Files
kaizen/external/SDL/test/testsprite.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

604 lines
22 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.
*/
/* Simple program: Move N sprites around on the screen as fast as possible */
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>
#include <SDL3/SDL_main.h>
#include "testutils.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static const char *icon = "icon.png";
static int num_sprites;
static SDL_Texture **sprites;
static bool cycle_color;
static bool cycle_alpha;
static int cycle_direction = 1;
static int current_alpha = 0;
static int current_color = 0;
static SDL_FRect *positions;
static SDL_FRect *velocities;
static float sprite_w, sprite_h;
static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
static Uint64 next_fps_check;
static Uint32 frames;
static const int fps_check_delay = 5000;
static int use_rendergeometry = 0;
static bool suspend_when_occluded;
/* Number of iterations to move sprites - used for visual tests. */
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
static int iterations = -1;
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
SDL_free(sprites);
SDL_free(positions);
SDL_free(velocities);
SDLTest_CommonQuit(state);
}
static bool LoadSprite(const char *file)
{
int i;
for (i = 0; i < state->num_windows; ++i) {
/* This does the SDL_LoadPNG step repeatedly, but that's OK for test code. */
if (sprites[i]) {
SDL_DestroyTexture(sprites[i]);
}
sprites[i] = LoadTexture(state->renderers[i], file, true);
if (sprites[i]) {
sprite_w = (float)sprites[i]->w;
sprite_h = (float)sprites[i]->h;
}
if (!sprites[i]) {
return false;
}
if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return false;
}
}
/* We're ready to roll. :) */
return true;
}
static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
{
int i;
SDL_Rect viewport;
SDL_FRect temp;
SDL_FRect *position, *velocity;
/* Query the sizes */
SDL_SetRenderViewport(renderer, NULL);
SDL_GetRenderSafeArea(renderer, &viewport);
SDL_SetRenderViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
current_color += cycle_direction;
if (current_color < 0) {
current_color = 0;
cycle_direction = -cycle_direction;
}
if (current_color > 255) {
current_color = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
(Uint8)current_color);
}
if (cycle_alpha) {
current_alpha += cycle_direction;
if (current_alpha < 0) {
current_alpha = 0;
cycle_direction = -cycle_direction;
}
if (current_alpha > 255) {
current_alpha = 255;
cycle_direction = -cycle_direction;
}
SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
}
/* Draw a gray background */
if (SDL_GetWindowFlags(SDL_GetRenderWindow(renderer)) & SDL_WINDOW_TRANSPARENT) {
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_TRANSPARENT);
} else {
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, SDL_ALPHA_OPAQUE);
}
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderPoint(renderer, 0.0f, 0.0f);
SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1.0f;
temp.y = 1.0f;
temp.w = sprite_w;
temp.h = sprite_h;
if (use_rendergeometry == 0) {
SDL_RenderFillRect(renderer, &temp);
} else {
/* Draw two triangles, filled, uniform */
SDL_FColor color;
SDL_Vertex verts[3];
SDL_zeroa(verts);
color.r = 1.0f;
color.g = 1.0f;
color.b = 1.0f;
color.a = 1.0f;
verts[0].position.x = temp.x;
verts[0].position.y = temp.y;
verts[0].color = color;
verts[1].position.x = temp.x + temp.w;
verts[1].position.y = temp.y;
verts[1].color = color;
verts[2].position.x = temp.x + temp.w;
verts[2].position.y = temp.y + temp.h;
verts[2].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
verts[1].position.x = temp.x;
verts[1].position.y = temp.y + temp.h;
verts[1].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = 1.0f;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = 1.0f;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderTexture(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderLine(renderer, sprite_w, sprite_h,
viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
sprite_w, viewport.h - sprite_h - 2);
/* Conditionally move the sprites, bounce at the wall */
if (iterations == -1 || iterations > 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
if (iterations > 0) {
iterations--;
if (iterations == 0) {
cycle_alpha = false;
cycle_color = false;
}
}
}
/* Draw sprites */
if (use_rendergeometry == 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* Blit the sprite onto the screen */
SDL_RenderTexture(renderer, sprite, NULL, position);
}
} else if (use_rendergeometry == 1) {
/*
* 0--1
* | /|
* |/ |
* 3--2
*
* Draw sprite2 as triangles that can be recombined as rect by software renderer
*/
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
SDL_Vertex *verts2 = verts;
if (verts) {
SDL_FColor color;
SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaModFloat(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = position->x;
verts->position.y = position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = position->x + position->w;
verts->position.y = position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = position->x + position->w;
verts->position.y = position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 0 */
verts->position.x = position->x;
verts->position.y = position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = position->x + position->w;
verts->position.y = position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 3 */
verts->position.x = position->x;
verts->position.y = position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
SDL_free(verts2);
}
} else if (use_rendergeometry == 2) {
/* 0-----1
* |\ A /|
* | \ / |
* |D 2 B|
* | / \ |
* |/ C \|
* 3-----4
*
* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array
*/
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
SDL_Vertex *verts2 = verts;
int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
int *indices2 = indices;
if (verts && indices) {
int pos = 0;
SDL_FColor color;
SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaModFloat(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = position->x;
verts->position.y = position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = position->x + position->w;
verts->position.y = position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = position->x + position->w / 2.0f;
verts->position.y = position->y + position->h / 2.0f;
verts->color = color;
verts->tex_coord.x = 0.5f;
verts->tex_coord.y = 0.5f;
verts++;
/* 3 */
verts->position.x = position->x;
verts->position.y = position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 4 */
verts->position.x = position->x + position->w;
verts->position.y = position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* A */
*indices++ = pos + 0;
*indices++ = pos + 1;
*indices++ = pos + 2;
/* B */
*indices++ = pos + 1;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* C */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* D */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 0;
pos += 5;
}
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
SDL_free(verts2);
SDL_free(indices2);
}
/* Update the screen! */
SDL_RenderPresent(renderer);
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_Rect safe_area;
int i;
Uint64 seed;
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return SDL_APP_FAILURE;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--blend") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
blendMode = SDL_BLENDMODE_NONE;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
blendMode = SDL_BLENDMODE_BLEND;
consumed = 2;
} else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) {
blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
consumed = 2;
} 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;
}