From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- contrib/SDL-3.2.8/test/testgles2.c | 956 ------------------------------------- 1 file changed, 956 deletions(-) delete mode 100644 contrib/SDL-3.2.8/test/testgles2.c (limited to 'contrib/SDL-3.2.8/test/testgles2.c') diff --git a/contrib/SDL-3.2.8/test/testgles2.c b/contrib/SDL-3.2.8/test/testgles2.c deleted file mode 100644 index 1184eab..0000000 --- a/contrib/SDL-3.2.8/test/testgles2.c +++ /dev/null @@ -1,956 +0,0 @@ -/* - 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. -*/ - -#include -#include - -#ifdef SDL_PLATFORM_EMSCRIPTEN -#include -#endif - -#include - -#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_LINUX) -#define HAVE_OPENGLES2 -#endif - -#ifdef HAVE_OPENGLES2 - -#include - -typedef struct GLES2_Context -{ -#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; -#include "../src/render/opengles2/SDL_gles2funcs.h" -#undef SDL_PROC -} GLES2_Context; - -typedef struct shader_data -{ - GLuint shader_program, shader_frag, shader_vert; - - GLint attr_position; - GLint attr_color, attr_mvp; - - int angle_x, angle_y, angle_z; - - GLuint position_buffer; - GLuint color_buffer; -} shader_data; - -typedef enum wait_state -{ - WAIT_STATE_GO = 0, - WAIT_STATE_ENTER_SEM, - WAIT_STATE_WAITING_ON_SEM, -} wait_state; - -typedef struct thread_data -{ - SDL_Thread *thread; - SDL_Semaphore *suspend_sem; - SDL_AtomicInt suspended; - int done; - int index; -} thread_data; - -static SDLTest_CommonState *state; -static SDL_GLContext *context = NULL; -static int depth = 16; -static bool suspend_when_occluded; -static GLES2_Context ctx; -static shader_data *datas; - -static bool LoadContext(GLES2_Context *data) -{ -#ifdef SDL_VIDEO_DRIVER_UIKIT -#define __SDL_NOGETPROCADDR__ -#elif defined(SDL_VIDEO_DRIVER_ANDROID) -#define __SDL_NOGETPROCADDR__ -#endif - -#if defined __SDL_NOGETPROCADDR__ -#define SDL_PROC(ret, func, params) data->func = func; -#else -#define SDL_PROC(ret, func, params) \ - do { \ - data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ - if (!data->func) { \ - return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ - } \ - } while (0); -#endif /* __SDL_NOGETPROCADDR__ */ - -#include "../src/render/opengles2/SDL_gles2funcs.h" -#undef SDL_PROC - return true; -} - -/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ -static void -quit(int rc) -{ - int i; - - SDL_free(datas); - if (context) { - for (i = 0; i < state->num_windows; i++) { - if (context[i]) { - SDL_GL_DestroyContext(context[i]); - } - } - - SDL_free(context); - } - - SDLTest_CommonQuit(state); - /* Let 'main()' return normally */ - if (rc != 0) { - exit(rc); - } -} - -#define GL_CHECK(x) \ - x; \ - { \ - GLenum glError = ctx.glGetError(); \ - if (glError != GL_NO_ERROR) { \ - SDL_Log("glGetError() = %i (0x%.8x) at line %i", glError, glError, __LINE__); \ - quit(1); \ - } \ - } - -/** - * Simulates desktop's glRotatef. The matrix is returned in column-major - * order. - */ -static void -rotate_matrix(float angle, float x, float y, float z, float *r) -{ - float radians, c, s, c1, u[3], length; - int i, j; - - radians = (angle * SDL_PI_F) / 180.0f; - - c = SDL_cosf(radians); - s = SDL_sinf(radians); - - c1 = 1.0f - SDL_cosf(radians); - - length = (float)SDL_sqrt(x * x + y * y + z * z); - - u[0] = x / length; - u[1] = y / length; - u[2] = z / length; - - for (i = 0; i < 16; i++) { - r[i] = 0.0; - } - - r[15] = 1.0; - - for (i = 0; i < 3; i++) { - r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; - r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; - } - - for (i = 0; i < 3; i++) { - for (j = 0; j < 3; j++) { - r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f); - } - } -} - -/** - * Simulates gluPerspectiveMatrix - */ -static void -perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r) -{ - int i; - float f; - - f = 1.0f / SDL_tanf(fovy * 0.5f); - - for (i = 0; i < 16; i++) { - r[i] = 0.0; - } - - r[0] = f / aspect; - r[5] = f; - r[10] = (znear + zfar) / (znear - zfar); - r[11] = -1.0f; - r[14] = (2.0f * znear * zfar) / (znear - zfar); - r[15] = 0.0f; -} - -/** - * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column - * major. In-place multiplication is supported. - */ -static void -multiply_matrix(const float *lhs, const float *rhs, float *r) -{ - int i, j, k; - float tmp[16]; - - for (i = 0; i < 4; i++) { - for (j = 0; j < 4; j++) { - tmp[j * 4 + i] = 0.0; - - for (k = 0; k < 4; k++) { - tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; - } - } - } - - for (i = 0; i < 16; i++) { - r[i] = tmp[i]; - } -} - -/** - * Create shader, load in source, compile, dump debug as necessary. - * - * shader: Pointer to return created shader ID. - * source: Passed-in shader source code. - * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. - */ -static void -process_shader(GLuint *shader, const char *source, GLint shader_type) -{ - GLint status = GL_FALSE; - const char *shaders[1] = { NULL }; - char buffer[1024]; - GLsizei length = 0; - - /* Create shader and load into GL. */ - *shader = GL_CHECK(ctx.glCreateShader(shader_type)); - - shaders[0] = source; - - GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL)); - - /* Clean up shader source. */ - shaders[0] = NULL; - - /* Try compiling the shader. */ - GL_CHECK(ctx.glCompileShader(*shader)); - GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); - - /* Dump debug info (source and log) if compilation failed. */ - if (status != GL_TRUE) { - ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]); - buffer[length] = '\0'; - SDL_Log("Shader compilation failed: %s", buffer); - quit(-1); - } -} - -static void -link_program(struct shader_data *data) -{ - GLint status = GL_FALSE; - char buffer[1024]; - GLsizei length = 0; - - GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert)); - GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag)); - GL_CHECK(ctx.glLinkProgram(data->shader_program)); - GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status)); - - if (status != GL_TRUE) { - ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]); - buffer[length] = '\0'; - SDL_Log("Program linking failed: %s", buffer); - quit(-1); - } -} - -/* 3D data. Vertex range -0.5..0.5 in all axes. - * Z -0.5 is near, 0.5 is far. */ -static const float g_vertices[] = { - /* Front face. */ - /* Bottom left */ - -0.5, - 0.5, - -0.5, - 0.5, - -0.5, - -0.5, - -0.5, - -0.5, - -0.5, - /* Top right */ - -0.5, - 0.5, - -0.5, - 0.5, - 0.5, - -0.5, - 0.5, - -0.5, - -0.5, - /* Left face */ - /* Bottom left */ - -0.5, - 0.5, - 0.5, - -0.5, - -0.5, - -0.5, - -0.5, - -0.5, - 0.5, - /* Top right */ - -0.5, - 0.5, - 0.5, - -0.5, - 0.5, - -0.5, - -0.5, - -0.5, - -0.5, - /* Top face */ - /* Bottom left */ - -0.5, - 0.5, - 0.5, - 0.5, - 0.5, - -0.5, - -0.5, - 0.5, - -0.5, - /* Top right */ - -0.5, - 0.5, - 0.5, - 0.5, - 0.5, - 0.5, - 0.5, - 0.5, - -0.5, - /* Right face */ - /* Bottom left */ - 0.5, - 0.5, - -0.5, - 0.5, - -0.5, - 0.5, - 0.5, - -0.5, - -0.5, - /* Top right */ - 0.5, - 0.5, - -0.5, - 0.5, - 0.5, - 0.5, - 0.5, - -0.5, - 0.5, - /* Back face */ - /* Bottom left */ - 0.5, - 0.5, - 0.5, - -0.5, - -0.5, - 0.5, - 0.5, - -0.5, - 0.5, - /* Top right */ - 0.5, - 0.5, - 0.5, - -0.5, - 0.5, - 0.5, - -0.5, - -0.5, - 0.5, - /* Bottom face */ - /* Bottom left */ - -0.5, - -0.5, - -0.5, - 0.5, - -0.5, - 0.5, - -0.5, - -0.5, - 0.5, - /* Top right */ - -0.5, - -0.5, - -0.5, - 0.5, - -0.5, - -0.5, - 0.5, - -0.5, - 0.5, -}; - -static const float g_colors[] = { - /* Front face */ - /* Bottom left */ - 1.0, 0.0, 0.0, /* red */ - 0.0, 0.0, 1.0, /* blue */ - 0.0, 1.0, 0.0, /* green */ - /* Top right */ - 1.0, 0.0, 0.0, /* red */ - 1.0, 1.0, 0.0, /* yellow */ - 0.0, 0.0, 1.0, /* blue */ - /* Left face */ - /* Bottom left */ - 1.0, 1.0, 1.0, /* white */ - 0.0, 1.0, 0.0, /* green */ - 0.0, 1.0, 1.0, /* cyan */ - /* Top right */ - 1.0, 1.0, 1.0, /* white */ - 1.0, 0.0, 0.0, /* red */ - 0.0, 1.0, 0.0, /* green */ - /* Top face */ - /* Bottom left */ - 1.0, 1.0, 1.0, /* white */ - 1.0, 1.0, 0.0, /* yellow */ - 1.0, 0.0, 0.0, /* red */ - /* Top right */ - 1.0, 1.0, 1.0, /* white */ - 0.0, 0.0, 0.0, /* black */ - 1.0, 1.0, 0.0, /* yellow */ - /* Right face */ - /* Bottom left */ - 1.0, 1.0, 0.0, /* yellow */ - 1.0, 0.0, 1.0, /* magenta */ - 0.0, 0.0, 1.0, /* blue */ - /* Top right */ - 1.0, 1.0, 0.0, /* yellow */ - 0.0, 0.0, 0.0, /* black */ - 1.0, 0.0, 1.0, /* magenta */ - /* Back face */ - /* Bottom left */ - 0.0, 0.0, 0.0, /* black */ - 0.0, 1.0, 1.0, /* cyan */ - 1.0, 0.0, 1.0, /* magenta */ - /* Top right */ - 0.0, 0.0, 0.0, /* black */ - 1.0, 1.0, 1.0, /* white */ - 0.0, 1.0, 1.0, /* cyan */ - /* Bottom face */ - /* Bottom left */ - 0.0, 1.0, 0.0, /* green */ - 1.0, 0.0, 1.0, /* magenta */ - 0.0, 1.0, 1.0, /* cyan */ - /* Top right */ - 0.0, 1.0, 0.0, /* green */ - 0.0, 0.0, 1.0, /* blue */ - 1.0, 0.0, 1.0, /* magenta */ -}; - -static const char *g_shader_vert_src = - " attribute vec4 av4position; " - " attribute vec3 av3color; " - " uniform mat4 mvp; " - " varying vec3 vv3color; " - " void main() { " - " vv3color = av3color; " - " gl_Position = mvp * av4position; " - " } "; - -static const char *g_shader_frag_src = - " precision lowp float; " - " varying vec3 vv3color; " - " void main() { " - " gl_FragColor = vec4(vv3color, 1.0); " - " } "; - -static void -Render(unsigned int width, unsigned int height, shader_data *data) -{ - float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16]; - - /* - * Do some rotation with Euler angles. It is not a fixed axis as - * quaterions would be, but the effect is cool. - */ - rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview); - rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate); - - multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); - - rotate_matrix((float)data->angle_z, 0.0f, 1.0f, 0.0f, matrix_rotate); - - multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); - - /* Pull the camera back from the cube */ - matrix_modelview[14] -= 2.5f; - - perspective_matrix(45.0f, (float)width / height, 0.01f, 100.0f, matrix_perspective); - multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); - - GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp)); - - data->angle_x += 3; - data->angle_y += 2; - data->angle_z += 1; - - if (data->angle_x >= 360) { - data->angle_x -= 360; - } - if (data->angle_x < 0) { - data->angle_x += 360; - } - if (data->angle_y >= 360) { - data->angle_y -= 360; - } - if (data->angle_y < 0) { - data->angle_y += 360; - } - if (data->angle_z >= 360) { - data->angle_z -= 360; - } - if (data->angle_z < 0) { - data->angle_z += 360; - } - - GL_CHECK(ctx.glViewport(0, 0, width, height)); - GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); - GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36)); -} - -static int done; -static Uint32 frames; -#ifndef SDL_PLATFORM_EMSCRIPTEN -static thread_data *threads; -#endif - -static void -render_window(int index) -{ - int w, h; - - if (!state->windows[index]) { - return; - } - - if (!SDL_GL_MakeCurrent(state->windows[index], context[index])) { - SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError()); - return; - } - - SDL_GetWindowSizeInPixels(state->windows[index], &w, &h); - Render(w, h, &datas[index]); - SDL_GL_SwapWindow(state->windows[index]); - ++frames; -} - -#ifndef SDL_PLATFORM_EMSCRIPTEN -static int SDLCALL -render_thread_fn(void *render_ctx) -{ - thread_data *thread = render_ctx; - - while (!done && !thread->done && state->windows[thread->index]) { - if (SDL_CompareAndSwapAtomicInt(&thread->suspended, WAIT_STATE_ENTER_SEM, WAIT_STATE_WAITING_ON_SEM)) { - SDL_WaitSemaphore(thread->suspend_sem); - } - render_window(thread->index); - } - - SDL_GL_MakeCurrent(state->windows[thread->index], NULL); - return 0; -} - -static thread_data *GetThreadDataForWindow(SDL_WindowID id) -{ - int i; - SDL_Window *window = SDL_GetWindowFromID(id); - if (window) { - for (i = 0; i < state->num_windows; ++i) { - if (window == state->windows[i]) { - return &threads[i]; - } - } - } - return NULL; -} - -static void -loop_threaded(void) -{ - SDL_Event event; - thread_data *tdata; - - /* Wait for events */ - while (SDL_WaitEvent(&event) && !done) { - if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_OCCLUDED) { - tdata = GetThreadDataForWindow(event.window.windowID); - if (tdata) { - SDL_CompareAndSwapAtomicInt(&tdata->suspended, WAIT_STATE_GO, WAIT_STATE_ENTER_SEM); - } - } else if (suspend_when_occluded && event.type == SDL_EVENT_WINDOW_EXPOSED) { - tdata = GetThreadDataForWindow(event.window.windowID); - if (tdata) { - if (SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO) == WAIT_STATE_WAITING_ON_SEM) { - SDL_SignalSemaphore(tdata->suspend_sem); - } - } - } else if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) { - tdata = GetThreadDataForWindow(event.window.windowID); - if (tdata) { - /* Stop the render thread when the window is closed */ - tdata->done = 1; - if (tdata->thread) { - SDL_SetAtomicInt(&tdata->suspended, WAIT_STATE_GO); - SDL_SignalSemaphore(tdata->suspend_sem); - SDL_WaitThread(tdata->thread, NULL); - tdata->thread = NULL; - SDL_DestroySemaphore(tdata->suspend_sem); - } - break; - } - } - SDLTest_CommonEvent(state, &event, &done); - } -} -#endif - -static void -loop(void) -{ - SDL_Event event; - int i; - int active_windows = 0; - - /* Check for events */ - while (SDL_PollEvent(&event) && !done) { - SDLTest_CommonEvent(state, &event, &done); - } - if (!done) { - for (i = 0; i < state->num_windows; ++i) { - if (state->windows[i] == NULL || - (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) { - continue; - } - ++active_windows; - render_window(i); - } - } -#ifdef SDL_PLATFORM_EMSCRIPTEN - else { - emscripten_cancel_main_loop(); - } -#endif - - /* If all windows are occluded, throttle event polling to 15hz. */ - if (!done && !active_windows) { - SDL_DelayNS(SDL_NS_PER_SECOND / 15); - } -} - -int main(int argc, char *argv[]) -{ - int fsaa, accel, threaded; - int value; - int i; - const SDL_DisplayMode *mode; - Uint64 then, now; - shader_data *data; - - /* Initialize parameters */ - fsaa = 0; - accel = 0; - threaded = 0; - - /* 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) { - if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { - ++fsaa; - consumed = 1; - } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { - ++accel; - consumed = 1; - } else if (SDL_strcasecmp(argv[i], "--threaded") == 0) { - ++threaded; - consumed = 1; - } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) { - suspend_when_occluded = true; - consumed = 1; - } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { - i++; - if (!argv[i]) { - consumed = -1; - } else { - char *endptr = NULL; - depth = (int)SDL_strtol(argv[i], &endptr, 0); - if (endptr != argv[i] && *endptr == '\0') { - consumed = 1; - } else { - consumed = -1; - } - } - } else { - consumed = -1; - } - } - if (consumed < 0) { - static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", "[--suspend-when-occluded]",NULL }; - SDLTest_CommonLogUsage(state, argv[0], options); - quit(1); - } - i += consumed; - } - - /* Set OpenGL parameters */ - state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; - state->gl_red_size = 5; - state->gl_green_size = 5; - state->gl_blue_size = 5; - state->gl_depth_size = depth; - state->gl_major_version = 2; - state->gl_minor_version = 0; - state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; - - if (fsaa) { - state->gl_multisamplebuffers = 1; - state->gl_multisamplesamples = fsaa; - } - if (accel) { - state->gl_accelerated = 1; - } - if (!SDLTest_CommonInit(state)) { - quit(2); - return 0; - } - - context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context)); - if (!context) { - SDL_Log("Out of memory!"); - quit(2); - } - - /* Create OpenGL ES contexts */ - for (i = 0; i < state->num_windows; i++) { - context[i] = SDL_GL_CreateContext(state->windows[i]); - if (!context[i]) { - SDL_Log("SDL_GL_CreateContext(): %s", SDL_GetError()); - quit(2); - } - } - - /* Important: call this *after* creating the context */ - if (!LoadContext(&ctx)) { - SDL_Log("Could not load GLES2 functions"); - quit(2); - return 0; - } - - SDL_GL_SetSwapInterval(state->render_vsync); - - mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay()); - SDL_Log("Threaded : %s", threaded ? "yes" : "no"); - if (mode) { - SDL_Log("Screen bpp: %d", SDL_BITSPERPIXEL(mode->format)); - SDL_Log("%s", ""); - } - SDL_Log("Vendor : %s", ctx.glGetString(GL_VENDOR)); - SDL_Log("Renderer : %s", ctx.glGetString(GL_RENDERER)); - SDL_Log("Version : %s", ctx.glGetString(GL_VERSION)); - SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS)); - SDL_Log("%s", ""); - - if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) { - SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value); - } else { - SDL_Log("Failed to get SDL_GL_RED_SIZE: %s", - SDL_GetError()); - } - if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) { - SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value); - } else { - SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s", - SDL_GetError()); - } - if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) { - SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value); - } else { - SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s", - SDL_GetError()); - } - if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) { - SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", depth, value); - } else { - SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s", - SDL_GetError()); - } - if (fsaa) { - if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) { - SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value); - } else { - SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s", - SDL_GetError()); - } - if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) { - SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa, - value); - } else { - SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s", - SDL_GetError()); - } - } - if (accel) { - if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) { - SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d", value); - } else { - SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s", - SDL_GetError()); - } - } - - datas = (shader_data *)SDL_calloc(state->num_windows, sizeof(shader_data)); - - /* Set rendering settings for each context */ - for (i = 0; i < state->num_windows; ++i) { - - int w, h; - if (!SDL_GL_MakeCurrent(state->windows[i], context[i])) { - SDL_Log("SDL_GL_MakeCurrent(): %s", SDL_GetError()); - - /* Continue for next window */ - continue; - } - SDL_GetWindowSizeInPixels(state->windows[i], &w, &h); - ctx.glViewport(0, 0, w, h); - - data = &datas[i]; - data->angle_x = 0; - data->angle_y = 0; - data->angle_z = 0; - - /* Shader Initialization */ - process_shader(&data->shader_vert, g_shader_vert_src, GL_VERTEX_SHADER); - process_shader(&data->shader_frag, g_shader_frag_src, GL_FRAGMENT_SHADER); - - /* Create shader_program (ready to attach shaders) */ - data->shader_program = GL_CHECK(ctx.glCreateProgram()); - - /* Attach shaders and link shader_program */ - link_program(data); - - /* Get attribute locations of non-fixed attributes like color and texture coordinates. */ - data->attr_position = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av4position")); - data->attr_color = GL_CHECK(ctx.glGetAttribLocation(data->shader_program, "av3color")); - - /* Get uniform locations */ - data->attr_mvp = GL_CHECK(ctx.glGetUniformLocation(data->shader_program, "mvp")); - - GL_CHECK(ctx.glUseProgram(data->shader_program)); - - /* Enable attributes for position, color and texture coordinates etc. */ - GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_position)); - GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color)); - - /* Populate attributes for position, color and texture coordinates etc. */ - - GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer)); - GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer)); - GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW)); - GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0)); - GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); - - GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer)); - GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer)); - GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(g_colors), g_colors, GL_STATIC_DRAW)); - GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0)); - GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0)); - - GL_CHECK(ctx.glEnable(GL_CULL_FACE)); - GL_CHECK(ctx.glEnable(GL_DEPTH_TEST)); - - SDL_GL_MakeCurrent(state->windows[i], NULL); - } - - /* Main render loop */ - frames = 0; - then = SDL_GetTicks(); - done = 0; - -#ifdef SDL_PLATFORM_EMSCRIPTEN - emscripten_set_main_loop(loop, 0, 1); -#else - if (threaded) { - threads = (thread_data *)SDL_calloc(state->num_windows, sizeof(thread_data)); - - /* Start a render thread for each window */ - for (i = 0; i < state->num_windows; ++i) { - threads[i].index = i; - SDL_SetAtomicInt(&threads[i].suspended, 0); - threads[i].suspend_sem = SDL_CreateSemaphore(0); - threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]); - } - - while (!done) { - loop_threaded(); - } - - /* Join the remaining render threads (if any) */ - for (i = 0; i < state->num_windows; ++i) { - threads[i].done = 1; - if (threads[i].thread) { - SDL_WaitThread(threads[i].thread, NULL); - } - } - SDL_free(threads); - } else { - while (!done) { - loop(); - } - } -#endif - - /* Print out some timing information */ - now = SDL_GetTicks(); - if (now > then) { - SDL_Log("%2.2f frames per second", - ((double)frames * 1000) / (now - then)); - } -#ifndef SDL_PLATFORM_ANDROID - quit(0); -#endif - return 0; -} - -#else /* HAVE_OPENGLES2 */ - -int main(int argc, char *argv[]) -{ - SDL_Log("No OpenGL ES support on this system"); - return 1; -} - -#endif /* HAVE_OPENGLES2 */ -- cgit v1.2.3