMENT_SHADER); | ||
858 | |||
859 | /* Create shader_program (ready to attach shaders) */ | ||
860 | data->shader_program = GL_CHECK(ctx.glCreateProgram()); | ||
861 | |||
862 | /* Attach shaders and link shader_program */ | ||
863 | link_program(data); | ||
864 | |||
865 | /* Get attribute locations of non-fixed attributes like color and texture coordinates. */ | ||
866 | data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position")); | ||
867 | data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color")); | ||
868 | |||
869 | /* Get uniform locations */ | ||
870 | data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp")); | ||
871 | |||
872 | GL_CHECK(ctx.glUseProgram(data->shader_program)); | ||
873 | |||
874 | /* Enable attributes for position, color and texture coordinates etc. */ | ||
875 | GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position)); | ||
876 | GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color)); | ||
877 | |||
878 | /* Populate attributes for position, color and texture coordinates etc. */ | ||
879 | |||
880 | GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer)); | ||
881 | GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer)); | ||
882 | GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW)); | ||
883 | GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0)); | ||
884 | GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); | ||
885 | |||
886 | GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer)); | ||
887 | GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer)); | ||
888 | GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_colors), g_colors, GL_STATIC_DRAW)); | ||
889 | GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0)); | ||
890 | GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); | ||
891 | |||
892 | GL_CHECK(ctx.glEnable(GL_CULL_FACE)); | ||
893 | GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); | ||
894 | |||
895 | SDL_GL_MakeCurrent(state->windows[i], NULL); | ||
896 | } | ||
897 | |||
898 | /* Main render loop */ | ||
899 | frames = 0; | ||
900 | then = SDL_GetTicks(); | ||
901 | done = 0; | ||
902 | |||
903 | #ifdef SDL_PLATFORM_EMSCRIPTEN | ||
904 | emscripten_set_main_loop(loop, 0, 1); | ||
905 | #else | ||
906 | if (threaded) { | ||
907 | threads = (thread_data *)SDL_calloc(state->num_windows, sizeof(thread_data)); | ||
908 | |||
909 | /* Start a render thread for each window */ | ||
910 | for (i = 0; i < state->num_windows; ++i) { | ||
911 | threads[i].index = i; | ||
912 | SDL_SetAtomicInt(&threads[i].suspended, 0); | ||
913 | threads[i].suspend_sem = SDL_CreateSemaphore(0); | ||
914 | threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]); | ||
915 | } | ||
916 | |||
917 | while (!done) { | ||
918 | loop_threaded(); | ||
919 | } | ||
920 | |||
921 | /* Join the remaining render threads (if any) */ | ||
922 | for (i = 0; i < state->num_windows; ++i) { | ||
923 | threads[i].done = 1; | ||
924 | if (threads[i].thread) { | ||
925 | SDL_WaitThread(threads[i].thread, NULL); | ||
926 | } | ||
927 | } | ||
928 | SDL_free(threads); | ||
929 | } else { | ||
930 | while (!done) { | ||
931 | loop(); | ||
932 | } | ||
933 | } | ||
934 | #endif | ||
935 | |||
936 | /* Print out some timing information */ | ||
937 | now = SDL_GetTicks(); | ||
938 | if (now > then) { | ||
939 | SDL_Log("%2.2f frames per second", | ||
940 | ((double)frames * 1000) / (now - then)); | ||
941 | } | ||
942 | #ifndef SDL_PLATFORM_ANDROID | ||
943 | quit(0); | ||
944 | #endif | ||
945 | return 0; | ||
946 | } | ||
947 | |||
948 | #else /* HAVE_OPENGLES2 */ | ||
949 | |||
950 | int main(int argc, char *argv[]) | ||
951 | { | ||
952 | SDL_Log("No OpenGL ES support on this system"); | ||
953 | return 1; | ||
954 | } | ||
955 | |||
956 | #endif /* HAVE_OPENGLES2 */ | ||