Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
This commit is contained in:
commit
b48e54aafe
1635 changed files with 472973 additions and 0 deletions
416
test/testgl2.c
Normal file
416
test/testgl2.c
Normal file
|
@ -0,0 +1,416 @@
|
|||
/*
|
||||
Copyright (C) 1997-2014 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.
|
||||
*/
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "SDL_test_common.h"
|
||||
|
||||
#ifdef __MACOS__
|
||||
#define HAVE_OPENGL
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_OPENGL
|
||||
|
||||
#include "SDL_opengl.h"
|
||||
|
||||
typedef struct GL_Context
|
||||
{
|
||||
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
|
||||
#include "../src/render/opengl/SDL_glfuncs.h"
|
||||
#undef SDL_PROC
|
||||
} GL_Context;
|
||||
|
||||
|
||||
/* Undefine this if you want a flat cube instead of a rainbow cube */
|
||||
#define SHADED_CUBE
|
||||
|
||||
static SDLTest_CommonState *state;
|
||||
static SDL_GLContext context;
|
||||
static GL_Context ctx;
|
||||
|
||||
static int LoadContext(GL_Context * data)
|
||||
{
|
||||
#if SDL_VIDEO_DRIVER_UIKIT
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_ANDROID
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#elif SDL_VIDEO_DRIVER_PANDORA
|
||||
#define __SDL_NOGETPROCADDR__
|
||||
#endif
|
||||
|
||||
#if defined __SDL_NOGETPROCADDR__
|
||||
#define SDL_PROC(ret,func,params) data->func=func;
|
||||
#else
|
||||
#define SDL_PROC(ret,func,params) \
|
||||
do { \
|
||||
data->func = SDL_GL_GetProcAddress(#func); \
|
||||
if ( ! data->func ) { \
|
||||
return SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
|
||||
} \
|
||||
} while ( 0 );
|
||||
#endif /* _SDL_NOGETPROCADDR_ */
|
||||
|
||||
#include "../src/render/opengl/SDL_glfuncs.h"
|
||||
#undef SDL_PROC
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
|
||||
static void
|
||||
quit(int rc)
|
||||
{
|
||||
if (context) {
|
||||
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
|
||||
SDL_GL_DeleteContext(context);
|
||||
}
|
||||
SDLTest_CommonQuit(state);
|
||||
exit(rc);
|
||||
}
|
||||
|
||||
static void
|
||||
Render()
|
||||
{
|
||||
static float color[8][3] = {
|
||||
{1.0, 1.0, 0.0},
|
||||
{1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 0.0},
|
||||
{0.0, 1.0, 0.0},
|
||||
{0.0, 1.0, 1.0},
|
||||
{1.0, 1.0, 1.0},
|
||||
{1.0, 0.0, 1.0},
|
||||
{0.0, 0.0, 1.0}
|
||||
};
|
||||
static float cube[8][3] = {
|
||||
{0.5, 0.5, -0.5},
|
||||
{0.5, -0.5, -0.5},
|
||||
{-0.5, -0.5, -0.5},
|
||||
{-0.5, 0.5, -0.5},
|
||||
{-0.5, 0.5, 0.5},
|
||||
{0.5, 0.5, 0.5},
|
||||
{0.5, -0.5, 0.5},
|
||||
{-0.5, -0.5, 0.5}
|
||||
};
|
||||
|
||||
/* Do our drawing, too. */
|
||||
ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
|
||||
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
ctx.glBegin(GL_QUADS);
|
||||
|
||||
#ifdef SHADED_CUBE
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
|
||||
ctx.glColor3fv(color[5]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glColor3fv(color[0]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glColor3fv(color[3]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glColor3fv(color[4]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
|
||||
ctx.glColor3fv(color[6]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glColor3fv(color[1]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glColor3fv(color[2]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glColor3fv(color[7]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
#else /* flat cube */
|
||||
ctx.glColor3f(1.0, 0.0, 0.0);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
|
||||
ctx.glColor3f(0.0, 1.0, 0.0);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
|
||||
ctx.glColor3f(0.0, 0.0, 1.0);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
|
||||
ctx.glColor3f(0.0, 1.0, 1.0);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
|
||||
ctx.glColor3f(1.0, 1.0, 0.0);
|
||||
ctx.glVertex3fv(cube[5]);
|
||||
ctx.glVertex3fv(cube[0]);
|
||||
ctx.glVertex3fv(cube[3]);
|
||||
ctx.glVertex3fv(cube[4]);
|
||||
|
||||
ctx.glColor3f(1.0, 0.0, 1.0);
|
||||
ctx.glVertex3fv(cube[6]);
|
||||
ctx.glVertex3fv(cube[1]);
|
||||
ctx.glVertex3fv(cube[2]);
|
||||
ctx.glVertex3fv(cube[7]);
|
||||
#endif /* SHADED_CUBE */
|
||||
|
||||
ctx.glEnd();
|
||||
|
||||
ctx.glMatrixMode(GL_MODELVIEW);
|
||||
ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
int fsaa, accel;
|
||||
int value;
|
||||
int i, done;
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Event event;
|
||||
Uint32 then, now, frames;
|
||||
int status;
|
||||
int dw, dh;
|
||||
|
||||
/* Enable standard application logging */
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize parameters */
|
||||
fsaa = 0;
|
||||
accel = -1;
|
||||
|
||||
/* Initialize test framework */
|
||||
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
|
||||
if (!state) {
|
||||
return 1;
|
||||
}
|
||||
for (i = 1; i < argc;) {
|
||||
int consumed;
|
||||
|
||||
consumed = SDLTest_CommonArg(state, i);
|
||||
if (consumed == 0) {
|
||||
if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
|
||||
fsaa = atoi(argv[i+1]);
|
||||
consumed = 2;
|
||||
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
|
||||
accel = atoi(argv[i+1]);
|
||||
consumed = 2;
|
||||
} else {
|
||||
consumed = -1;
|
||||
}
|
||||
}
|
||||
if (consumed < 0) {
|
||||
SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
|
||||
SDLTest_CommonUsage(state));
|
||||
quit(1);
|
||||
}
|
||||
i += consumed;
|
||||
}
|
||||
|
||||
/* Set OpenGL parameters */
|
||||
state->window_flags |= SDL_WINDOW_OPENGL;
|
||||
state->gl_red_size = 5;
|
||||
state->gl_green_size = 5;
|
||||
state->gl_blue_size = 5;
|
||||
state->gl_depth_size = 16;
|
||||
state->gl_double_buffer = 1;
|
||||
if (fsaa) {
|
||||
state->gl_multisamplebuffers = 1;
|
||||
state->gl_multisamplesamples = fsaa;
|
||||
}
|
||||
if (accel >= 0) {
|
||||
state->gl_accelerated = accel;
|
||||
}
|
||||
|
||||
if (!SDLTest_CommonInit(state)) {
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Create OpenGL context */
|
||||
context = SDL_GL_CreateContext(state->windows[0]);
|
||||
if (!context) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
quit(2);
|
||||
}
|
||||
|
||||
/* Important: call this *after* creating the context */
|
||||
if (LoadContext(&ctx) < 0) {
|
||||
SDL_Log("Could not load GL functions\n");
|
||||
quit(2);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
|
||||
/* try late-swap-tearing first. If not supported, try normal vsync. */
|
||||
if (SDL_GL_SetSwapInterval(-1) == -1) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
}
|
||||
} else {
|
||||
SDL_GL_SetSwapInterval(0); /* disable vsync. */
|
||||
}
|
||||
|
||||
SDL_GetCurrentDisplayMode(0, &mode);
|
||||
SDL_Log("Screen BPP : %d\n", SDL_BITSPERPIXEL(mode.format));
|
||||
SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
|
||||
SDL_GetWindowSize(state->windows[0], &dw, &dh);
|
||||
SDL_Log("Window Size : %d,%d\n", dw, dh);
|
||||
SDL_GL_GetDrawableSize(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");
|
||||
|
||||
status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
|
||||
if (!status) {
|
||||
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());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
|
||||
if (!status) {
|
||||
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());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
|
||||
if (!status) {
|
||||
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());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
|
||||
if (!status) {
|
||||
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) {
|
||||
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
|
||||
if (!status) {
|
||||
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());
|
||||
}
|
||||
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
|
||||
if (!status) {
|
||||
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) {
|
||||
status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
|
||||
if (!status) {
|
||||
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) {
|
||||
/* Check for events */
|
||||
++frames;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
SDLTest_CommonEvent(state, &event, &done);
|
||||
}
|
||||
for (i = 0; i < state->num_windows; ++i) {
|
||||
int w, h;
|
||||
if (state->windows[i] == NULL)
|
||||
continue;
|
||||
SDL_GL_MakeCurrent(state->windows[i], context);
|
||||
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
|
||||
ctx.glViewport(0, 0, w, h);
|
||||
Render();
|
||||
SDL_GL_SwapWindow(state->windows[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/* 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 */
|
Loading…
Add table
Add a link
Reference in a new issue