test/testgl2.c
author Sam Lantinga <slouken@libsdl.org>
Sun, 07 Jul 2019 09:10:56 -0700
changeset 12928 3c4a4b1077cd
parent 12758 3c6a6dad3487
permissions -rw-r--r--
Fixed bug 4710 - audio/alsa: avoid configuring hardware parameters with only a single period

Anthony Pesch

The previous code first configured the period size using snd_pcm_hw_par-
ams_set_period_size_near. Then, it further narrowed the configuration
space by calling snd_pcm_hw_params_set_buffer_size_near using a buffer
size of 2 times the _requested_ period size in order to try and get a
configuration with only 2 periods. If the configured period size was
larger than the requested size, the second call could inadvertently
narrow the configuration space to contain only a single period.

Rather than fixing the call to snd_pcm_hw_params_set_buffer_size_near
to use a size of 2 times the configured period size, the code has been
changed to use snd_pcm_hw_params_set_periods_min in order to more
clearly explain the intent.
     1 /*
     2   Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
     3 
     4   This software is provided 'as-is', without any express or implied
     5   warranty.  In no event will the authors be held liable for any damages
     6   arising from the use of this software.
     7 
     8   Permission is granted to anyone to use this software for any purpose,
     9   including commercial applications, and to alter it and redistribute it
    10   freely.
    11 */
    12 #include <stdlib.h>
    13 #include <stdio.h>
    14 #include <string.h>
    15 #include <math.h>
    16 
    17 #include "SDL_test_common.h"
    18 
    19 #ifdef __MACOS__
    20 #define HAVE_OPENGL
    21 #endif
    22 
    23 #ifdef HAVE_OPENGL
    24 
    25 #include "SDL_opengl.h"
    26 
    27 typedef struct GL_Context
    28 {
    29 #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
    30 #include "../src/render/opengl/SDL_glfuncs.h"
    31 #undef SDL_PROC
    32 } GL_Context;
    33 
    34 
    35 /* Undefine this if you want a flat cube instead of a rainbow cube */
    36 #define SHADED_CUBE
    37 
    38 static SDLTest_CommonState *state;
    39 static SDL_GLContext context;
    40 static GL_Context ctx;
    41 
    42 static int LoadContext(GL_Context * data)
    43 {
    44 #if SDL_VIDEO_DRIVER_UIKIT
    45 #define __SDL_NOGETPROCADDR__
    46 #elif SDL_VIDEO_DRIVER_ANDROID
    47 #define __SDL_NOGETPROCADDR__
    48 #elif SDL_VIDEO_DRIVER_PANDORA
    49 #define __SDL_NOGETPROCADDR__
    50 #endif
    51 
    52 #if defined __SDL_NOGETPROCADDR__
    53 #define SDL_PROC(ret,func,params) data->func=func;
    54 #else
    55 #define SDL_PROC(ret,func,params) \
    56     do { \
    57         data->func = SDL_GL_GetProcAddress(#func); \
    58         if ( ! data->func ) { \
    59             return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
    60         } \
    61     } while ( 0 );
    62 #endif /* __SDL_NOGETPROCADDR__ */
    63 
    64 #include "../src/render/opengl/SDL_glfuncs.h"
    65 #undef SDL_PROC
    66     return 0;
    67 }
    68 
    69 
    70 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    71 static void
    72 quit(int rc)
    73 {
    74     if (context) {
    75         /* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
    76         SDL_GL_DeleteContext(context);
    77     }
    78     SDLTest_CommonQuit(state);
    79     exit(rc);
    80 }
    81 
    82 static void
    83 Render()
    84 {
    85     static float color[8][3] = {
    86         {1.0, 1.0, 0.0},
    87         {1.0, 0.0, 0.0},
    88         {0.0, 0.0, 0.0},
    89         {0.0, 1.0, 0.0},
    90         {0.0, 1.0, 1.0},
    91         {1.0, 1.0, 1.0},
    92         {1.0, 0.0, 1.0},
    93         {0.0, 0.0, 1.0}
    94     };
    95     static float cube[8][3] = {
    96         {0.5, 0.5, -0.5},
    97         {0.5, -0.5, -0.5},
    98         {-0.5, -0.5, -0.5},
    99         {-0.5, 0.5, -0.5},
   100         {-0.5, 0.5, 0.5},
   101         {0.5, 0.5, 0.5},
   102         {0.5, -0.5, 0.5},
   103         {-0.5, -0.5, 0.5}
   104     };
   105 
   106     /* Do our drawing, too. */
   107     ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
   108     ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   109 
   110     ctx.glBegin(GL_QUADS);
   111 
   112 #ifdef SHADED_CUBE
   113     ctx.glColor3fv(color[0]);
   114     ctx.glVertex3fv(cube[0]);
   115     ctx.glColor3fv(color[1]);
   116     ctx.glVertex3fv(cube[1]);
   117     ctx.glColor3fv(color[2]);
   118     ctx.glVertex3fv(cube[2]);
   119     ctx.glColor3fv(color[3]);
   120     ctx.glVertex3fv(cube[3]);
   121 
   122     ctx.glColor3fv(color[3]);
   123     ctx.glVertex3fv(cube[3]);
   124     ctx.glColor3fv(color[4]);
   125     ctx.glVertex3fv(cube[4]);
   126     ctx.glColor3fv(color[7]);
   127     ctx.glVertex3fv(cube[7]);
   128     ctx.glColor3fv(color[2]);
   129     ctx.glVertex3fv(cube[2]);
   130 
   131     ctx.glColor3fv(color[0]);
   132     ctx.glVertex3fv(cube[0]);
   133     ctx.glColor3fv(color[5]);
   134     ctx.glVertex3fv(cube[5]);
   135     ctx.glColor3fv(color[6]);
   136     ctx.glVertex3fv(cube[6]);
   137     ctx.glColor3fv(color[1]);
   138     ctx.glVertex3fv(cube[1]);
   139 
   140     ctx.glColor3fv(color[5]);
   141     ctx.glVertex3fv(cube[5]);
   142     ctx.glColor3fv(color[4]);
   143     ctx.glVertex3fv(cube[4]);
   144     ctx.glColor3fv(color[7]);
   145     ctx.glVertex3fv(cube[7]);
   146     ctx.glColor3fv(color[6]);
   147     ctx.glVertex3fv(cube[6]);
   148 
   149     ctx.glColor3fv(color[5]);
   150     ctx.glVertex3fv(cube[5]);
   151     ctx.glColor3fv(color[0]);
   152     ctx.glVertex3fv(cube[0]);
   153     ctx.glColor3fv(color[3]);
   154     ctx.glVertex3fv(cube[3]);
   155     ctx.glColor3fv(color[4]);
   156     ctx.glVertex3fv(cube[4]);
   157 
   158     ctx.glColor3fv(color[6]);
   159     ctx.glVertex3fv(cube[6]);
   160     ctx.glColor3fv(color[1]);
   161     ctx.glVertex3fv(cube[1]);
   162     ctx.glColor3fv(color[2]);
   163     ctx.glVertex3fv(cube[2]);
   164     ctx.glColor3fv(color[7]);
   165     ctx.glVertex3fv(cube[7]);
   166 #else /* flat cube */
   167     ctx.glColor3f(1.0, 0.0, 0.0);
   168     ctx.glVertex3fv(cube[0]);
   169     ctx.glVertex3fv(cube[1]);
   170     ctx.glVertex3fv(cube[2]);
   171     ctx.glVertex3fv(cube[3]);
   172 
   173     ctx.glColor3f(0.0, 1.0, 0.0);
   174     ctx.glVertex3fv(cube[3]);
   175     ctx.glVertex3fv(cube[4]);
   176     ctx.glVertex3fv(cube[7]);
   177     ctx.glVertex3fv(cube[2]);
   178 
   179     ctx.glColor3f(0.0, 0.0, 1.0);
   180     ctx.glVertex3fv(cube[0]);
   181     ctx.glVertex3fv(cube[5]);
   182     ctx.glVertex3fv(cube[6]);
   183     ctx.glVertex3fv(cube[1]);
   184 
   185     ctx.glColor3f(0.0, 1.0, 1.0);
   186     ctx.glVertex3fv(cube[5]);
   187     ctx.glVertex3fv(cube[4]);
   188     ctx.glVertex3fv(cube[7]);
   189     ctx.glVertex3fv(cube[6]);
   190 
   191     ctx.glColor3f(1.0, 1.0, 0.0);
   192     ctx.glVertex3fv(cube[5]);
   193     ctx.glVertex3fv(cube[0]);
   194     ctx.glVertex3fv(cube[3]);
   195     ctx.glVertex3fv(cube[4]);
   196 
   197     ctx.glColor3f(1.0, 0.0, 1.0);
   198     ctx.glVertex3fv(cube[6]);
   199     ctx.glVertex3fv(cube[1]);
   200     ctx.glVertex3fv(cube[2]);
   201     ctx.glVertex3fv(cube[7]);
   202 #endif /* SHADED_CUBE */
   203 
   204     ctx.glEnd();
   205 
   206     ctx.glMatrixMode(GL_MODELVIEW);
   207     ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
   208 }
   209 
   210 int
   211 main(int argc, char *argv[])
   212 {
   213     int fsaa, accel;
   214     int value;
   215     int i, done;
   216     SDL_DisplayMode mode;
   217     SDL_Event event;
   218     Uint32 then, now, frames;
   219     int status;
   220     int dw, dh;
   221     int swap_interval = 0;
   222 
   223     /* Enable standard application logging */
   224     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   225 
   226     /* Initialize parameters */
   227     fsaa = 0;
   228     accel = -1;
   229 
   230     /* Initialize test framework */
   231     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   232     if (!state) {
   233         return 1;
   234     }
   235     for (i = 1; i < argc;) {
   236         int consumed;
   237 
   238         consumed = SDLTest_CommonArg(state, i);
   239         if (consumed == 0) {
   240             if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
   241                 fsaa = atoi(argv[i+1]);
   242                 consumed = 2;
   243             } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
   244                 accel = atoi(argv[i+1]);
   245                 consumed = 2;
   246             } else {
   247                 consumed = -1;
   248             }
   249         }
   250         if (consumed < 0) {
   251             static const char *options[] = { "[--fsaa n]", "[--accel n]", NULL };
   252             SDLTest_CommonLogUsage(state, argv[0], options);
   253             quit(1);
   254         }
   255         i += consumed;
   256     }
   257 
   258     /* Set OpenGL parameters */
   259     state->window_flags |= SDL_WINDOW_OPENGL;
   260     state->gl_red_size = 5;
   261     state->gl_green_size = 5;
   262     state->gl_blue_size = 5;
   263     state->gl_depth_size = 16;
   264     state->gl_double_buffer = 1;
   265     if (fsaa) {
   266         state->gl_multisamplebuffers = 1;
   267         state->gl_multisamplesamples = fsaa;
   268     }
   269     if (accel >= 0) {
   270         state->gl_accelerated = accel;
   271     }
   272 
   273     if (!SDLTest_CommonInit(state)) {
   274         quit(2);
   275     }
   276 
   277     /* Create OpenGL context */
   278     context = SDL_GL_CreateContext(state->windows[0]);
   279     if (!context) {
   280         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
   281         quit(2);
   282     }
   283     
   284     /* Important: call this *after* creating the context */
   285     if (LoadContext(&ctx) < 0) {
   286         SDL_Log("Could not load GL functions\n");
   287         quit(2);
   288         return 0;
   289     }
   290 
   291     if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
   292         /* try late-swap-tearing first. If not supported, try normal vsync. */
   293         if (SDL_GL_SetSwapInterval(-1) == 0) {
   294             swap_interval = -1;
   295         } else {
   296             SDL_GL_SetSwapInterval(1);
   297             swap_interval = 1;
   298         }
   299     } else {
   300         SDL_GL_SetSwapInterval(0);  /* disable vsync. */
   301         swap_interval = 0;
   302     }
   303 
   304     SDL_GetCurrentDisplayMode(0, &mode);
   305     SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode.format));
   306     SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
   307     SDL_GetWindowSize(state->windows[0], &dw, &dh);
   308     SDL_Log("Window Size   : %d,%d\n", dw, dh);
   309     SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
   310     SDL_Log("Draw Size     : %d,%d\n", dw, dh);
   311     SDL_Log("\n");
   312     SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
   313     SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
   314     SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
   315     SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
   316     SDL_Log("\n");
   317 
   318     status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
   319     if (!status) {
   320         SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
   321     } else {
   322         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
   323     }
   324     status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
   325     if (!status) {
   326         SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
   327     } else {
   328         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
   329     }
   330     status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
   331     if (!status) {
   332         SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
   333     } else {
   334         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
   335     }
   336     status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
   337     if (!status) {
   338         SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
   339     } else {
   340         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
   341     }
   342     if (fsaa) {
   343         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
   344         if (!status) {
   345             SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
   346         } else {
   347             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
   348                    SDL_GetError());
   349         }
   350         status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
   351         if (!status) {
   352             SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
   353                    value);
   354         } else {
   355             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
   356                    SDL_GetError());
   357         }
   358     }
   359     if (accel >= 0) {
   360         status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
   361         if (!status) {
   362             SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
   363                    value);
   364         } else {
   365             SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
   366                    SDL_GetError());
   367         }
   368     }
   369 
   370     /* Set rendering settings */
   371     ctx.glMatrixMode(GL_PROJECTION);
   372     ctx.glLoadIdentity();
   373     ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
   374     ctx.glMatrixMode(GL_MODELVIEW);
   375     ctx.glLoadIdentity();
   376     ctx.glEnable(GL_DEPTH_TEST);
   377     ctx.glDepthFunc(GL_LESS);
   378     ctx.glShadeModel(GL_SMOOTH);
   379     
   380     /* Main render loop */
   381     frames = 0;
   382     then = SDL_GetTicks();
   383     done = 0;
   384     while (!done) {
   385         SDL_bool update_swap_interval = SDL_FALSE;
   386 
   387         /* Check for events */
   388         ++frames;
   389         while (SDL_PollEvent(&event)) {
   390             SDLTest_CommonEvent(state, &event, &done);
   391             if (event.type == SDL_KEYDOWN) {
   392                 if (event.key.keysym.sym == SDLK_o) {
   393                     swap_interval--;
   394                     update_swap_interval = SDL_TRUE;
   395                 } else if (event.key.keysym.sym == SDLK_p) {
   396                     swap_interval++;
   397                     update_swap_interval = SDL_TRUE;
   398                 }
   399             }
   400         }
   401 
   402         if (update_swap_interval) {
   403             SDL_Log("Swap interval to be set to %d\n", swap_interval);
   404         }
   405 
   406         for (i = 0; i < state->num_windows; ++i) {
   407             int w, h;
   408             if (state->windows[i] == NULL)
   409                 continue;
   410             SDL_GL_MakeCurrent(state->windows[i], context);
   411             if (update_swap_interval) {
   412                 SDL_GL_SetSwapInterval(swap_interval);
   413             }
   414             SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
   415             ctx.glViewport(0, 0, w, h);
   416             Render();
   417             SDL_GL_SwapWindow(state->windows[i]);
   418         }
   419     }
   420 
   421     /* Print out some timing information */
   422     now = SDL_GetTicks();
   423     if (now > then) {
   424         SDL_Log("%2.2f frames per second\n",
   425                ((double) frames * 1000) / (now - then));
   426     }
   427     quit(0);
   428     return 0;
   429 }
   430 
   431 #else /* HAVE_OPENGL */
   432 
   433 int
   434 main(int argc, char *argv[])
   435 {
   436     SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
   437     return 1;
   438 }
   439 
   440 #endif /* HAVE_OPENGL */