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-rw-r--r--libs/glfw-3.3.8/tests/reopen.c240
1 files changed, 240 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/tests/reopen.c b/libs/glfw-3.3.8/tests/reopen.c
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+++ b/libs/glfw-3.3.8/tests/reopen.c
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+//========================================================================
+// Window re-opener (open/close stress test)
+// Copyright (c) Camilla Löwy <elmindreda@glfw.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, subject to the following restrictions:
+//
+// 1. The origin of this software must not be misrepresented; you must not
+// claim that you wrote the original software. If you use this software
+// in a product, an acknowledgment in the product documentation would
+// be appreciated but is not required.
+//
+// 2. Altered source versions must be plainly marked as such, and must not
+// be misrepresented as being the original software.
+//
+// 3. This notice may not be removed or altered from any source
+// distribution.
+//
+//========================================================================
+//
+// This test came about as the result of bug #1262773
+//
+// It closes and re-opens the GLFW window every five seconds, alternating
+// between windowed and full screen mode
+//
+// It also times and logs opening and closing actions and attempts to separate
+// user initiated window closing from its own
+//
+//========================================================================
+
+#include <glad/gl.h>
+#define GLFW_INCLUDE_NONE
+#include <GLFW/glfw3.h>
+
+#include <time.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "linmath.h"
+
+static const char* vertex_shader_text =
+"#version 110\n"
+"uniform mat4 MVP;\n"
+"attribute vec2 vPos;\n"
+"void main()\n"
+"{\n"
+" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
+"}\n";
+
+static const char* fragment_shader_text =
+"#version 110\n"
+"void main()\n"
+"{\n"
+" gl_FragColor = vec4(1.0);\n"
+"}\n";
+
+static const vec2 vertices[4] =
+{
+ { -0.5f, -0.5f },
+ { 0.5f, -0.5f },
+ { 0.5f, 0.5f },
+ { -0.5f, 0.5f }
+};
+
+static void error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Error: %s\n", description);
+}
+
+static void window_close_callback(GLFWwindow* window)
+{
+ printf("Close callback triggered\n");
+}
+
+static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (action != GLFW_PRESS)
+ return;
+
+ switch (key)
+ {
+ case GLFW_KEY_Q:
+ case GLFW_KEY_ESCAPE:
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+ break;
+ }
+}
+
+static void close_window(GLFWwindow* window)
+{
+ double base = glfwGetTime();
+ glfwDestroyWindow(window);
+ printf("Closing window took %0.3f seconds\n", glfwGetTime() - base);
+}
+
+int main(int argc, char** argv)
+{
+ int count = 0;
+ double base;
+ GLFWwindow* window;
+
+ srand((unsigned int) time(NULL));
+
+ glfwSetErrorCallback(error_callback);
+
+ if (!glfwInit())
+ exit(EXIT_FAILURE);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+
+ for (;;)
+ {
+ int width, height;
+ GLFWmonitor* monitor = NULL;
+ GLuint vertex_shader, fragment_shader, program, vertex_buffer;
+ GLint mvp_location, vpos_location;
+
+ if (count & 1)
+ {
+ int monitorCount;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+ monitor = monitors[rand() % monitorCount];
+ }
+
+ if (monitor)
+ {
+ const GLFWvidmode* mode = glfwGetVideoMode(monitor);
+ width = mode->width;
+ height = mode->height;
+ }
+ else
+ {
+ width = 640;
+ height = 480;
+ }
+
+ base = glfwGetTime();
+
+ window = glfwCreateWindow(width, height, "Window Re-opener", monitor, NULL);
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+
+ if (monitor)
+ {
+ printf("Opening full screen window on monitor %s took %0.3f seconds\n",
+ glfwGetMonitorName(monitor),
+ glfwGetTime() - base);
+ }
+ else
+ {
+ printf("Opening regular window took %0.3f seconds\n",
+ glfwGetTime() - base);
+ }
+
+ glfwSetWindowCloseCallback(window, window_close_callback);
+ glfwSetKeyCallback(window, key_callback);
+
+ glfwMakeContextCurrent(window);
+ gladLoadGL(glfwGetProcAddress);
+ glfwSwapInterval(1);
+
+ vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
+ glCompileShader(vertex_shader);
+
+ fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
+ glCompileShader(fragment_shader);
+
+ program = glCreateProgram();
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+ glLinkProgram(program);
+
+ mvp_location = glGetUniformLocation(program, "MVP");
+ vpos_location = glGetAttribLocation(program, "vPos");
+
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(vpos_location);
+ glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
+ sizeof(vertices[0]), (void*) 0);
+
+ glfwSetTime(0.0);
+
+ while (glfwGetTime() < 5.0)
+ {
+ float ratio;
+ int width, height;
+ mat4x4 m, p, mvp;
+
+ glfwGetFramebufferSize(window, &width, &height);
+ ratio = width / (float) height;
+
+ glViewport(0, 0, width, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
+
+ mat4x4_identity(m);
+ mat4x4_rotate_Z(m, m, (float) glfwGetTime());
+ mat4x4_mul(mvp, p, m);
+
+ glUseProgram(program);
+ glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+
+ if (glfwWindowShouldClose(window))
+ {
+ close_window(window);
+ printf("User closed window\n");
+
+ glfwTerminate();
+ exit(EXIT_SUCCESS);
+ }
+ }
+
+ printf("Closing window\n");
+ close_window(window);
+
+ count++;
+ }
+
+ glfwTerminate();
+}
+