mirror of
https://github.com/glfw/glfw.git
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f2208ab135
Thank you, Travis CI, for reminding me that one cannot disable a header
with inclusion guards if it doesn't exist.
(cherry picked from commit 537ea4ccf1
)
259 lines
7.2 KiB
C
259 lines
7.2 KiB
C
//========================================================================
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// Vsync enabling test
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test renders a high contrast, horizontally moving bar, allowing for
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// visual verification of whether the set swap interval is indeed obeyed
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//
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//========================================================================
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#include <glad/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "linmath.h"
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static const struct
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{
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float x, y;
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} vertices[4] =
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{
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{ -0.25f, -1.f },
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{ 0.25f, -1.f },
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{ 0.25f, 1.f },
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{ -0.25f, 1.f }
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};
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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"}\n";
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static int swap_tear;
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static int swap_interval;
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static double frame_rate;
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static void usage(void)
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{
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printf("Usage: tearing [-f] [-h]\n");
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printf("Options:\n");
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printf(" -f use full screen\n");
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printf(" -h show this help\n");
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}
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static void update_window_title(GLFWwindow* window)
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{
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char title[256];
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snprintf(title, sizeof(title), "Tearing detector (interval %i%s, %0.1f Hz)",
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swap_interval,
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(swap_tear && swap_interval < 0) ? " (swap tear)" : "",
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frame_rate);
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glfwSetWindowTitle(window, title);
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}
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static void set_swap_interval(GLFWwindow* window, int interval)
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{
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swap_interval = interval;
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glfwSwapInterval(swap_interval);
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update_window_title(window);
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}
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action != GLFW_PRESS)
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return;
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switch (key)
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{
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case GLFW_KEY_UP:
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{
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if (swap_interval + 1 > swap_interval)
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set_swap_interval(window, swap_interval + 1);
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break;
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}
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case GLFW_KEY_DOWN:
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{
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if (swap_tear)
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{
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if (swap_interval - 1 < swap_interval)
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set_swap_interval(window, swap_interval - 1);
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}
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else
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{
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if (swap_interval - 1 >= 0)
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set_swap_interval(window, swap_interval - 1);
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}
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break;
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}
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case GLFW_KEY_ESCAPE:
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glfwSetWindowShouldClose(window, 1);
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break;
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case GLFW_KEY_F11:
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case GLFW_KEY_ENTER:
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{
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static int x, y, width, height;
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if (mods != GLFW_MOD_ALT)
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return;
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if (glfwGetWindowMonitor(window))
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glfwSetWindowMonitor(window, NULL, x, y, width, height, 0);
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else
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{
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GLFWmonitor* monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode* mode = glfwGetVideoMode(monitor);
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glfwGetWindowPos(window, &x, &y);
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glfwGetWindowSize(window, &width, &height);
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glfwSetWindowMonitor(window, monitor,
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0, 0, mode->width, mode->height,
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mode->refreshRate);
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}
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break;
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}
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}
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}
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int main(int argc, char** argv)
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{
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unsigned long frame_count = 0;
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double last_time, current_time;
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GLFWwindow* window;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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gladLoadGL(glfwGetProcAddress);
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set_swap_interval(window, 0);
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last_time = glfwGetTime();
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frame_rate = 0.0;
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swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") ||
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glfwExtensionSupported("GLX_EXT_swap_control_tear"));
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glfwSetKeyCallback(window, key_callback);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) 0);
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while (!glfwWindowShouldClose(window))
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{
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int width, height;
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mat4x4 m, p, mvp;
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float position = cosf((float) glfwGetTime() * 4.f) * 0.75f;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f);
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mat4x4_translate(m, position, 0.f, 0.f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glfwSwapBuffers(window);
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glfwPollEvents();
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frame_count++;
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current_time = glfwGetTime();
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if (current_time - last_time > 1.0)
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{
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frame_rate = frame_count / (current_time - last_time);
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frame_count = 0;
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last_time = current_time;
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update_window_title(window);
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}
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}
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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