Files
kaizen/external/SDL/test/testgl.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

447 lines
13 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_test_common.h>
#include <SDL3/SDL_main.h>
#ifdef HAVE_OPENGL
#include <stdlib.h>
#include <SDL3/SDL_opengl.h>
typedef struct GL_Context
{
#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
} GL_Context;
/* Undefine this if you want a flat cube instead of a rainbow cube */
#define SHADED_CUBE
static SDLTest_CommonState *state;
static SDL_GLContext context;
static GL_Context ctx;
static bool suspend_when_occluded;
static bool LoadContext(GL_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 GL function %s: %s", #func, SDL_GetError()); \
} \
} while (0);
#endif /* __SDL_NOGETPROCADDR__ */
#include "../src/render/opengl/SDL_glfuncs.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)
{
if (context) {
/* SDL_GL_MakeCurrent(0, NULL); */ /* doesn't do anything */
SDL_GL_DestroyContext(context);
}
SDLTest_CommonQuit(state);
/* Let 'main()' return normally */
if (rc != 0) {
exit(rc);
}
}
static void Render(void)
{
static float color[8][3] = {
{ 1.0, 1.0, 0.0 },
{ 1.0, 0.0, 0.0 },
{ 0.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0 },
{ 0.0, 1.0, 1.0 },
{ 1.0, 1.0, 1.0 },
{ 1.0, 0.0, 1.0 },
{ 0.0, 0.0, 1.0 }
};
static float cube[8][3] = {
{ 0.5, 0.5, -0.5 },
{ 0.5, -0.5, -0.5 },
{ -0.5, -0.5, -0.5 },
{ -0.5, 0.5, -0.5 },
{ -0.5, 0.5, 0.5 },
{ 0.5, 0.5, 0.5 },
{ 0.5, -0.5, 0.5 },
{ -0.5, -0.5, 0.5 }
};
/* Do our drawing, too. */
ctx.glClearColor(0.0, 0.0, 0.0, 0.0 /* used with --transparent */);
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ctx.glBegin(GL_QUADS);
#ifdef SHADED_CUBE
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
#else /* flat cube */
ctx.glColor3f(1.0, 0.0, 0.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3f(0.0, 1.0, 0.0);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3f(0.0, 0.0, 1.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3f(0.0, 1.0, 1.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3f(1.0, 1.0, 0.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3f(1.0, 0.0, 1.0);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */
ctx.glEnd();
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
}
static void LogSwapInterval(void)
{
int interval = 0;
if (SDL_GL_GetSwapInterval(&interval)) {
SDL_Log("Swap Interval : %d", interval);
} else {
SDL_Log("Swap Interval : %d error: %s", interval, SDL_GetError());
}
}
int main(int argc, char *argv[])
{
int fsaa, accel;
int value;
int i, done;
const SDL_DisplayMode *mode;
SDL_Event event;
Uint64 then, now;
Uint32 frames;
int dw, dh;
int swap_interval = 0;
/* Initialize parameters */
fsaa = 0;
accel = -1;
/* 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 && i + 1 < argc) {
fsaa = SDL_atoi(argv[i + 1]);
consumed = 2;
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i + 1 < argc) {
accel = SDL_atoi(argv[i + 1]);
consumed = 2;
} else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
suspend_when_occluded = true;
consumed = 1;
} else {
consumed = -1;
}
}
if (consumed < 0) {
static const char *options[] = { "[--fsaa n]", "[--accel n]", "[--suspend-when-occluded]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL;
state->gl_red_size = 5;
state->gl_green_size = 5;
state->gl_blue_size = 5;
state->gl_depth_size = 16;
/* For release_behavior to work, at least on Windows, you'll most likely need to set state->gl_major_version = 3 */
/* state->gl_major_version = 3; */
state->gl_release_behavior = 0;
state->gl_double_buffer = 1;
if (fsaa) {
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel >= 0) {
state->gl_accelerated = accel;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create OpenGL context */
context = SDL_GL_CreateContext(state->windows[0]);
if (!context) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s", SDL_GetError());
quit(2);
}
/* Important: call this *after* creating the context */
if (!LoadContext(&ctx)) {
SDL_Log("Could not load GL functions");
quit(2);
return 0;
}
SDL_GL_SetSwapInterval(state->render_vsync);
swap_interval = state->render_vsync;
mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
if (mode) {
SDL_Log("Screen BPP : %d", SDL_BITSPERPIXEL(mode->format));
}
LogSwapInterval();
SDL_GetWindowSize(state->windows[0], &dw, &dh);
SDL_Log("Window Size : %d,%d", dw, dh);
SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh);
SDL_Log("Draw Size : %d,%d", dw, dh);
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_LogError(SDL_LOG_CATEGORY_APPLICATION, "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_LogError(SDL_LOG_CATEGORY_APPLICATION, "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_LogError(SDL_LOG_CATEGORY_APPLICATION, "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", 16, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s", SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_RELEASE_BEHAVIOR, &value)) {
SDL_Log("SDL_GL_CONTEXT_RELEASE_BEHAVIOR: requested %d, got %d", 0, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_CONTEXT_RELEASE_BEHAVIOR: %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_LogError(SDL_LOG_CATEGORY_APPLICATION, "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_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s",
SDL_GetError());
}
}
if (accel >= 0) {
if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d", accel,
value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s",
SDL_GetError());
}
}
/* Set rendering settings */
ctx.glMatrixMode(GL_PROJECTION);
ctx.glLoadIdentity();
ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glLoadIdentity();
ctx.glEnable(GL_DEPTH_TEST);
ctx.glDepthFunc(GL_LESS);
ctx.glShadeModel(GL_SMOOTH);
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
bool update_swap_interval = false;
int active_windows = 0;
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
if (event.type == SDL_EVENT_KEY_DOWN) {
if (event.key.key == SDLK_O) {
swap_interval--;
update_swap_interval = true;
} else if (event.key.key == SDLK_P) {
swap_interval++;
update_swap_interval = true;
}
}
}
if (update_swap_interval) {
SDL_Log("Swap interval to be set to %d", swap_interval);
}
for (i = 0; i < state->num_windows; ++i) {
int w, h;
if (state->windows[i] == NULL ||
(suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
continue;
}
++active_windows;
SDL_GL_MakeCurrent(state->windows[i], context);
if (update_swap_interval) {
SDL_GL_SetSwapInterval(swap_interval);
LogSwapInterval();
}
SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
/* If all windows are occluded, throttle event polling to 15hz. */
if (!active_windows) {
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second",
((double)frames * 1000) / (now - then));
}
quit(0);
return 0;
}
#else /* HAVE_OPENGL */
int main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system");
return 1;
}
#endif /* HAVE_OPENGL */