Update SDL2 to version 2.28.1.

This commit is contained in:
Sasha Szpakowski
2023-08-31 22:21:03 -03:00
parent 99b2757fc5
commit a82fcdd079
1394 changed files with 313046 additions and 190617 deletions
+311 -164
View File
@@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2023 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
@@ -33,7 +33,7 @@
typedef struct GLES2_Context
{
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#include "../src/render/opengles2/SDL_gles2funcs.h"
#undef SDL_PROC
} GLES2_Context;
@@ -51,12 +51,19 @@ typedef struct shader_data
GLuint color_buffer;
} shader_data;
typedef struct thread_data
{
SDL_Thread *thread;
int done;
int index;
} thread_data;
static SDLTest_CommonState *state;
static SDL_GLContext *context = NULL;
static int depth = 16;
static GLES2_Context ctx;
static int LoadContext(GLES2_Context * data)
static int LoadContext(GLES2_Context *data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
@@ -67,15 +74,15 @@ static int LoadContext(GLES2_Context * data)
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#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 ) { \
#define SDL_PROC(ret, func, params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if (!data->func) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
} \
} while (0);
#endif /* __SDL_NOGETPROCADDR__ */
#include "../src/render/opengles2/SDL_gles2funcs.h"
@@ -103,19 +110,19 @@ quit(int rc)
exit(rc);
}
#define GL_CHECK(x) \
x; \
{ \
GLenum glError = ctx.glGetError(); \
if(glError != GL_NO_ERROR) { \
#define GL_CHECK(x) \
x; \
{ \
GLenum glError = ctx.glGetError(); \
if (glError != GL_NO_ERROR) { \
SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
quit(1); \
} \
}
quit(1); \
} \
}
/*
* Simulates desktop's glRotatef. The matrix is returned in column-major
* order.
/*
* Simulates desktop's glRotatef. The matrix is returned in column-major
* order.
*/
static void
rotate_matrix(float angle, float x, float y, float z, float *r)
@@ -154,16 +161,16 @@ rotate_matrix(float angle, float x, float y, float z, float *r)
}
}
/*
* Simulates gluPerspectiveMatrix
/*
* Simulates gluPerspectiveMatrix
*/
static void
static void
perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
{
int i;
float f;
f = 1.0f/SDL_tanf(fovy * 0.5f);
f = 1.0f / SDL_tanf(fovy * 0.5f);
for (i = 0; i < 16; i++) {
r[i] = 0.0;
@@ -177,12 +184,12 @@ perspective_matrix(float fovy, float aspect, float znear, float zfar, float *r)
r[15] = 0.0f;
}
/*
/*
* Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column
* major. In-place multiplication is supported.
*/
static void
multiply_matrix(float *lhs, float *rhs, float *r)
multiply_matrix(const float *lhs, const float *rhs, float *r)
{
int i, j, k;
float tmp[16];
@@ -202,7 +209,7 @@ multiply_matrix(float *lhs, float *rhs, float *r)
}
}
/*
/*
* Create shader, load in source, compile, dump debug as necessary.
*
* shader: Pointer to return created shader ID.
@@ -210,7 +217,7 @@ multiply_matrix(float *lhs, float *rhs, float *r)
* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
*/
static void
process_shader(GLuint *shader, const char * source, GLint shader_type)
process_shader(GLuint *shader, const char *source, GLint shader_type)
{
GLint status = GL_FALSE;
const char *shaders[1] = { NULL };
@@ -232,7 +239,7 @@ process_shader(GLuint *shader, const char * source, GLint shader_type)
GL_CHECK(ctx.glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
/* Dump debug info (source and log) if compilation failed. */
if(status != GL_TRUE) {
if (status != GL_TRUE) {
ctx.glGetShaderInfoLog(*shader, sizeof(buffer), &length, &buffer[0]);
buffer[length] = '\0';
SDL_Log("Shader compilation failed: %s", buffer);
@@ -253,7 +260,7 @@ link_program(struct shader_data *data)
GL_CHECK(ctx.glLinkProgram(data->shader_program));
GL_CHECK(ctx.glGetProgramiv(data->shader_program, GL_LINK_STATUS, &status));
if(status != GL_TRUE) {
if (status != GL_TRUE) {
ctx.glGetProgramInfoLog(data->shader_program, sizeof(buffer), &length, &buffer[0]);
buffer[length] = '\0';
SDL_Log("Program linking failed: %s", buffer);
@@ -263,67 +270,137 @@ link_program(struct shader_data *data)
}
/* 3D data. Vertex range -0.5..0.5 in all axes.
* Z -0.5 is near, 0.5 is far. */
const float _vertices[] =
{
* Z -0.5 is near, 0.5 is far. */
const float _vertices[] = {
/* Front face. */
/* Bottom left */
-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,
/* Top right */
-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,
/* Left face */
/* Bottom left */
-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,
/* Top right */
-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,
/* Top face */
/* Bottom left */
-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,
/* Top right */
-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,
/* Right face */
/* Bottom left */
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,
/* Top right */
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,
/* Back face */
/* Bottom left */
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,
/* Top right */
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,
/* Bottom face */
/* Bottom left */
-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,
/* Top right */
-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,
};
const float _colors[] =
{
const float _colors[] = {
/* Front face */
/* Bottom left */
1.0, 0.0, 0.0, /* red */
@@ -380,32 +457,32 @@ const float _colors[] =
1.0, 0.0, 1.0, /* magenta */
};
const char* _shader_vert_src =
" attribute vec4 av4position; "
" attribute vec3 av3color; "
" uniform mat4 mvp; "
" varying vec3 vv3color; "
" void main() { "
" vv3color = av3color; "
" gl_Position = mvp * av4position; "
" } ";
const char *_shader_vert_src =
" attribute vec4 av4position; "
" attribute vec3 av3color; "
" uniform mat4 mvp; "
" varying vec3 vv3color; "
" void main() { "
" vv3color = av3color; "
" gl_Position = mvp * av4position; "
" } ";
const char* _shader_frag_src =
" precision lowp float; "
" varying vec3 vv3color; "
" void main() { "
" gl_FragColor = vec4(vv3color, 1.0); "
" } ";
const char *_shader_frag_src =
" precision lowp float; "
" varying vec3 vv3color; "
" void main() { "
" gl_FragColor = vec4(vv3color, 1.0); "
" } ";
static void
Render(unsigned int width, unsigned int height, shader_data* data)
Render(unsigned int width, unsigned int height, shader_data *data)
{
float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16];
/*
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
*/
/*
* Do some rotation with Euler angles. It is not a fixed axis as
* quaterions would be, but the effect is cool.
*/
rotate_matrix((float)data->angle_x, 1.0f, 0.0f, 0.0f, matrix_modelview);
rotate_matrix((float)data->angle_y, 0.0f, 1.0f, 0.0f, matrix_rotate);
@@ -418,7 +495,7 @@ Render(unsigned int width, unsigned int height, shader_data* data)
/* Pull the camera back from the cube */
matrix_modelview[14] -= 2.5;
perspective_matrix(45.0f, (float)width/height, 0.01f, 100.0f, matrix_perspective);
perspective_matrix(45.0f, (float)width / height, 0.01f, 100.0f, matrix_perspective);
multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp);
GL_CHECK(ctx.glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp));
@@ -427,13 +504,26 @@ Render(unsigned int width, unsigned int height, shader_data* data)
data->angle_y += 2;
data->angle_z += 1;
if(data->angle_x >= 360) data->angle_x -= 360;
if(data->angle_x < 0) data->angle_x += 360;
if(data->angle_y >= 360) data->angle_y -= 360;
if(data->angle_y < 0) data->angle_y += 360;
if(data->angle_z >= 360) data->angle_z -= 360;
if(data->angle_z < 0) data->angle_z += 360;
if (data->angle_x >= 360) {
data->angle_x -= 360;
}
if (data->angle_x < 0) {
data->angle_x += 360;
}
if (data->angle_y >= 360) {
data->angle_y -= 360;
}
if (data->angle_y < 0) {
data->angle_y += 360;
}
if (data->angle_z >= 360) {
data->angle_z -= 360;
}
if (data->angle_z < 0) {
data->angle_z += 360;
}
GL_CHECK(ctx.glViewport(0, 0, width, height));
GL_CHECK(ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
GL_CHECK(ctx.glDrawArrays(GL_TRIANGLES, 0, 36));
}
@@ -441,56 +531,86 @@ Render(unsigned int width, unsigned int height, shader_data* data)
int done;
Uint32 frames;
shader_data *datas;
thread_data *threads;
void loop()
static void
render_window(int index)
{
int w, h, status;
if (!state->windows[index]) {
return;
}
status = SDL_GL_MakeCurrent(state->windows[index], context[index]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
return;
}
SDL_GL_GetDrawableSize(state->windows[index], &w, &h);
Render(w, h, &datas[index]);
SDL_GL_SwapWindow(state->windows[index]);
++frames;
}
#ifndef __EMSCRIPTEN__
static int SDLCALL
render_thread_fn(void *render_ctx)
{
thread_data *thread = render_ctx;
while (!done && !thread->done && state->windows[thread->index]) {
render_window(thread->index);
}
SDL_GL_MakeCurrent(state->windows[thread->index], NULL);
return 0;
}
static void
loop_threaded()
{
SDL_Event event;
int i;
int status;
/* Check for events */
++frames;
while (SDL_PollEvent(&event) && !done) {
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
for (i = 0; i < state->num_windows; ++i) {
if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
int w, h;
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
state->window_w = event.window.data1;
state->window_h = event.window.data2;
/* Update window content */
Render(event.window.data1, event.window.data2, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
break;
/* Wait for events */
while (SDL_WaitEvent(&event) && !done) {
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE) {
SDL_Window *window = SDL_GetWindowFromID(event.window.windowID);
if (window) {
for (i = 0; i < state->num_windows; ++i) {
if (window == state->windows[i]) {
/* Stop the render thread when the window is closed */
threads[i].done = 1;
if (threads[i].thread) {
SDL_WaitThread(threads[i].thread, NULL);
threads[i].thread = NULL;
}
break;
}
break;
}
}
}
SDLTest_CommonEvent(state, &event, &done);
}
if (!done) {
for (i = 0; i < state->num_windows; ++i) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
}
#endif
/* Continue for next window */
continue;
}
Render(state->window_w, state->window_h, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
}
static void
loop()
{
SDL_Event event;
int i;
/* Check for events */
while (SDL_PollEvent(&event) && !done) {
SDLTest_CommonEvent(state, &event, &done);
}
if (!done) {
for (i = 0; i < state->num_windows; ++i) {
render_window(i);
}
}
#ifdef __EMSCRIPTEN__
else {
@@ -499,10 +619,9 @@ void loop()
#endif
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int fsaa, accel;
int fsaa, accel, threaded;
int value;
int i;
SDL_DisplayMode mode;
@@ -513,10 +632,11 @@ main(int argc, char *argv[])
/* Initialize parameters */
fsaa = 0;
accel = 0;
threaded = 0;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
if (state == NULL) {
return 1;
}
for (i = 1; i < argc;) {
@@ -530,6 +650,9 @@ main(int argc, char *argv[])
} else if (SDL_strcasecmp(argv[i], "--accel") == 0) {
++accel;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--threaded") == 0) {
++threaded;
consumed = 1;
} else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) {
i++;
if (!argv[i]) {
@@ -543,7 +666,7 @@ main(int argc, char *argv[])
}
}
if (consumed < 0) {
static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", NULL };
static const char *options[] = { "[--fsaa]", "[--accel]", "[--zdepth %d]", "[--threaded]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
@@ -551,7 +674,7 @@ main(int argc, char *argv[])
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS;
state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
state->gl_red_size = 5;
state->gl_green_size = 5;
state->gl_blue_size = 5;
@@ -561,23 +684,23 @@ main(int argc, char *argv[])
state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
if (fsaa) {
state->gl_multisamplebuffers=1;
state->gl_multisamplesamples=fsaa;
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel) {
state->gl_accelerated=1;
state->gl_accelerated = 1;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
return 0;
}
context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(context));
context = (SDL_GLContext *)SDL_calloc(state->num_windows, sizeof(*context));
if (context == NULL) {
SDL_Log("Out of memory!\n");
quit(2);
}
/* Create OpenGL ES contexts */
for (i = 0; i < state->num_windows; i++) {
context[i] = SDL_GL_CreateContext(state->windows[i]);
@@ -594,8 +717,6 @@ main(int argc, char *argv[])
return 0;
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
@@ -603,6 +724,7 @@ main(int argc, char *argv[])
}
SDL_GetCurrentDisplayMode(0, &mode);
SDL_Log("Threaded : %s\n", threaded ? "yes" : "no");
SDL_Log("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format));
SDL_Log("\n");
SDL_Log("Vendor : %s\n", ctx.glGetString(GL_VENDOR));
@@ -615,28 +737,28 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
SDL_Log("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_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
SDL_Log("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_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
SDL_Log("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", depth, value);
} else {
SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s\n",
SDL_GetError());
}
if (fsaa) {
@@ -644,15 +766,15 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_Log("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);
value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
}
}
@@ -661,7 +783,7 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
}
}
@@ -683,7 +805,9 @@ main(int argc, char *argv[])
ctx.glViewport(0, 0, w, h);
data = &datas[i];
data->angle_x = 0; data->angle_y = 0; data->angle_z = 0;
data->angle_x = 0;
data->angle_y = 0;
data->angle_z = 0;
/* Shader Initialization */
process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER);
@@ -724,6 +848,8 @@ main(int argc, char *argv[])
GL_CHECK(ctx.glEnable(GL_CULL_FACE));
GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
SDL_GL_MakeCurrent(state->windows[i], NULL);
}
/* Main render loop */
@@ -734,8 +860,30 @@ main(int argc, char *argv[])
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
if (threaded) {
threads = (thread_data *)SDL_calloc(state->num_windows, sizeof(thread_data));
/* Start a render thread for each window */
for (i = 0; i < state->num_windows; ++i) {
threads[i].index = i;
threads[i].thread = SDL_CreateThread(render_thread_fn, "RenderThread", &threads[i]);
}
while (!done) {
loop_threaded();
}
/* Join the remaining render threads (if any) */
for (i = 0; i < state->num_windows; ++i) {
threads[i].done = 1;
if (threads[i].thread) {
SDL_WaitThread(threads[i].thread, NULL);
}
}
} else {
while (!done) {
loop();
}
}
#endif
@@ -743,7 +891,7 @@ main(int argc, char *argv[])
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
((double)frames * 1000) / (now - then));
}
#if !defined(__ANDROID__) && !defined(__NACL__)
quit(0);
@@ -753,8 +901,7 @@ main(int argc, char *argv[])
#else /* HAVE_OPENGLES2 */
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
SDL_Log("No OpenGL ES support on this system\n");
return 1;