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
604 lines
22 KiB
C
604 lines
22 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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/* Simple program: Move N sprites around on the screen as fast as possible */
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#define SDL_MAIN_USE_CALLBACKS 1
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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static SDLTest_CommonState *state;
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static const char *icon = "icon.png";
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static int num_sprites;
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static SDL_Texture **sprites;
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static bool cycle_color;
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static bool cycle_alpha;
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static int cycle_direction = 1;
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static int current_alpha = 0;
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static int current_color = 0;
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static SDL_FRect *positions;
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static SDL_FRect *velocities;
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static float sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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static Uint64 next_fps_check;
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static Uint32 frames;
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static const int fps_check_delay = 5000;
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static int use_rendergeometry = 0;
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static bool suspend_when_occluded;
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/* Number of iterations to move sprites - used for visual tests. */
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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static int iterations = -1;
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_free(sprites);
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SDL_free(positions);
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SDL_free(velocities);
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SDLTest_CommonQuit(state);
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}
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static bool LoadSprite(const char *file)
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadPNG step repeatedly, but that's OK for test code. */
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if (sprites[i]) {
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SDL_DestroyTexture(sprites[i]);
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}
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sprites[i] = LoadTexture(state->renderers[i], file, true);
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if (sprites[i]) {
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sprite_w = (float)sprites[i]->w;
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sprite_h = (float)sprites[i]->h;
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}
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if (!sprites[i]) {
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return false;
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}
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if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
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SDL_DestroyTexture(sprites[i]);
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return false;
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}
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}
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/* We're ready to roll. :) */
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return true;
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}
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static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
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{
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int i;
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SDL_Rect viewport;
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SDL_FRect temp;
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SDL_FRect *position, *velocity;
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/* Query the sizes */
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SDL_SetRenderViewport(renderer, NULL);
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SDL_GetRenderSafeArea(renderer, &viewport);
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SDL_SetRenderViewport(renderer, &viewport);
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/* Cycle the color and alpha, if desired */
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if (cycle_color) {
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current_color += cycle_direction;
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if (current_color < 0) {
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current_color = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_color > 255) {
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current_color = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
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(Uint8)current_color);
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}
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if (cycle_alpha) {
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current_alpha += cycle_direction;
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if (current_alpha < 0) {
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current_alpha = 0;
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cycle_direction = -cycle_direction;
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}
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if (current_alpha > 255) {
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current_alpha = 255;
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cycle_direction = -cycle_direction;
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}
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SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
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}
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/* Draw a gray background */
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if (SDL_GetWindowFlags(SDL_GetRenderWindow(renderer)) & SDL_WINDOW_TRANSPARENT) {
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_TRANSPARENT);
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} else {
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SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_OPAQUE);
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}
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SDL_RenderClear(renderer);
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/* Test points */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderPoint(renderer, 0.0f, 0.0f);
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
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SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
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SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
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/* Test horizontal and vertical lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
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SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
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SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
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/* Test fill and copy */
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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temp.x = 1.0f;
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temp.y = 1.0f;
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temp.w = sprite_w;
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temp.h = sprite_h;
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if (use_rendergeometry == 0) {
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SDL_RenderFillRect(renderer, &temp);
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} else {
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/* Draw two triangles, filled, uniform */
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SDL_FColor color;
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SDL_Vertex verts[3];
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SDL_zeroa(verts);
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color.r = 1.0f;
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color.g = 1.0f;
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color.b = 1.0f;
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color.a = 1.0f;
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verts[0].position.x = temp.x;
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verts[0].position.y = temp.y;
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verts[0].color = color;
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verts[1].position.x = temp.x + temp.w;
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verts[1].position.y = temp.y;
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verts[1].color = color;
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verts[2].position.x = temp.x + temp.w;
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verts[2].position.y = temp.y + temp.h;
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verts[2].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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verts[1].position.x = temp.x;
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verts[1].position.y = temp.y + temp.h;
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verts[1].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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}
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = viewport.w - sprite_w - 1;
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temp.y = 1.0f;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = 1.0f;
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temp.y = viewport.h - sprite_h - 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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temp.x = viewport.w - sprite_w - 1;
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temp.y = viewport.h - sprite_h - 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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SDL_RenderFillRect(renderer, &temp);
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SDL_RenderTexture(renderer, sprite, NULL, &temp);
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/* Test diagonal lines */
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SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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SDL_RenderLine(renderer, sprite_w, sprite_h,
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viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
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SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
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sprite_w, viewport.h - sprite_h - 2);
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/* Conditionally move the sprites, bounce at the wall */
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if (iterations == -1 || iterations > 0) {
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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position->x += velocity->x;
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if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
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velocity->x = -velocity->x;
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position->x += velocity->x;
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}
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position->y += velocity->y;
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if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
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velocity->y = -velocity->y;
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position->y += velocity->y;
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}
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}
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/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
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if (iterations > 0) {
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iterations--;
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if (iterations == 0) {
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cycle_alpha = false;
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cycle_color = false;
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}
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}
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}
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/* Draw sprites */
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if (use_rendergeometry == 0) {
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* Blit the sprite onto the screen */
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SDL_RenderTexture(renderer, sprite, NULL, position);
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}
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} else if (use_rendergeometry == 1) {
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/*
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* 0--1
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* | /|
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* |/ |
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* 3--2
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*
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* Draw sprite2 as triangles that can be recombined as rect by software renderer
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*/
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SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
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SDL_Vertex *verts2 = verts;
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if (verts) {
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SDL_FColor color;
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SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaModFloat(sprite, &color.a);
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 1 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 3 */
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verts->position.x = position->x;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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}
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/* Blit sprites as triangles onto the screen */
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SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
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SDL_free(verts2);
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}
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} else if (use_rendergeometry == 2) {
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/* 0-----1
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* |\ A /|
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* | \ / |
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* |D 2 B|
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* | / \ |
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* |/ C \|
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* 3-----4
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*
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* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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* Use an 'indices' array
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*/
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SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
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SDL_Vertex *verts2 = verts;
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int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
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int *indices2 = indices;
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if (verts && indices) {
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int pos = 0;
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SDL_FColor color;
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SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaModFloat(sprite, &color.a);
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 1 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w / 2.0f;
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verts->position.y = position->y + position->h / 2.0f;
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verts->color = color;
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verts->tex_coord.x = 0.5f;
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verts->tex_coord.y = 0.5f;
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verts++;
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/* 3 */
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verts->position.x = position->x;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 4 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* A */
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*indices++ = pos + 0;
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*indices++ = pos + 1;
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*indices++ = pos + 2;
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/* B */
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*indices++ = pos + 1;
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*indices++ = pos + 2;
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*indices++ = pos + 4;
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/* C */
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*indices++ = pos + 3;
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*indices++ = pos + 2;
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*indices++ = pos + 4;
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/* D */
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*indices++ = pos + 3;
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*indices++ = pos + 2;
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*indices++ = pos + 0;
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pos += 5;
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}
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}
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/* Blit sprites as triangles onto the screen */
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SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
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SDL_free(verts2);
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SDL_free(indices2);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Rect safe_area;
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int i;
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Uint64 seed;
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (!state) {
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return SDL_APP_FAILURE;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--blend") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
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blendMode = SDL_BLENDMODE_NONE;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
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blendMode = SDL_BLENDMODE_BLEND;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) {
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blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
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consumed = 2;
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} else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
|
|
blendMode = SDL_BLENDMODE_ADD;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) {
|
|
blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
|
|
blendMode = SDL_BLENDMODE_MOD;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
|
|
blendMode = SDL_BLENDMODE_MUL;
|
|
consumed = 2;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
|
|
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
|
|
consumed = 2;
|
|
}
|
|
}
|
|
} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
|
|
if (argv[i + 1]) {
|
|
iterations = SDL_atoi(argv[i + 1]);
|
|
if (iterations < -1) {
|
|
iterations = -1;
|
|
}
|
|
consumed = 2;
|
|
}
|
|
} else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
|
|
cycle_color = true;
|
|
consumed = 1;
|
|
} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
|
|
cycle_alpha = true;
|
|
consumed = 1;
|
|
} else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
|
|
suspend_when_occluded = true;
|
|
consumed = 1;
|
|
} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
|
|
if (argv[i + 1]) {
|
|
if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
|
|
/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
|
|
use_rendergeometry = 1;
|
|
} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
|
|
/* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
|
|
* Use an 'indices' array */
|
|
use_rendergeometry = 2;
|
|
} else {
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
}
|
|
consumed = 2;
|
|
} else if (SDL_isdigit(*argv[i])) {
|
|
num_sprites = SDL_atoi(argv[i]);
|
|
consumed = 1;
|
|
} else if (argv[i][0] != '-') {
|
|
icon = argv[i];
|
|
consumed = 1;
|
|
}
|
|
}
|
|
if (consumed < 0) {
|
|
static const char *options[] = {
|
|
"[--blend none|blend|blend_premultiplied|add|add_premultiplied|mod|mul|sub]",
|
|
"[--cyclecolor]",
|
|
"[--cyclealpha]",
|
|
"[--suspend-when-occluded]",
|
|
"[--iterations N]",
|
|
"[--use-rendergeometry mode1|mode2]",
|
|
"[num_sprites]",
|
|
"[icon.png]",
|
|
NULL
|
|
};
|
|
SDLTest_CommonLogUsage(state, argv[0], options);
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
i += consumed;
|
|
}
|
|
if (!SDLTest_CommonInit(state)) {
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
/* Create the windows, initialize the renderers, and load the textures */
|
|
sprites =
|
|
(SDL_Texture **)SDL_calloc(state->num_windows, sizeof(*sprites));
|
|
if (!sprites) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
for (i = 0; i < state->num_windows; ++i) {
|
|
SDL_Renderer *renderer = state->renderers[i];
|
|
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
|
|
SDL_RenderClear(renderer);
|
|
}
|
|
if (!LoadSprite(icon)) {
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
/* Allocate memory for the sprite info */
|
|
positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
|
|
velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
|
|
if (!positions || !velocities) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
|
|
return SDL_APP_FAILURE;
|
|
}
|
|
|
|
/* Position sprites and set their velocities using the fuzzer */
|
|
/* Really we should be using per-window safe area, but this is fine for a simple test */
|
|
SDL_GetRenderSafeArea(state->renderers[0], &safe_area);
|
|
if (iterations >= 0) {
|
|
/* Deterministic seed - used for visual tests */
|
|
seed = (Uint64)iterations;
|
|
} else {
|
|
/* Pseudo-random seed generated from the time */
|
|
seed = SDL_GetPerformanceCounter();
|
|
}
|
|
SDLTest_FuzzerInit(seed);
|
|
for (i = 0; i < num_sprites; ++i) {
|
|
positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w));
|
|
positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.h - sprite_h));
|
|
positions[i].w = sprite_w;
|
|
positions[i].h = sprite_h;
|
|
velocities[i].x = 0;
|
|
velocities[i].y = 0;
|
|
while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
|
|
velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
|
|
velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
|
|
}
|
|
}
|
|
|
|
/* Main render loop in SDL_AppIterate will begin when this function returns. */
|
|
frames = 0;
|
|
next_fps_check = SDL_GetTicks() + fps_check_delay;
|
|
|
|
return SDL_APP_CONTINUE;
|
|
}
|
|
|
|
|
|
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
|
{
|
|
if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
|
|
LoadSprite(icon);
|
|
}
|
|
return SDLTest_CommonEventMainCallbacks(state, event);
|
|
}
|
|
|
|
SDL_AppResult SDL_AppIterate(void *appstate)
|
|
{
|
|
Uint64 now;
|
|
int i;
|
|
int active_windows = 0;
|
|
|
|
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;
|
|
MoveSprites(state->renderers[i], sprites[i]);
|
|
}
|
|
|
|
/* If all windows are occluded, throttle the event polling to 15hz. */
|
|
if (!active_windows) {
|
|
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
|
|
}
|
|
|
|
frames++;
|
|
now = SDL_GetTicks();
|
|
if (now >= next_fps_check) {
|
|
/* Print out some timing information */
|
|
const Uint64 then = next_fps_check - fps_check_delay;
|
|
const double fps = ((double)frames * 1000) / (now - then);
|
|
SDL_Log("%2.2f frames per second", fps);
|
|
next_fps_check = now + fps_check_delay;
|
|
frames = 0;
|
|
}
|
|
|
|
return SDL_APP_CONTINUE;
|
|
}
|