Files
kaizen/external/SDL/test/testshader.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

560 lines
17 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.
*/
/* This is a simple example of using GLSL shaders with SDL */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
#include "testutils.h"
#include <stdlib.h>
#ifdef HAVE_OPENGL
#include <SDL3/SDL_opengl.h>
static bool shaders_supported;
static int current_shader = 0;
enum
{
SHADER_COLOR,
SHADER_TEXTURE,
SHADER_TEXCOORDS,
NUM_SHADERS
};
typedef struct
{
GLhandleARB program;
GLhandleARB vert_shader;
GLhandleARB frag_shader;
const char *vert_source;
const char *frag_source;
} ShaderData;
static ShaderData shaders[NUM_SHADERS] = {
/* SHADER_COLOR */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}" },
/* SHADER_TEXTURE */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}" },
/* SHADER_TEXCOORDS */
{ 0, 0, 0,
/* vertex shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" vec4 color;\n"
" vec2 delta;\n"
" float dist;\n"
"\n"
" delta = vec2(0.5, 0.5) - v_texCoord;\n"
" dist = dot(delta, delta);\n"
"\n"
" color.r = v_texCoord.x;\n"
" color.g = v_texCoord.x * v_texCoord.y;\n"
" color.b = v_texCoord.y;\n"
" color.a = 1.0 - (dist * 4.0);\n"
" gl_FragColor = color;\n"
"}" },
};
static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
static bool CompileShader(GLhandleARB shader, const char *source)
{
GLint status = 0;
pglShaderSourceARB(shader, 1, &source, NULL);
pglCompileShaderARB(shader);
pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
pglGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:");
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", source);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info);
SDL_free(info);
}
return false;
} else {
return true;
}
}
static bool LinkProgram(ShaderData *data)
{
GLint status = 0;
pglAttachObjectARB(data->program, data->vert_shader);
pglAttachObjectARB(data->program, data->frag_shader);
pglLinkProgramARB(data->program);
pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
pglGetInfoLogARB(data->program, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:");
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "%s", info);
SDL_free(info);
}
return false;
} else {
return true;
}
}
static bool CompileShaderProgram(ShaderData *data)
{
const int num_tmus_bound = 4;
int i;
GLint location;
glGetError();
/* Create one program object to rule them all */
data->program = pglCreateProgramObjectARB();
/* Create the vertex shader */
data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(data->vert_shader, data->vert_source)) {
return false;
}
/* Create the fragment shader */
data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(data->frag_shader, data->frag_source)) {
return false;
}
/* ... and in the darkness bind them */
if (!LinkProgram(data)) {
return false;
}
/* Set up some uniform variables */
pglUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
location = pglGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
pglUniform1iARB(location, i);
}
}
pglUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR);
}
static void DestroyShaderProgram(ShaderData *data)
{
if (shaders_supported) {
pglDeleteObjectARB(data->vert_shader);
pglDeleteObjectARB(data->frag_shader);
pglDeleteObjectARB(data->program);
}
}
static bool InitShaders(void)
{
int i;
/* Check for shader support */
shaders_supported = false;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (pglAttachObjectARB &&
pglCompileShaderARB &&
pglCreateProgramObjectARB &&
pglCreateShaderObjectARB &&
pglDeleteObjectARB &&
pglGetInfoLogARB &&
pglGetObjectParameterivARB &&
pglGetUniformLocationARB &&
pglLinkProgramARB &&
pglShaderSourceARB &&
pglUniform1iARB &&
pglUseProgramObjectARB) {
shaders_supported = true;
}
}
if (!shaders_supported) {
return false;
}
/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(&shaders[i])) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to compile shader!");
return false;
}
}
/* We're done! */
return true;
}
static void QuitShaders(void)
{
int i;
for (i = 0; i < NUM_SHADERS; ++i) {
DestroyShaderProgram(&shaders[i]);
}
}
/* Quick utility function for texture creation */
static int
power_of_two(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static GLuint
SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
{
GLuint texture;
int w, h;
SDL_Surface *image;
SDL_Rect area;
SDL_BlendMode saved_mode;
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; /* Min X */
texcoord[1] = 0.0f; /* Min Y */
texcoord[2] = (GLfloat)surface->w / w; /* Max X */
texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
image = SDL_CreateSurface(w, h, SDL_PIXELFORMAT_RGBA32);
if (!image) {
return 0;
}
/* Save the alpha blending attributes */
SDL_GetSurfaceBlendMode(surface, &saved_mode);
SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE);
/* Copy the surface into the GL texture image */
area.x = 0;
area.y = 0;
area.w = surface->w;
area.h = surface->h;
SDL_BlitSurface(surface, &area, image, &area);
/* Restore the alpha blending attributes */
SDL_SetSurfaceBlendMode(surface, saved_mode);
/* Create an OpenGL texture for the image */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
SDL_DestroySurface(image); /* No longer needed */
return texture;
}
/* A general OpenGL initialization function. Sets all of the initial parameters. */
static void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
{
GLdouble aspect;
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */
glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */
glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */
glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); /* Reset The Projection Matrix */
aspect = (GLdouble)Width / Height;
glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
static void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
{
/* Texture coordinate lookup, to make it simple */
enum
{
MINX,
MINY,
MAXX,
MAXY
};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
glLoadIdentity(); /* Reset The View */
glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */
/* draw a triangle (in smooth coloring mode) */
glBegin(GL_POLYGON); /* start drawing a polygon */
glColor3f(1.0f, 0.0f, 0.0f); /* Set The Color To Red */
glVertex3f(0.0f, 1.0f, 0.0f); /* Top */
glColor3f(0.0f, 1.0f, 0.0f); /* Set The Color To Green */
glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
glColor3f(0.0f, 0.0f, 1.0f); /* Set The Color To Blue */
glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
glEnd(); /* we're done with the polygon (smooth color interpolation) */
glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */
/* Enable blending */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* draw a textured square (quadrilateral) */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f(1.0f, 1.0f, 1.0f);
if (shaders_supported) {
pglUseProgramObjectARB(shaders[current_shader].program);
}
glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
glTexCoord2f(texcoord[MINX], texcoord[MINY]);
glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */
glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
glVertex3f(1.0f, 1.0f, 0.0f); /* Top Right */
glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
glEnd(); /* done with the polygon */
if (shaders_supported) {
pglUseProgramObjectARB(0);
}
glDisable(GL_TEXTURE_2D);
/* swap buffers to display, since we're double buffered. */
SDL_GL_SwapWindow(window);
}
int main(int argc, char **argv)
{
int i;
int done;
SDL_Window *window;
char *filename = NULL;
SDL_Surface *surface;
GLuint texture;
GLfloat texcoords[4];
SDLTest_CommonState *state;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
if (!state) {
return 1;
}
/* Parse commandline */
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (!filename) {
filename = argv[i];
consumed = 1;
}
}
if (consumed <= 0) {
static const char *options[] = { "[icon.png]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
exit(1);
}
i += consumed;
}
/* Initialize SDL for video output */
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s", SDL_GetError());
exit(1);
}
/* Create a 640x480 OpenGL screen */
window = SDL_CreateWindow("Shader Demo", 640, 480, SDL_WINDOW_OPENGL);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s", SDL_GetError());
SDL_Quit();
exit(2);
}
if (!SDL_GL_CreateContext(window)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s", SDL_GetError());
SDL_Quit();
exit(2);
}
filename = GetResourceFilename(NULL, "icon.png");
surface = SDL_LoadPNG(filename);
SDL_free(filename);
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.png: %s", SDL_GetError());
SDL_Quit();
exit(3);
}
texture = SDL_GL_LoadTexture(surface, texcoords);
SDL_DestroySurface(surface);
/* Loop, drawing and checking events */
InitGL(640, 480);
if (InitShaders()) {
SDL_Log("Shaders supported, press SPACE to cycle them.");
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!");
}
done = 0;
while (!done) {
DrawGLScene(window, texture, texcoords);
/* This could go in a separate function */
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
done = 1;
}
if (event.type == SDL_EVENT_KEY_DOWN) {
if (event.key.key == SDLK_SPACE) {
current_shader = (current_shader + 1) % NUM_SHADERS;
}
if (event.key.key == SDLK_ESCAPE) {
done = 1;
}
}
}
}
}
QuitShaders();
SDL_Quit();
SDLTest_CommonDestroyState(state);
return 1;
}
#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 */