00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed 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)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
957 lines
26 KiB
C
957 lines
26 KiB
C
/*
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Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#include <stdlib.h>
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#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)
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#define HAVE_OPENGLES2
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#endif
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#ifdef HAVE_OPENGLES2
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#include <SDL3/SDL_opengles2.h>
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typedef struct GLES2_Context
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{
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#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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} GLES2_Context;
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typedef struct shader_data
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{
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GLuint shader_program, shader_frag, shader_vert;
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GLint attr_position;
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GLint attr_color, attr_mvp;
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int angle_x, angle_y, angle_z;
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GLuint position_buffer;
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GLuint color_buffer;
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} shader_data;
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typedef enum wait_state
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{
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WAIT_STATE_GO = 0,
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WAIT_STATE_ENTER_SEM,
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WAIT_STATE_WAITING_ON_SEM,
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} wait_state;
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typedef struct thread_data
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{
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SDL_Thread *thread;
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SDL_Semaphore *suspend_sem;
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SDL_AtomicInt suspended;
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int done;
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int index;
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} thread_data;
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static SDLTest_CommonState *state;
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static SDL_GLContext *context = NULL;
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static int depth = 16;
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static bool suspend_when_occluded;
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static GLES2_Context ctx;
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static shader_data *datas;
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static bool LoadContext(GLES2_Context *data)
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{
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#ifdef SDL_VIDEO_DRIVER_UIKIT
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#define __SDL_NOGETPROCADDR__
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#elif defined(SDL_VIDEO_DRIVER_ANDROID)
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#define __SDL_NOGETPROCADDR__
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#endif
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#if defined __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret, func, params) data->func = func;
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#else
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#define SDL_PROC(ret, func, params) \
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do { \
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data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
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if (!data->func) { \
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return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
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} \
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} while (0);
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "../src/render/opengles2/SDL_gles2funcs.h"
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#undef SDL_PROC
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return true;
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}
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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int i;
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SDL_free(datas);
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if (context) {
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for (i = 0; i < state->num_windows; i++) {
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if (context[i]) {
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SDL_GL_DestroyContext(context[i]);
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}
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}
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SDL_free(context);
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}
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SDLTest_CommonQuit(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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#define GL_CHECK(x) \
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x; \
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{ \
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GLenum glError = ctx.glGetError(); \
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if (glError != GL_NO_ERROR) { \
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SDL_Log("glGetError() = %i (0x%.8x) at line %i", glError, glError, __LINE__); \
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quit(1); \
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} \
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}
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/**
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* Simulates desktop's glRotatef. The matrix is returned in column-major
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* order.
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*/
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static void
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rotate_matrix(float angle, float x, float y, float z, float *r)
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{
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float radians, c, s, c1, u[3], length;
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int i, j;
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radians = (angle * SDL_PI_F) / 180.0f;
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c = SDL_cosf(radians);
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s = SDL_sinf(radians);
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c1 = 1.0f - SDL_cosf(radians);
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length = (float)SDL_sqrt(x * x + y * y + z * z);
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u[0] = x / length;
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u[1] = y / length;
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u[2] = z / length;
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[15] = 1.0;
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for (i = 0; i < 3; i++) {
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r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s;
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r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s;
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}
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for (i = 0; i < 3; i++) {
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for (j = 0; j < 3; j++) {
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r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0f);
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}
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}
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}
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/**
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* Simulates gluPerspectiveMatrix
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*/
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static void
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perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
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{
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int i;
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float f;
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f = 1.0f / SDL_tanf((fovy / 180.0f) * SDL_PI_F * 0.5f);
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for (i = 0; i < 16; i++) {
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r[i] = 0.0;
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}
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r[0] = f / aspect;
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r[5] = f;
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r[10] = (znear + zfar) / (znear - zfar);
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r[11] = -1.0f;
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r[14] = (2.0f * znear * zfar) / (znear - zfar);
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r[15] = 0.0f;
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}
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/**
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* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
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* major. In-place multiplication is supported.
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*/
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static void
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multiply_matrix(const float *lhs, const float *rhs, float *r)
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{
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int i, j, k;
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float tmp[16];
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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tmp[j * 4 + i] = 0.0;
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for (k = 0; k < 4; k++) {
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tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k];
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}
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}
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}
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for (i = 0; i < 16; i++) {
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r[i] = tmp[i];
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}
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}
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/**
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* Create shader, load in source, compile, dump debug as necessary.
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*
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* shader: Pointer to return created shader ID.
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* source: Passed-in shader source code.
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* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
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*/
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static void
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process_shader(GLuint *shader, const char *source, GLint shader_type)
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{
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GLint status = GL_FALSE;
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const char *shaders[1] = { NULL };
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char buffer[1024];
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GLsizei length = 0;
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/* Create shader and load into GL. */
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*shader = GL_CHECK(ctx.glCreateShader(shader_type));
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shaders[0] = source;
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GL_CHECK(ctx.glShaderSource(*shader, 1, shaders, NULL));
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/* Clean up shader source. */
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shaders[0] = NULL;
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/* Try compiling the shader. */
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GL_CHECK(ctx.glCompileShader(*shader));
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GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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/* Dump debug info (source and log) if compilation failed. */
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if (status != GL_TRUE) {
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ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Shader compilation failed: %s", buffer);
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quit(-1);
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}
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}
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static void
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link_program(struct shader_data *data)
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{
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GLint status = GL_FALSE;
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char buffer[1024];
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GLsizei length = 0;
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GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_vert));
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GL_CHECK(ctx.glAttachShader(data->shader_program, data->shader_frag));
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GL_CHECK(ctx.glLinkProgram(data->shader_program));
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GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status));
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if (status != GL_TRUE) {
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ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]);
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buffer[length] = '\0';
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SDL_Log("Program linking failed: %s", buffer);
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quit(-1);
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}
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}
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/* 3D data. Vertex range -0.5..0.5 in all axes.
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* Z -0.5 is near, 0.5 is far. */
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static const float g_vertices[] = {
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/* Front face. */
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/* Bottom left */
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-0.5,
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0.5,
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-0.5,
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0.5,
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-0.5,
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-0.5,
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-0.5,
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-0.5,
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-0.5,
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/* Top right */
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-0.5,
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0.5,
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-0.5,
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0.5,
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0.5,
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-0.5,
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0.5,
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-0.5,
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-0.5,
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/* Left face */
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/* Bottom left */
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-0.5,
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0.5,
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0.5,
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-0.5,
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-0.5,
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-0.5,
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-0.5,
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-0.5,
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0.5,
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/* Top right */
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-0.5,
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0.5,
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0.5,
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-0.5,
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0.5,
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-0.5,
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-0.5,
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-0.5,
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-0.5,
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/* Top face */
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/* Bottom left */
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-0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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-0.5,
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-0.5,
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0.5,
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-0.5,
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/* Top right */
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-0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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-0.5,
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/* Right face */
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/* Bottom left */
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0.5,
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0.5,
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-0.5,
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0.5,
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-0.5,
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0.5,
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0.5,
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-0.5,
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-0.5,
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/* Top right */
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0.5,
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0.5,
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-0.5,
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0.5,
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0.5,
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0.5,
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0.5,
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-0.5,
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0.5,
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/* Back face */
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/* Bottom left */
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0.5,
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0.5,
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0.5,
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-0.5,
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-0.5,
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0.5,
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0.5,
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-0.5,
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0.5,
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/* Top right */
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0.5,
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0.5,
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0.5,
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-0.5,
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0.5,
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0.5,
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-0.5,
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-0.5,
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0.5,
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/* Bottom face */
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/* Bottom left */
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-0.5,
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-0.5,
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-0.5,
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0.5,
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-0.5,
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0.5,
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-0.5,
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-0.5,
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0.5,
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/* Top right */
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-0.5,
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-0.5,
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-0.5,
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0.5,
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-0.5,
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-0.5,
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0.5,
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-0.5,
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0.5,
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};
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static const float g_colors[] = {
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/* Front face */
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/* Bottom left */
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1.0, 0.0, 0.0, /* red */
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0.0, 0.0, 1.0, /* blue */
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0.0, 1.0, 0.0, /* green */
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/* Top right */
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1.0, 0.0, 0.0, /* red */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 1.0, /* blue */
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/* Left face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 0.0, /* green */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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1.0, 0.0, 0.0, /* red */
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0.0, 1.0, 0.0, /* green */
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/* Top face */
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/* Bottom left */
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1.0, 1.0, 1.0, /* white */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 0.0, /* red */
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/* Top right */
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1.0, 1.0, 1.0, /* white */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 0.0, /* yellow */
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/* Right face */
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/* Bottom left */
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1.0, 1.0, 0.0, /* yellow */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 0.0, 1.0, /* blue */
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/* Top right */
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1.0, 1.0, 0.0, /* yellow */
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0.0, 0.0, 0.0, /* black */
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1.0, 0.0, 1.0, /* magenta */
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/* Back face */
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/* Bottom left */
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0.0, 0.0, 0.0, /* black */
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0.0, 1.0, 1.0, /* cyan */
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1.0, 0.0, 1.0, /* magenta */
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/* Top right */
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0.0, 0.0, 0.0, /* black */
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1.0, 1.0, 1.0, /* white */
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0.0, 1.0, 1.0, /* cyan */
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/* Bottom face */
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/* Bottom left */
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0.0, 1.0, 0.0, /* green */
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1.0, 0.0, 1.0, /* magenta */
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0.0, 1.0, 1.0, /* cyan */
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/* Top right */
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0.0, 1.0, 0.0, /* green */
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0.0, 0.0, 1.0, /* blue */
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1.0, 0.0, 1.0, /* magenta */
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};
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static const char *g_shader_vert_src =
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" attribute vec4 av4position; "
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" attribute vec3 av3color; "
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" uniform mat4 mvp; "
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" varying vec3 vv3color; "
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" void main() { "
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" vv3color = av3color; "
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" gl_Position = mvp * av4position; "
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" } ";
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static const char *g_shader_frag_src =
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" precision lowp float; "
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" varying vec3 vv3color; "
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" void main() { "
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" gl_FragColor = vec4(vv3color, 1.0); "
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" } ";
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static void
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Render(unsigned int width, unsigned int height, shader_data *data)
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{
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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 */
|