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	Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
		
			
				
	
	
		
			442 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			442 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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  Copyright (C) 1997-2024 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 HAVE_OPENGL
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#include <stdlib.h>
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#include <SDL3/SDL_opengl.h>
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typedef struct GL_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/opengl/SDL_glfuncs.h"
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#undef SDL_PROC
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} GL_Context;
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/* Undefine this if you want a flat cube instead of a rainbow cube */
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#define SHADED_CUBE
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static SDLTest_CommonState *state;
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static SDL_GLContext context;
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static GL_Context ctx;
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static SDL_bool suspend_when_occluded;
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static int LoadContext(GL_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 GL 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/opengl/SDL_glfuncs.h"
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#undef SDL_PROC
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    return 0;
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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 quit(int rc)
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{
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    if (context) {
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        /* SDL_GL_MakeCurrent(0, NULL); */ /* doesn't do anything */
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        SDL_GL_DestroyContext(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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static void Render(void)
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{
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    static float color[8][3] = {
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        { 1.0, 1.0, 0.0 },
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        { 1.0, 0.0, 0.0 },
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        { 0.0, 0.0, 0.0 },
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        { 0.0, 1.0, 0.0 },
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        { 0.0, 1.0, 1.0 },
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        { 1.0, 1.0, 1.0 },
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        { 1.0, 0.0, 1.0 },
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        { 0.0, 0.0, 1.0 }
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    };
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    static float cube[8][3] = {
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        { 0.5, 0.5, -0.5 },
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        { 0.5, -0.5, -0.5 },
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        { -0.5, -0.5, -0.5 },
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        { -0.5, 0.5, -0.5 },
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        { -0.5, 0.5, 0.5 },
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        { 0.5, 0.5, 0.5 },
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        { 0.5, -0.5, 0.5 },
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        { -0.5, -0.5, 0.5 }
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    };
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    /* Do our drawing, too. */
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    ctx.glClearColor(0.0, 0.0, 0.0, 0.0 /* used with --transparent */);
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    ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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    ctx.glBegin(GL_QUADS);
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#ifdef SHADED_CUBE
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    ctx.glColor3fv(color[0]);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glColor3fv(color[1]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glColor3fv(color[2]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glColor3fv(color[3]);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glColor3fv(color[3]);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glColor3fv(color[4]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glColor3fv(color[7]);
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    ctx.glVertex3fv(cube[7]);
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    ctx.glColor3fv(color[2]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glColor3fv(color[0]);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glColor3fv(color[5]);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glColor3fv(color[6]);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glColor3fv(color[1]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glColor3fv(color[5]);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glColor3fv(color[4]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glColor3fv(color[7]);
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    ctx.glVertex3fv(cube[7]);
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    ctx.glColor3fv(color[6]);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glColor3fv(color[5]);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glColor3fv(color[0]);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glColor3fv(color[3]);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glColor3fv(color[4]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glColor3fv(color[6]);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glColor3fv(color[1]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glColor3fv(color[2]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glColor3fv(color[7]);
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    ctx.glVertex3fv(cube[7]);
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#else  /* flat cube */
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    ctx.glColor3f(1.0, 0.0, 0.0);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glColor3f(0.0, 1.0, 0.0);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glVertex3fv(cube[7]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glColor3f(0.0, 0.0, 1.0);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glColor3f(0.0, 1.0, 1.0);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glVertex3fv(cube[7]);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glColor3f(1.0, 1.0, 0.0);
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    ctx.glVertex3fv(cube[5]);
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    ctx.glVertex3fv(cube[0]);
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    ctx.glVertex3fv(cube[3]);
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    ctx.glVertex3fv(cube[4]);
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    ctx.glColor3f(1.0, 0.0, 1.0);
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    ctx.glVertex3fv(cube[6]);
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    ctx.glVertex3fv(cube[1]);
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    ctx.glVertex3fv(cube[2]);
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    ctx.glVertex3fv(cube[7]);
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#endif /* SHADED_CUBE */
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    ctx.glEnd();
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    ctx.glMatrixMode(GL_MODELVIEW);
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    ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
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}
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static void LogSwapInterval(void)
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{
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    int interval = 0;
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    if (SDL_GL_GetSwapInterval(&interval)) {
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       SDL_Log("Swap Interval : %d\n", interval);
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    } else {
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       SDL_Log("Swap Interval : %d error: %s\n", interval, SDL_GetError());
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    }
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}
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int main(int argc, char *argv[])
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{
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    int fsaa, accel;
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    int value;
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    int i, done;
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    const SDL_DisplayMode *mode;
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    SDL_Event event;
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    Uint64 then, now;
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    Uint32 frames;
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    int dw, dh;
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    int swap_interval = 0;
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    /* Initialize parameters */
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    fsaa = 0;
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    accel = -1;
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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 1;
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    }
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    /* Enable standard application logging */
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    SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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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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            if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i + 1 < argc) {
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                fsaa = SDL_atoi(argv[i + 1]);
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                consumed = 2;
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            } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i + 1 < argc) {
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                accel = SDL_atoi(argv[i + 1]);
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                consumed = 2;
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            } else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
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                suspend_when_occluded = SDL_TRUE;
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                consumed = 1;
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            } else {
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                consumed = -1;
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            }
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        }
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        if (consumed < 0) {
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            static const char *options[] = { "[--fsaa n]", "[--accel n]", "[--suspend-when-occluded]", NULL };
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            SDLTest_CommonLogUsage(state, argv[0], options);
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            quit(1);
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        }
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        i += consumed;
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    }
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    /* Set OpenGL parameters */
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    state->window_flags |= SDL_WINDOW_OPENGL;
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    state->gl_red_size = 5;
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    state->gl_green_size = 5;
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    state->gl_blue_size = 5;
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    state->gl_depth_size = 16;
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    state->gl_double_buffer = 1;
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    if (fsaa) {
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        state->gl_multisamplebuffers = 1;
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        state->gl_multisamplesamples = fsaa;
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    }
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    if (accel >= 0) {
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        state->gl_accelerated = accel;
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    }
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    if (!SDLTest_CommonInit(state)) {
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        quit(2);
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    }
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    /* Create OpenGL context */
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    context = SDL_GL_CreateContext(state->windows[0]);
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    if (!context) {
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        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
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        quit(2);
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    }
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    /* Important: call this *after* creating the context */
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    if (LoadContext(&ctx) < 0) {
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        SDL_Log("Could not load GL functions\n");
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        quit(2);
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        return 0;
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    }
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    SDL_GL_SetSwapInterval(state->render_vsync);
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    swap_interval = state->render_vsync;
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    mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
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    if (mode) {
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						|
        SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode->format));
 | 
						|
    }
 | 
						|
 | 
						|
    LogSwapInterval();
 | 
						|
 | 
						|
    SDL_GetWindowSize(state->windows[0], &dw, &dh);
 | 
						|
    SDL_Log("Window Size   : %d,%d\n", dw, dh);
 | 
						|
    SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh);
 | 
						|
    SDL_Log("Draw Size     : %d,%d\n", dw, dh);
 | 
						|
    SDL_Log("\n");
 | 
						|
    SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
 | 
						|
    SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
 | 
						|
    SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
 | 
						|
    SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
 | 
						|
    SDL_Log("\n");
 | 
						|
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
 | 
						|
    } else {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
 | 
						|
    }
 | 
						|
    if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
 | 
						|
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
 | 
						|
    } else {
 | 
						|
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
 | 
						|
    }
 | 
						|
    if (fsaa) {
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
 | 
						|
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
 | 
						|
        } else {
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
 | 
						|
                         SDL_GetError());
 | 
						|
        }
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
 | 
						|
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
 | 
						|
                    value);
 | 
						|
        } else {
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
 | 
						|
                         SDL_GetError());
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if (accel >= 0) {
 | 
						|
        if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
 | 
						|
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
 | 
						|
                    value);
 | 
						|
        } else {
 | 
						|
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
 | 
						|
                         SDL_GetError());
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Set rendering settings */
 | 
						|
    ctx.glMatrixMode(GL_PROJECTION);
 | 
						|
    ctx.glLoadIdentity();
 | 
						|
    ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
 | 
						|
    ctx.glMatrixMode(GL_MODELVIEW);
 | 
						|
    ctx.glLoadIdentity();
 | 
						|
    ctx.glEnable(GL_DEPTH_TEST);
 | 
						|
    ctx.glDepthFunc(GL_LESS);
 | 
						|
    ctx.glShadeModel(GL_SMOOTH);
 | 
						|
 | 
						|
    /* Main render loop */
 | 
						|
    frames = 0;
 | 
						|
    then = SDL_GetTicks();
 | 
						|
    done = 0;
 | 
						|
    while (!done) {
 | 
						|
        SDL_bool update_swap_interval = SDL_FALSE;
 | 
						|
        int active_windows = 0;
 | 
						|
 | 
						|
        /* Check for events */
 | 
						|
        ++frames;
 | 
						|
        while (SDL_PollEvent(&event)) {
 | 
						|
            SDLTest_CommonEvent(state, &event, &done);
 | 
						|
            if (event.type == SDL_EVENT_KEY_DOWN) {
 | 
						|
                if (event.key.key == SDLK_O) {
 | 
						|
                    swap_interval--;
 | 
						|
                    update_swap_interval = SDL_TRUE;
 | 
						|
                } else if (event.key.key == SDLK_P) {
 | 
						|
                    swap_interval++;
 | 
						|
                    update_swap_interval = SDL_TRUE;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (update_swap_interval) {
 | 
						|
            SDL_Log("Swap interval to be set to %d\n", swap_interval);
 | 
						|
        }
 | 
						|
 | 
						|
        for (i = 0; i < state->num_windows; ++i) {
 | 
						|
            int w, h;
 | 
						|
            if (state->windows[i] == NULL ||
 | 
						|
                (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
            ++active_windows;
 | 
						|
            SDL_GL_MakeCurrent(state->windows[i], context);
 | 
						|
            if (update_swap_interval) {
 | 
						|
                SDL_GL_SetSwapInterval(swap_interval);
 | 
						|
                LogSwapInterval();
 | 
						|
            }
 | 
						|
            SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
 | 
						|
            ctx.glViewport(0, 0, w, h);
 | 
						|
            Render();
 | 
						|
            SDL_GL_SwapWindow(state->windows[i]);
 | 
						|
        }
 | 
						|
 | 
						|
        /* If all windows are occluded, throttle event polling to 15hz. */
 | 
						|
        if (!active_windows) {
 | 
						|
            SDL_DelayNS(SDL_NS_PER_SECOND / 15);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    /* Print out some timing information */
 | 
						|
    now = SDL_GetTicks();
 | 
						|
    if (now > then) {
 | 
						|
        SDL_Log("%2.2f frames per second\n",
 | 
						|
                ((double)frames * 1000) / (now - then));
 | 
						|
    }
 | 
						|
    quit(0);
 | 
						|
    return 0;
 | 
						|
}
 | 
						|
 | 
						|
#else /* HAVE_OPENGL */
 | 
						|
 | 
						|
int main(int argc, char *argv[])
 | 
						|
{
 | 
						|
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
 | 
						|
    return 1;
 | 
						|
}
 | 
						|
 | 
						|
#endif /* HAVE_OPENGL */
 |