Files
kaizen/external/SDL/test/testgles2.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

957 lines
26 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 SDL_PLATFORM_EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#include <stdlib.h>
#if defined(SDL_PLATFORM_IOS) || defined(SDL_PLATFORM_ANDROID) || defined(SDL_PLATFORM_EMSCRIPTEN) || defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_HURD)
#define HAVE_OPENGLES2
#endif
#ifdef HAVE_OPENGLES2
#include <SDL3/SDL_opengles2.h>
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 / 180.0f) * SDL_PI_F * 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, NULL));
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, NULL));
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 */