Files
kaizen/external/SDL/test/testcolorspace.c
T
iris 00cc9309cb Squashed 'external/ircolib/' changes from ce3cd726c..de6e324bd
de6e324bd separate emu thread
10d3daf86 Roms List improvements
95d202f37 Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.
fc306967f Wow the ROM Header was just completely busted. Game list view works now
bad1691ee fuck this shit
2b59e5f46 game list in progress
d26417b83 remappable inputs in progress
ac4af8106 input
e72abc240 update readme
430139dc9 Qt6 frontend
3080d4d45 Fix this small bug too
08cd13b85 Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.
61bb4fb44 make idle loop detection a little more specific with where the load goes
b037de4c3 SAZDFsdff
12e81e73e need to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)
204f0e13b idle skipping seems to work!
cb8bb634a sdkfjlasdf
58e5c89c1 Fix compilation issue on my machine (no idea)
24fb2898e attempting more serious idle skipping
214719577 Place rsp.Step inside cached interpreter. Gains about 3 more fps
bb97dcc23 mmmmm
920b77d38 wjkhasdfjhkasdf
430ccdab4 it's a start...
4f42a673a Cached interpreter plays Mario 64. Start looking into RSP as well
c9a030787 idle skipping works!
5fbda03ce new idea
366637aba Idle skipping... maybe?
609fa2fb0 Cache instructions implemented but broken lmao. Commented out for now
e140a6d12 - Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work
68e613057 prep cache impl
811b4d809 fix clang format
fda755f7d idk
d5024ebbf small MI refactor in preparation of (eventually) implementing the RDRAM interface properly
694b45341 Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'
206dcdedf Squashed 'external/SDL/' content from commit 4d17b99d0a
4d16e1cb4 need to update sdl
848b19920 Fix compilation error
db61b5299 Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'
e94a94559 Squashed 'external/imgui/' content from commit 02e9b8cac
52edb3757 need to update imgui
c1a705e86 Emulate weird JALR behaviour
4b4c32f4b Fix exception for "unusable COP1" in 4 instructions i missed accidentally (again)
df5828142 Bug putting 0s in the log everywhere
f8b580048 Make isviewer a sink to file
8241e9735 Fix exception for "unusable COP1" in 4 instructions i missed accidentally
b29715f20 small changes
d9a620bc1 make use of my new small utility library
0d1aa938e Add 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'
e64eb40b3 Fuck git

git-subtree-dir: external/ircolib
git-subtree-split: de6e324bde
2026-06-15 11:56:38 +02:00

744 lines
21 KiB
C

/*
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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 <SDL3/SDL.h>
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_main.h>
#ifdef SDL_PLATFORM_EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define TEXT_START_X 6.0f
#define TEXT_START_Y 6.0f
#define TEXT_LINE_ADVANCE FONT_CHARACTER_SIZE * 2
static SDL_Window *window;
static SDL_Renderer *renderer;
static const char *renderer_name;
static SDL_Colorspace colorspace = SDL_COLORSPACE_SRGB;
static const char *colorspace_name = "sRGB";
static int renderer_count = 0;
static int renderer_index = 0;
static int stage_index = 0;
static int done;
static float HDR_headroom = 1.0f;
enum
{
StageClearBackground,
StageDrawBackground,
StageTextureBackground,
StageTargetBackground,
StageBlendDrawing,
StageBlendTexture,
StageGradientDrawing,
StageGradientTexture,
StageCount
};
static void FreeRenderer(void)
{
SDLTest_CleanupTextDrawing();
SDL_DestroyRenderer(renderer);
renderer = NULL;
}
static void UpdateHDRState(void)
{
SDL_PropertiesID props;
bool HDR_enabled;
props = SDL_GetWindowProperties(window);
HDR_enabled = SDL_GetBooleanProperty(props, SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN, false);
SDL_Log("HDR %s", HDR_enabled ? "enabled" : "disabled");
if (HDR_enabled) {
props = SDL_GetRendererProperties(renderer);
if (SDL_GetNumberProperty(props, SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER, SDL_COLORSPACE_SRGB) != SDL_COLORSPACE_SRGB_LINEAR) {
SDL_Log("Run with --colorspace linear to display HDR colors");
}
HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT, 1.0f);
}
}
static void CreateRenderer(void)
{
SDL_PropertiesID props;
props = SDL_CreateProperties();
SDL_SetPointerProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, SDL_GetRenderDriver(renderer_index));
SDL_SetNumberProperty(props, SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER, colorspace);
renderer = SDL_CreateRendererWithProperties(props);
SDL_DestroyProperties(props);
if (!renderer) {
SDL_Log("Couldn't create renderer: %s", SDL_GetError());
return;
}
renderer_name = SDL_GetRendererName(renderer);
SDL_Log("Created renderer %s", renderer_name);
UpdateHDRState();
}
static void NextRenderer( void )
{
if (renderer_count <= 0) {
return;
}
++renderer_index;
if (renderer_index == renderer_count) {
renderer_index = 0;
}
FreeRenderer();
CreateRenderer();
}
static void PrevRenderer(void)
{
if (renderer_count <= 0) {
return;
}
--renderer_index;
if (renderer_index == -1) {
renderer_index += renderer_count;
}
FreeRenderer();
CreateRenderer();
}
static void NextStage(void)
{
++stage_index;
if (stage_index == StageCount) {
stage_index = 0;
}
}
static void PrevStage(void)
{
--stage_index;
if (stage_index == -1) {
stage_index += StageCount;
}
}
static bool ReadPixel(int x, int y, SDL_Color *c)
{
SDL_Surface *surface;
SDL_Rect r;
bool result = false;
r.x = x;
r.y = y;
r.w = 1;
r.h = 1;
surface = SDL_RenderReadPixels(renderer, &r);
if (surface) {
/* Don't tonemap back to SDR, our source content was SDR */
SDL_SetStringProperty(SDL_GetSurfaceProperties(surface), SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING, "*=1");
if (SDL_ReadSurfacePixel(surface, 0, 0, &c->r, &c->g, &c->b, &c->a)) {
result = true;
} else {
SDL_Log("Couldn't read pixel: %s", SDL_GetError());
}
SDL_DestroySurface(surface);
} else {
SDL_Log("Couldn't read back pixels: %s", SDL_GetError());
}
return result;
}
static void DrawText(float x, float y, const char *fmt, ...)
{
char *text;
va_list ap;
va_start(ap, fmt);
SDL_vasprintf(&text, fmt, ap);
va_end(ap);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDLTest_DrawString(renderer, x + 1.0f, y + 1.0f, text);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDLTest_DrawString(renderer, x, y, text);
SDL_free(text);
}
static void RenderClearBackground(void)
{
/* Draw a 50% gray background.
* This will be darker when using sRGB colors and lighter using linear colors
*/
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
SDL_RenderClear(renderer);
/* Check the rendered pixels */
SDL_Color c;
if (!ReadPixel(0, 0, &c)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Clear 50%% Gray Background");
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
y += TEXT_LINE_ADVANCE;
if (c.r != 128) {
DrawText(x, y, "Incorrect background color, unknown reason");
y += TEXT_LINE_ADVANCE;
}
}
static void RenderDrawBackground(void)
{
/* Draw a 50% gray background.
* This will be darker when using sRGB colors and lighter using linear colors
*/
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
SDL_RenderFillRect(renderer, NULL);
/* Check the rendered pixels */
SDL_Color c;
if (!ReadPixel(0, 0, &c)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Draw 50%% Gray Background");
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
y += TEXT_LINE_ADVANCE;
if (c.r != 128) {
DrawText(x, y, "Incorrect background color, unknown reason");
y += TEXT_LINE_ADVANCE;
}
}
static SDL_Texture *CreateGrayTexture(void)
{
SDL_Texture *texture;
Uint8 pixels[4];
/* Floating point textures are in the linear colorspace by default */
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 1, 1);
if (!texture) {
return NULL;
}
pixels[0] = 128;
pixels[1] = 128;
pixels[2] = 128;
pixels[3] = 255;
SDL_UpdateTexture(texture, NULL, pixels, sizeof(pixels));
return texture;
}
static void RenderTextureBackground(void)
{
/* Fill the background with a 50% gray texture.
* This will be darker when using sRGB colors and lighter using linear colors
*/
SDL_Texture *texture = CreateGrayTexture();
SDL_RenderTexture(renderer, texture, NULL, NULL);
SDL_DestroyTexture(texture);
/* Check the rendered pixels */
SDL_Color c;
if (!ReadPixel(0, 0, &c)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Fill 50%% Gray Texture");
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
y += TEXT_LINE_ADVANCE;
if (c.r != 128) {
DrawText(x, y, "Incorrect background color, unknown reason");
y += TEXT_LINE_ADVANCE;
}
}
static void RenderTargetBackground(void)
{
/* Fill the background with a 50% gray texture.
* This will be darker when using sRGB colors and lighter using linear colors
*/
SDL_Texture *target = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, 1, 1);
SDL_Texture *texture = CreateGrayTexture();
/* Fill the render target with the gray texture */
SDL_SetRenderTarget(renderer, target);
SDL_RenderTexture(renderer, texture, NULL, NULL);
SDL_DestroyTexture(texture);
/* Fill the output with the render target */
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderTexture(renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Check the rendered pixels */
SDL_Color c;
if (!ReadPixel(0, 0, &c)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Fill 50%% Gray Render Target");
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
y += TEXT_LINE_ADVANCE;
if (c.r != 128) {
DrawText(x, y, "Incorrect background color, unknown reason");
y += TEXT_LINE_ADVANCE;
}
}
static void RenderBlendDrawing(void)
{
SDL_Color a = { 238, 70, 166, 255 }; /* red square */
SDL_Color b = { 147, 255, 0, 255 }; /* green square */
SDL_FRect rect;
/* Draw a green square blended over a red square
* This will have different effects based on whether sRGB colorspaces and sRGB vs linear blending is used.
*/
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
rect.x = WINDOW_WIDTH / 3;
rect.y = 0;
rect.w = WINDOW_WIDTH / 3;
rect.h = WINDOW_HEIGHT;
SDL_SetRenderDrawColor(renderer, a.r, a.g, a.b, a.a);
SDL_RenderFillRect(renderer, &rect);
rect.x = 0;
rect.y = WINDOW_HEIGHT / 3;
rect.w = WINDOW_WIDTH;
rect.h = WINDOW_HEIGHT / 6;
SDL_SetRenderDrawColor(renderer, b.r, b.g, b.b, b.a);
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, b.r, b.g, b.b, 128);
rect.y += WINDOW_HEIGHT / 6;
SDL_RenderFillRect(renderer, &rect);
SDL_Color ar, br, cr;
if (!ReadPixel(WINDOW_WIDTH / 2, 0, &ar) ||
!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 3, &br) ||
!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, &cr)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Draw Blending");
y += TEXT_LINE_ADVANCE;
if (cr.r == 199 && cr.g == 193 && cr.b == 121) {
DrawText(x, y, "Correct blend color, blending in linear space");
} else if ((cr.r == 192 && cr.g == 163 && cr.b == 83) ||
(cr.r == 191 && cr.g == 162 && cr.b == 82)) {
DrawText(x, y, "Correct blend color, blending in sRGB space");
} else if (cr.r == 214 && cr.g == 156 && cr.b == 113) {
DrawText(x, y, "Incorrect blend color, blending in PQ space");
} else {
DrawText(x, y, "Incorrect blend color, unknown reason");
}
y += TEXT_LINE_ADVANCE;
}
static void RenderBlendTexture(void)
{
SDL_Color color_a = { 238, 70, 166, 255 }; /* red square */
SDL_Color color_b = { 147, 255, 0, 255 }; /* green square */
SDL_Texture *a;
SDL_Texture *b;
SDL_FRect rect;
/* Draw a green square blended over a red square
* This will have different effects based on whether sRGB colorspaces and sRGB vs linear blending is used.
*/
a = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 1, 1);
SDL_UpdateTexture(a, NULL, &color_a, sizeof(color_a));
b = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 1, 1);
SDL_UpdateTexture(b, NULL, &color_b, sizeof(color_b));
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
rect.x = WINDOW_WIDTH / 3;
rect.y = 0;
rect.w = WINDOW_WIDTH / 3;
rect.h = WINDOW_HEIGHT;
SDL_RenderTexture(renderer, a, NULL, &rect);
rect.x = 0;
rect.y = WINDOW_HEIGHT / 3;
rect.w = WINDOW_WIDTH;
rect.h = WINDOW_HEIGHT / 6;
SDL_RenderTexture(renderer, b, NULL, &rect);
rect.y += WINDOW_HEIGHT / 6;
SDL_SetTextureBlendMode(b, SDL_BLENDMODE_BLEND);
SDL_SetTextureAlphaModFloat(b, 128 / 255.0f);
SDL_RenderTexture(renderer, b, NULL, &rect);
SDL_Color ar, br, cr;
if (!ReadPixel(WINDOW_WIDTH / 2, 0, &ar) ||
!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 3, &br) ||
!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, &cr)) {
return;
}
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Texture Blending");
y += TEXT_LINE_ADVANCE;
if (cr.r == 199 && cr.g == 193 && cr.b == 121) {
DrawText(x, y, "Correct blend color, blending in linear space");
} else if ((cr.r == 192 && cr.g == 163 && cr.b == 83) ||
(cr.r == 191 && cr.g == 162 && cr.b == 82)) {
DrawText(x, y, "Correct blend color, blending in sRGB space");
} else {
DrawText(x, y, "Incorrect blend color, unknown reason");
}
y += TEXT_LINE_ADVANCE;
SDL_DestroyTexture(a);
SDL_DestroyTexture(b);
}
static void DrawGradient(float x, float y, float width, float height, float start, float end)
{
float xy[8];
const int xy_stride = 2 * sizeof(float);
SDL_FColor color[4];
const int color_stride = sizeof(SDL_FColor);
const int num_vertices = 4;
const int indices[6] = { 0, 1, 2, 0, 2, 3 };
const int num_indices = 6;
const int size_indices = 4;
float minx, miny, maxx, maxy;
SDL_FColor min_color = { start, start, start, 1.0f };
SDL_FColor max_color = { end, end, end, 1.0f };
minx = x;
miny = y;
maxx = minx + width;
maxy = miny + height;
xy[0] = minx;
xy[1] = miny;
xy[2] = maxx;
xy[3] = miny;
xy[4] = maxx;
xy[5] = maxy;
xy[6] = minx;
xy[7] = maxy;
color[0] = min_color;
color[1] = max_color;
color[2] = max_color;
color[3] = min_color;
SDL_RenderGeometryRaw(renderer, NULL, xy, xy_stride, color, color_stride, NULL, 0, num_vertices, indices, num_indices, size_indices);
}
static void RenderGradientDrawing(void)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Draw SDR and HDR gradients");
y += TEXT_LINE_ADVANCE;
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "SDR gradient");
y += TEXT_LINE_ADVANCE;
DrawGradient(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
y += 64.0f;
y += TEXT_LINE_ADVANCE;
y += TEXT_LINE_ADVANCE;
if (HDR_headroom > 1.0f) {
DrawText(x, y, "HDR gradient");
} else {
DrawText(x, y, "No HDR headroom, HDR and SDR gradient are the same");
}
y += TEXT_LINE_ADVANCE;
/* Drawing is in the sRGB colorspace, so we need to use the color scale, which is applied in linear space, to get into high dynamic range */
SDL_SetRenderColorScale(renderer, HDR_headroom);
DrawGradient(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
SDL_SetRenderColorScale(renderer, 1.0f);
y += 64.0f;
}
static SDL_Texture *CreateGradientTexture(int width, float start, float end)
{
SDL_Texture *texture;
float *pixels;
/* Floating point textures are in the linear colorspace by default */
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA128_FLOAT, SDL_TEXTUREACCESS_STATIC, width, 1);
if (!texture) {
return NULL;
}
pixels = (float *)SDL_malloc(width * sizeof(float) * 4);
if (pixels) {
int i;
float length = (end - start);
for (i = 0; i < width; ++i) {
float v = (start + (length * i) / width);
pixels[i * 4 + 0] = v;
pixels[i * 4 + 1] = v;
pixels[i * 4 + 2] = v;
pixels[i * 4 + 3] = 1.0f;
}
SDL_UpdateTexture(texture, NULL, pixels, width * sizeof(float) * 4);
SDL_free(pixels);
}
return texture;
}
static void DrawGradientTexture(float x, float y, float width, float height, float start, float end)
{
SDL_FRect rect = { x, y, width, height };
SDL_Texture *texture = CreateGradientTexture((int)width, start, end);
SDL_RenderTexture(renderer, texture, NULL, &rect);
SDL_DestroyTexture(texture);
}
static void RenderGradientTexture(void)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
float x = TEXT_START_X;
float y = TEXT_START_Y;
DrawText(x, y, "%s %s", renderer_name, colorspace_name);
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "Test: Texture SDR and HDR gradients");
y += TEXT_LINE_ADVANCE;
y += TEXT_LINE_ADVANCE;
DrawText(x, y, "SDR gradient");
y += TEXT_LINE_ADVANCE;
DrawGradientTexture(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
y += 64.0f;
y += TEXT_LINE_ADVANCE;
y += TEXT_LINE_ADVANCE;
if (HDR_headroom > 1.0f) {
DrawText(x, y, "HDR gradient");
} else {
DrawText(x, y, "No HDR headroom, HDR and SDR gradient are the same");
}
y += TEXT_LINE_ADVANCE;
/* The gradient texture is in the linear colorspace, so we can use the HDR_headroom value directly */
DrawGradientTexture(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, HDR_headroom);
y += 64.0f;
}
static void loop(void)
{
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_KEY_DOWN) {
switch (event.key.key) {
case SDLK_ESCAPE:
done = 1;
break;
case SDLK_SPACE:
case SDLK_RIGHT:
NextStage();
break;
case SDLK_LEFT:
PrevStage();
break;
case SDLK_DOWN:
NextRenderer();
break;
case SDLK_UP:
PrevRenderer();
break;
default:
break;
}
} else if (event.type == SDL_EVENT_WINDOW_HDR_STATE_CHANGED) {
UpdateHDRState();
} else if (event.type == SDL_EVENT_QUIT) {
done = 1;
}
}
if (renderer) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
switch (stage_index) {
case StageClearBackground:
RenderClearBackground();
break;
case StageDrawBackground:
RenderDrawBackground();
break;
case StageTextureBackground:
RenderTextureBackground();
break;
case StageTargetBackground:
RenderTargetBackground();
break;
case StageBlendDrawing:
RenderBlendDrawing();
break;
case StageBlendTexture:
RenderBlendTexture();
break;
case StageGradientDrawing:
RenderGradientDrawing();
break;
case StageGradientTexture:
RenderGradientTexture();
break;
}
SDL_RenderPresent(renderer);
}
SDL_Delay(100);
#ifdef SDL_PLATFORM_EMSCRIPTEN
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
static void LogUsage(const char *argv0)
{
SDL_Log("Usage: %s [--renderer renderer] [--colorspace colorspace]", argv0);
}
int main(int argc, char *argv[])
{
int return_code = 1;
int i;
for (i = 1; i < argc; ++i) {
if (SDL_strcmp(argv[i], "--renderer") == 0) {
if (argv[i + 1]) {
renderer_name = argv[i + 1];
++i;
} else {
LogUsage(argv[0]);
goto quit;
}
} else if (SDL_strcmp(argv[i], "--colorspace") == 0) {
if (argv[i + 1]) {
colorspace_name = argv[i + 1];
if (SDL_strcasecmp(colorspace_name, "sRGB") == 0) {
colorspace = SDL_COLORSPACE_SRGB;
} else if (SDL_strcasecmp(colorspace_name, "linear") == 0) {
colorspace = SDL_COLORSPACE_SRGB_LINEAR;
/* Not currently supported
} else if (SDL_strcasecmp(colorspace_name, "HDR10") == 0) {
colorspace = SDL_COLORSPACE_HDR10;
*/
} else {
SDL_Log("Unknown colorspace %s", argv[i + 1]);
goto quit;
}
++i;
} else {
LogUsage(argv[0]);
goto quit;
}
} else {
LogUsage(argv[0]);
goto quit;
}
}
window = SDL_CreateWindow("SDL colorspace test", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
if (!window) {
SDL_Log("Couldn't create window: %s", SDL_GetError());
return_code = 2;
goto quit;
}
renderer_count = SDL_GetNumRenderDrivers();
SDL_Log("There are %d render drivers:", renderer_count);
for (i = 0; i < renderer_count; ++i) {
const char *name = SDL_GetRenderDriver(i);
if (renderer_name && SDL_strcasecmp(renderer_name, name) == 0) {
renderer_index = i;
}
SDL_Log(" %s", name);
}
CreateRenderer();
/* Main render loop */
done = 0;
#ifdef SDL_PLATFORM_EMSCRIPTEN
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
}
#endif
return_code = 0;
quit:
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return return_code;
}