From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- src/contrib/SDL-3.2.20/test/testrendertarget.c | 293 +++++++++++++++++++++++++ 1 file changed, 293 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/test/testrendertarget.c (limited to 'src/contrib/SDL-3.2.20/test/testrendertarget.c') diff --git a/src/contrib/SDL-3.2.20/test/testrendertarget.c b/src/contrib/SDL-3.2.20/test/testrendertarget.c new file mode 100644 index 0000000..bad57fd --- /dev/null +++ b/src/contrib/SDL-3.2.20/test/testrendertarget.c @@ -0,0 +1,293 @@ +/* + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely. +*/ +/* Simple program: Move N sprites around on the screen as fast as possible */ + +#include +#include +#include "testutils.h" + +#ifdef SDL_PLATFORM_EMSCRIPTEN +#include +#endif + +#include + +static SDLTest_CommonState *state; + +typedef struct +{ + SDL_Window *window; + SDL_Renderer *renderer; + SDL_Texture *background; + SDL_Texture *sprite; + SDL_FRect sprite_rect; + int scale_direction; +} DrawState; + +static DrawState *drawstates; +static int done; +static bool test_composite = false; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + SDLTest_CommonQuit(state); + /* Let 'main()' return normally */ + if (rc != 0) { + exit(rc); + } +} + +static bool +DrawComposite(DrawState *s) +{ + SDL_Rect viewport; + SDL_FRect R; + SDL_Texture *target; + SDL_Surface *surface; + + static bool blend_tested = false; + if (!blend_tested) { + SDL_Texture *A, *B; + + A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); + SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND); + + B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); + SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND); + + SDL_SetRenderTarget(s->renderer, A); + SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80); + SDL_RenderFillRect(s->renderer, NULL); + + SDL_SetRenderTarget(s->renderer, B); + SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); + SDL_RenderFillRect(s->renderer, NULL); + SDL_RenderTexture(s->renderer, A, NULL, NULL); + + surface = SDL_RenderReadPixels(s->renderer, NULL); + if (surface) { + Uint8 r, g, b, a; + if (SDL_ReadSurfacePixel(surface, 0, 0, &r, &g, &b, &a)) { + SDL_Log("Blended pixel: 0x%.2x%.2x%.2x%.2x", r, g, b, a); + } + SDL_DestroySurface(surface); + } + + SDL_DestroyTexture(A); + SDL_DestroyTexture(B); + blend_tested = true; + } + + SDL_GetRenderViewport(s->renderer, &viewport); + + target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); + SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND); + SDL_SetRenderTarget(s->renderer, target); + + /* Draw the background. + This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through. + */ + SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); + SDL_RenderFillRect(s->renderer, NULL); + + /* Scale and draw the sprite */ + s->sprite_rect.w += s->scale_direction; + s->sprite_rect.h += s->scale_direction; + if (s->scale_direction > 0) { + if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { + s->scale_direction = -1; + } + } else { + if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { + s->scale_direction = 1; + } + } + s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; + s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; + + SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect); + + SDL_SetRenderTarget(s->renderer, NULL); + SDL_RenderTexture(s->renderer, s->background, NULL, NULL); + + SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND); + SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80); + R.x = 0.0f; + R.y = 0.0f; + R.w = 100.0f; + R.h = 100.0f; + SDL_RenderFillRect(s->renderer, &R); + SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE); + + SDL_RenderTexture(s->renderer, target, NULL, NULL); + SDL_DestroyTexture(target); + + /* Update the screen! */ + SDL_RenderPresent(s->renderer); + return true; +} + +static bool +Draw(DrawState *s) +{ + SDL_Rect viewport; + SDL_Texture *target; + + SDL_GetRenderViewport(s->renderer, &viewport); + + target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); + if (!target) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s", SDL_GetError()); + return false; + } + SDL_SetRenderTarget(s->renderer, target); + + /* Draw the background */ + SDL_RenderTexture(s->renderer, s->background, NULL, NULL); + + /* Scale and draw the sprite */ + s->sprite_rect.w += s->scale_direction; + s->sprite_rect.h += s->scale_direction; + if (s->scale_direction > 0) { + if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { + s->scale_direction = -1; + } + } else { + if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { + s->scale_direction = 1; + } + } + s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; + s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; + + SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect); + + SDL_SetRenderTarget(s->renderer, NULL); + SDL_RenderTexture(s->renderer, target, NULL, NULL); + SDL_DestroyTexture(target); + + /* Update the screen! */ + SDL_RenderPresent(s->renderer); + return true; +} + +static void loop(void) +{ + int i; + SDL_Event event; + + /* Check for events */ + while (SDL_PollEvent(&event)) { + SDLTest_CommonEvent(state, &event, &done); + } + for (i = 0; i < state->num_windows; ++i) { + if (state->windows[i] == NULL) { + continue; + } + if (test_composite) { + if (!DrawComposite(&drawstates[i])) { + done = 1; + } + } else { + if (!Draw(&drawstates[i])) { + done = 1; + } + } + } +#ifdef SDL_PLATFORM_EMSCRIPTEN + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int main(int argc, char *argv[]) +{ + int i; + int frames; + Uint64 then, now; + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + consumed = -1; + if (SDL_strcasecmp(argv[i], "--composite") == 0) { + test_composite = true; + consumed = 1; + } + } + if (consumed < 0) { + static const char *options[] = { "[--composite]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + quit(1); + } + i += consumed; + } + if (!SDLTest_CommonInit(state)) { + quit(2); + } + + drawstates = SDL_stack_alloc(DrawState, state->num_windows); + for (i = 0; i < state->num_windows; ++i) { + DrawState *drawstate = &drawstates[i]; + + drawstate->window = state->windows[i]; + drawstate->renderer = state->renderers[i]; + if (test_composite) { + drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", true, NULL, NULL); + } else { + drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", true, NULL, NULL); + } + drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", false, NULL, NULL); + if (!drawstate->sprite || !drawstate->background) { + quit(2); + } + SDL_GetTextureSize(drawstate->sprite, &drawstate->sprite_rect.w, &drawstate->sprite_rect.h); + drawstate->scale_direction = 1; + } + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + +#ifdef SDL_PLATFORM_EMSCRIPTEN + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + ++frames; + loop(); + } +#endif + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + double fps = ((double)frames * 1000) / (now - then); + SDL_Log("%2.2f frames per second", fps); + } + + SDL_stack_free(drawstates); + + quit(0); + return 0; +} -- cgit v1.2.3