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-rw-r--r--libs/glfw-3.3.8/tests/tearing.c250
1 files changed, 250 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/tests/tearing.c b/libs/glfw-3.3.8/tests/tearing.c
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+++ b/libs/glfw-3.3.8/tests/tearing.c
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+//========================================================================
+// Vsync enabling 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 renders a high contrast, horizontally moving bar, allowing for
+// visual verification of whether the set swap interval is indeed obeyed
+//
+//========================================================================
+
+#include <glad/gl.h>
+#define GLFW_INCLUDE_NONE
+#include <GLFW/glfw3.h>
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include "linmath.h"
+
+static const struct
+{
+ float x, y;
+} vertices[4] =
+{
+ { -0.25f, -1.f },
+ { 0.25f, -1.f },
+ { 0.25f, 1.f },
+ { -0.25f, 1.f }
+};
+
+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 int swap_tear;
+static int swap_interval;
+static double frame_rate;
+
+static void update_window_title(GLFWwindow* window)
+{
+ char title[256];
+
+ snprintf(title, sizeof(title), "Tearing detector (interval %i%s, %0.1f Hz)",
+ swap_interval,
+ (swap_tear && swap_interval < 0) ? " (swap tear)" : "",
+ frame_rate);
+
+ glfwSetWindowTitle(window, title);
+}
+
+static void set_swap_interval(GLFWwindow* window, int interval)
+{
+ swap_interval = interval;
+ glfwSwapInterval(swap_interval);
+ update_window_title(window);
+}
+
+static void error_callback(int error, const char* description)
+{
+ fprintf(stderr, "Error: %s\n", description);
+}
+
+static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (action != GLFW_PRESS)
+ return;
+
+ switch (key)
+ {
+ case GLFW_KEY_UP:
+ {
+ if (swap_interval + 1 > swap_interval)
+ set_swap_interval(window, swap_interval + 1);
+ break;
+ }
+
+ case GLFW_KEY_DOWN:
+ {
+ if (swap_tear)
+ {
+ if (swap_interval - 1 < swap_interval)
+ set_swap_interval(window, swap_interval - 1);
+ }
+ else
+ {
+ if (swap_interval - 1 >= 0)
+ set_swap_interval(window, swap_interval - 1);
+ }
+ break;
+ }
+
+ case GLFW_KEY_ESCAPE:
+ glfwSetWindowShouldClose(window, 1);
+ break;
+
+ case GLFW_KEY_F11:
+ case GLFW_KEY_ENTER:
+ {
+ static int x, y, width, height;
+
+ if (mods != GLFW_MOD_ALT)
+ return;
+
+ if (glfwGetWindowMonitor(window))
+ glfwSetWindowMonitor(window, NULL, x, y, width, height, 0);
+ else
+ {
+ GLFWmonitor* monitor = glfwGetPrimaryMonitor();
+ const GLFWvidmode* mode = glfwGetVideoMode(monitor);
+ glfwGetWindowPos(window, &x, &y);
+ glfwGetWindowSize(window, &width, &height);
+ glfwSetWindowMonitor(window, monitor,
+ 0, 0, mode->width, mode->height,
+ mode->refreshRate);
+ }
+
+ break;
+ }
+ }
+}
+
+int main(int argc, char** argv)
+{
+ unsigned long frame_count = 0;
+ double last_time, current_time;
+ GLFWwindow* window;
+ GLuint vertex_buffer, vertex_shader, fragment_shader, program;
+ GLint mvp_location, vpos_location;
+
+ glfwSetErrorCallback(error_callback);
+
+ if (!glfwInit())
+ exit(EXIT_FAILURE);
+
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+
+ window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL);
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+
+ glfwMakeContextCurrent(window);
+ gladLoadGL(glfwGetProcAddress);
+ set_swap_interval(window, 0);
+
+ last_time = glfwGetTime();
+ frame_rate = 0.0;
+ swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") ||
+ glfwExtensionSupported("GLX_EXT_swap_control_tear"));
+
+ glfwSetKeyCallback(window, key_callback);
+
+ glGenBuffers(1, &vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ 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");
+
+ glEnableVertexAttribArray(vpos_location);
+ glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
+ sizeof(vertices[0]), (void*) 0);
+
+ while (!glfwWindowShouldClose(window))
+ {
+ int width, height;
+ mat4x4 m, p, mvp;
+ float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
+
+ glfwGetFramebufferSize(window, &width, &height);
+
+ glViewport(0, 0, width, height);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
+ mat4x4_translate(m, position, 0.f, 0.f);
+ 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();
+
+ frame_count++;
+
+ current_time = glfwGetTime();
+ if (current_time - last_time > 1.0)
+ {
+ frame_rate = frame_count / (current_time - last_time);
+ frame_count = 0;
+ last_time = current_time;
+ update_window_title(window);
+ }
+ }
+
+ glfwTerminate();
+ exit(EXIT_SUCCESS);
+}
+