mirror of
https://github.com/shadps4-emu/ext-SDL.git
synced 2024-11-30 05:20:27 +00:00
652 lines
18 KiB
C
652 lines
18 KiB
C
/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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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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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.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_test.h>
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#include <SDL3/SDL_main.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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#endif
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define TEXT_START_X 6.0f
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#define TEXT_START_Y 6.0f
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#define TEXT_LINE_ADVANCE FONT_CHARACTER_SIZE * 2
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static SDL_Window *window;
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static SDL_Renderer *renderer;
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static const char *renderer_name;
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static SDL_Colorspace colorspace = SDL_COLORSPACE_SRGB;
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static const char *colorspace_name = "sRGB";
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static int renderer_count = 0;
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static int renderer_index = 0;
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static int stage_index = 0;
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static int done;
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static float HDR_headroom = 1.0f;
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enum
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{
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StageClearBackground,
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StageDrawBackground,
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StageBlendDrawing,
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StageBlendTexture,
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StageGradientDrawing,
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StageGradientTexture,
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StageCount
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};
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static void FreeRenderer(void)
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{
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SDLTest_CleanupTextDrawing();
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SDL_DestroyRenderer(renderer);
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renderer = NULL;
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}
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static void UpdateHDRState(void)
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{
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SDL_PropertiesID props;
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SDL_bool HDR_enabled;
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props = SDL_GetDisplayProperties(SDL_GetDisplayForWindow(window));
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HDR_enabled = SDL_GetBooleanProperty(props, SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN, SDL_FALSE);
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SDL_Log("HDR %s\n", HDR_enabled ? "enabled" : "disabled");
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if (HDR_enabled) {
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props = SDL_GetRendererProperties(renderer);
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if (SDL_GetNumberProperty(props, SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER, SDL_COLORSPACE_SRGB) != SDL_COLORSPACE_SRGB_LINEAR) {
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SDL_Log("Run with --colorspace linear to display HDR colors\n");
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}
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HDR_headroom = SDL_GetFloatProperty(props, SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT, 1.0f);
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}
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}
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static void CreateRenderer(void)
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{
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SDL_PropertiesID props;
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SDL_RendererInfo info;
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props = SDL_CreateProperties();
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SDL_SetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
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SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, SDL_GetRenderDriver(renderer_index));
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SDL_SetNumberProperty(props, SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER, colorspace);
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renderer = SDL_CreateRendererWithProperties(props);
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SDL_DestroyProperties(props);
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if (!renderer) {
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SDL_Log("Couldn't create renderer: %s\n", SDL_GetError());
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return;
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}
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SDL_GetRendererInfo(renderer, &info);
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SDL_Log("Created renderer %s\n", info.name);
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renderer_name = info.name;
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UpdateHDRState();
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}
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static void NextRenderer( void )
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{
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if (renderer_count <= 0) {
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return;
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}
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++renderer_index;
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if (renderer_index == renderer_count) {
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renderer_index = 0;
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}
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FreeRenderer();
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CreateRenderer();
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}
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static void PrevRenderer(void)
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{
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if (renderer_count <= 0) {
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return;
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}
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--renderer_index;
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if (renderer_index == -1) {
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renderer_index += renderer_count;
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}
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FreeRenderer();
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CreateRenderer();
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}
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static void NextStage(void)
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{
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if (StageCount <= 0) {
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return;
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}
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++stage_index;
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if (stage_index == StageCount) {
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stage_index = 0;
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}
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}
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static void PrevStage(void)
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{
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--stage_index;
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if (stage_index == -1) {
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stage_index += StageCount;
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}
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}
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static SDL_bool ReadPixel(int x, int y, SDL_Color *c)
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{
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SDL_Surface *surface;
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SDL_Rect r;
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SDL_bool result = SDL_FALSE;
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r.x = x;
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r.y = y;
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r.w = 1;
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r.h = 1;
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surface = SDL_RenderReadPixels(renderer, &r);
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if (surface) {
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if (SDL_ReadSurfacePixel(surface, 0, 0, &c->r, &c->g, &c->b, &c->a) == 0) {
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result = SDL_TRUE;
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} else {
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SDL_Log("Couldn't read pixel: %s\n", SDL_GetError());
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}
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SDL_DestroySurface(surface);
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} else {
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SDL_Log("Couldn't read back pixels: %s\n", SDL_GetError());
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}
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return result;
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}
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static void DrawText(float x, float y, const char *fmt, ...)
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{
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char *text;
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va_list ap;
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va_start(ap, fmt);
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SDL_vasprintf(&text, fmt, ap);
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va_end(ap);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDLTest_DrawString(renderer, x + 1.0f, y + 1.0f, text);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDLTest_DrawString(renderer, x, y, text);
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SDL_free(text);
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}
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static void RenderClearBackground(void)
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{
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/* Draw a 50% gray background.
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* This will be darker when using sRGB colors and lighter using linear colors
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*/
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SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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SDL_RenderClear(renderer);
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/* Check the renderered pixels */
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SDL_Color c;
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if (!ReadPixel(0, 0, &c)) {
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return;
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}
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Clear 50%% Gray Background");
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
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y += TEXT_LINE_ADVANCE;
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if (c.r != 128) {
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DrawText(x, y, "Incorrect background color, unknown reason");
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y += TEXT_LINE_ADVANCE;
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}
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}
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static void RenderDrawBackground(void)
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{
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/* Draw a 50% gray background.
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* This will be darker when using sRGB colors and lighter using linear colors
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*/
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SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
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SDL_RenderFillRect(renderer, NULL);
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/* Check the renderered pixels */
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SDL_Color c;
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if (!ReadPixel(0, 0, &c)) {
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return;
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}
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Draw 50%% Gray Background");
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Background color written: 0x808080, read: 0x%.2x%.2x%.2x", c.r, c.g, c.b);
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y += TEXT_LINE_ADVANCE;
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if (c.r != 128) {
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DrawText(x, y, "Incorrect background color, unknown reason");
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y += TEXT_LINE_ADVANCE;
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}
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}
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static void RenderBlendDrawing(void)
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{
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SDL_Color a = { 238, 70, 166, 255 }; /* red square */
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SDL_Color b = { 147, 255, 0, 255 }; /* green square */
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SDL_FRect rect;
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/* Draw a green square blended over a red square
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* This will have different effects based on whether sRGB colorspaces and sRGB vs linear blending is used.
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*/
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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rect.x = WINDOW_WIDTH / 3;
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rect.y = 0;
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rect.w = WINDOW_WIDTH / 3;
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rect.h = WINDOW_HEIGHT;
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SDL_SetRenderDrawColor(renderer, a.r, a.g, a.b, a.a);
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SDL_RenderFillRect(renderer, &rect);
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rect.x = 0;
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rect.y = WINDOW_HEIGHT / 3;
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rect.w = WINDOW_WIDTH;
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rect.h = WINDOW_HEIGHT / 6;
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SDL_SetRenderDrawColor(renderer, b.r, b.g, b.b, b.a);
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SDL_RenderFillRect(renderer, &rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, b.r, b.g, b.b, 128);
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rect.y += WINDOW_HEIGHT / 6;
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SDL_RenderFillRect(renderer, &rect);
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SDL_Color ar, br, cr;
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if (!ReadPixel(WINDOW_WIDTH / 2, 0, &ar) ||
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!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 3, &br) ||
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!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, &cr)) {
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return;
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}
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Draw Blending");
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y += TEXT_LINE_ADVANCE;
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if (cr.r == 199 && cr.g == 193 && cr.b == 121) {
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DrawText(x, y, "Correct blend color, blending in linear space");
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} else if ((cr.r == 192 && cr.g == 163 && cr.b == 83) ||
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(cr.r == 191 && cr.g == 162 && cr.b == 82)) {
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DrawText(x, y, "Correct blend color, blending in sRGB space");
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} else if (cr.r == 214 && cr.g == 156 && cr.b == 113) {
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DrawText(x, y, "Incorrect blend color, blending in PQ space");
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} else {
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DrawText(x, y, "Incorrect blend color, unknown reason");
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}
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y += TEXT_LINE_ADVANCE;
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}
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static void RenderBlendTexture(void)
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{
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SDL_Color color_a = { 238, 70, 166, 255 }; /* red square */
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SDL_Color color_b = { 147, 255, 0, 255 }; /* green square */
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SDL_Texture *a;
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SDL_Texture *b;
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SDL_FRect rect;
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/* Draw a green square blended over a red square
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* This will have different effects based on whether sRGB colorspaces and sRGB vs linear blending is used.
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*/
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a = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 1, 1);
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SDL_UpdateTexture(a, NULL, &color_a, sizeof(color_a));
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b = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, 1, 1);
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SDL_UpdateTexture(b, NULL, &color_b, sizeof(color_b));
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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rect.x = WINDOW_WIDTH / 3;
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rect.y = 0;
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rect.w = WINDOW_WIDTH / 3;
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rect.h = WINDOW_HEIGHT;
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SDL_RenderTexture(renderer, a, NULL, &rect);
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rect.x = 0;
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rect.y = WINDOW_HEIGHT / 3;
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rect.w = WINDOW_WIDTH;
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rect.h = WINDOW_HEIGHT / 6;
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SDL_RenderTexture(renderer, b, NULL, &rect);
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rect.y += WINDOW_HEIGHT / 6;
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SDL_SetTextureBlendMode(b, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaModFloat(b, 128 / 255.0f);
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SDL_RenderTexture(renderer, b, NULL, &rect);
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SDL_Color ar, br, cr;
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if (!ReadPixel(WINDOW_WIDTH / 2, 0, &ar) ||
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!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 3, &br) ||
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!ReadPixel(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, &cr)) {
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return;
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}
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Texture Blending");
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y += TEXT_LINE_ADVANCE;
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if (cr.r == 199 && cr.g == 193 && cr.b == 121) {
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DrawText(x, y, "Correct blend color, blending in linear space");
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} else if ((cr.r == 192 && cr.g == 163 && cr.b == 83) ||
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(cr.r == 191 && cr.g == 162 && cr.b == 82)) {
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DrawText(x, y, "Correct blend color, blending in sRGB space");
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} else {
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DrawText(x, y, "Incorrect blend color, unknown reason");
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}
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y += TEXT_LINE_ADVANCE;
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SDL_DestroyTexture(a);
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SDL_DestroyTexture(b);
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}
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static void DrawGradient(float x, float y, float width, float height, float start, float end)
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{
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float xy[8];
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const int xy_stride = 2 * sizeof(float);
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SDL_FColor color[4];
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const int color_stride = sizeof(SDL_FColor);
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const int num_vertices = 4;
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const int indices[6] = { 0, 1, 2, 0, 2, 3 };
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const int num_indices = 6;
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const int size_indices = 4;
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float minx, miny, maxx, maxy;
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SDL_FColor min_color = { start, start, start, 1.0f };
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SDL_FColor max_color = { end, end, end, 1.0f };
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minx = x;
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miny = y;
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maxx = minx + width;
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maxy = miny + height;
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xy[0] = minx;
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xy[1] = miny;
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xy[2] = maxx;
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xy[3] = miny;
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xy[4] = maxx;
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xy[5] = maxy;
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xy[6] = minx;
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xy[7] = maxy;
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color[0] = min_color;
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color[1] = max_color;
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color[2] = max_color;
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color[3] = min_color;
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SDL_RenderGeometryRawFloat(renderer, NULL, xy, xy_stride, color, color_stride, NULL, 0, num_vertices, indices, num_indices, size_indices);
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}
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static void RenderGradientDrawing(void)
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{
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Draw SDR and HDR gradients");
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y += TEXT_LINE_ADVANCE;
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "SDR gradient");
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y += TEXT_LINE_ADVANCE;
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DrawGradient(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
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y += 64.0f;
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y += TEXT_LINE_ADVANCE;
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y += TEXT_LINE_ADVANCE;
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if (HDR_headroom > 1.0f) {
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DrawText(x, y, "HDR gradient");
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} else {
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DrawText(x, y, "No HDR headroom, HDR and SDR gradient are the same");
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}
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y += TEXT_LINE_ADVANCE;
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/* Drawing is in the sRGB colorspace, so we need to use the color scale, which is applied in linear space, to get into high dynamic range */
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SDL_SetRenderColorScale(renderer, HDR_headroom);
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DrawGradient(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
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SDL_SetRenderColorScale(renderer, 1.0f);
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y += 64.0f;
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}
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static SDL_Texture *CreateGradientTexture(int width, float start, float end)
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{
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SDL_Texture *texture;
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float *pixels;
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/* Floating point textures are in the linear colorspace by default */
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA128_FLOAT, SDL_TEXTUREACCESS_STATIC, width, 1);
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if (!texture) {
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return NULL;
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}
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pixels = (float *)SDL_malloc(width * sizeof(float) * 4);
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if (pixels) {
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int i;
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float length = (end - start);
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for (i = 0; i < width; ++i) {
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float v = (start + (length * i) / width);
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pixels[i * 4 + 0] = v;
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pixels[i * 4 + 1] = v;
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pixels[i * 4 + 2] = v;
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pixels[i * 4 + 3] = 1.0f;
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}
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SDL_UpdateTexture(texture, NULL, pixels, width * sizeof(float) * 4);
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SDL_free(pixels);
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}
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return texture;
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}
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static void DrawGradientTexture(float x, float y, float width, float height, float start, float end)
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{
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SDL_FRect rect = { x, y, width, height };
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SDL_Texture *texture = CreateGradientTexture((int)width, start, end);
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SDL_RenderTexture(renderer, texture, NULL, &rect);
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SDL_DestroyTexture(texture);
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}
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static void RenderGradientTexture(void)
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{
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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float x = TEXT_START_X;
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float y = TEXT_START_Y;
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DrawText(x, y, "%s %s", renderer_name, colorspace_name);
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "Test: Texture SDR and HDR gradients");
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y += TEXT_LINE_ADVANCE;
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y += TEXT_LINE_ADVANCE;
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DrawText(x, y, "SDR gradient");
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y += TEXT_LINE_ADVANCE;
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DrawGradientTexture(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, 1.0f);
|
|
y += 64.0f;
|
|
|
|
y += TEXT_LINE_ADVANCE;
|
|
y += TEXT_LINE_ADVANCE;
|
|
|
|
if (HDR_headroom > 1.0f) {
|
|
DrawText(x, y, "HDR gradient");
|
|
} else {
|
|
DrawText(x, y, "No HDR headroom, HDR and SDR gradient are the same");
|
|
}
|
|
y += TEXT_LINE_ADVANCE;
|
|
/* The gradient texture is in the linear colorspace, so we can use the HDR_headroom value directly */
|
|
DrawGradientTexture(x, y, WINDOW_WIDTH - 2 * x, 64.0f, 0.0f, HDR_headroom);
|
|
y += 64.0f;
|
|
}
|
|
|
|
static void loop(void)
|
|
{
|
|
SDL_Event event;
|
|
|
|
/* Check for events */
|
|
while (SDL_PollEvent(&event)) {
|
|
if (event.type == SDL_EVENT_KEY_DOWN) {
|
|
switch (event.key.keysym.sym) {
|
|
case SDLK_ESCAPE:
|
|
done = 1;
|
|
break;
|
|
case SDLK_SPACE:
|
|
case SDLK_RIGHT:
|
|
NextStage();
|
|
break;
|
|
case SDLK_LEFT:
|
|
PrevStage();
|
|
break;
|
|
case SDLK_DOWN:
|
|
NextRenderer();
|
|
break;
|
|
case SDLK_UP:
|
|
PrevRenderer();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} else if (event.type == SDL_EVENT_DISPLAY_HDR_STATE_CHANGED) {
|
|
UpdateHDRState();
|
|
} else if (event.type == SDL_EVENT_QUIT) {
|
|
done = 1;
|
|
}
|
|
}
|
|
|
|
if (renderer) {
|
|
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
|
SDL_RenderClear(renderer);
|
|
|
|
switch (stage_index) {
|
|
case StageClearBackground:
|
|
RenderClearBackground();
|
|
break;
|
|
case StageDrawBackground:
|
|
RenderDrawBackground();
|
|
break;
|
|
case StageBlendDrawing:
|
|
RenderBlendDrawing();
|
|
break;
|
|
case StageBlendTexture:
|
|
RenderBlendTexture();
|
|
break;
|
|
case StageGradientDrawing:
|
|
RenderGradientDrawing();
|
|
break;
|
|
case StageGradientTexture:
|
|
RenderGradientTexture();
|
|
break;
|
|
}
|
|
|
|
SDL_RenderPresent(renderer);
|
|
}
|
|
SDL_Delay(100);
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
if (done) {
|
|
emscripten_cancel_main_loop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void LogUsage(const char *argv0)
|
|
{
|
|
SDL_Log("Usage: %s [--renderer renderer] [--colorspace colorspace]\n", argv0);
|
|
}
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
int return_code = 1;
|
|
int i;
|
|
|
|
for (i = 1; i < argc; ++i) {
|
|
if (SDL_strcmp(argv[i], "--renderer") == 0) {
|
|
if (argv[i + 1]) {
|
|
renderer_name = argv[i + 1];
|
|
++i;
|
|
} else {
|
|
LogUsage(argv[0]);
|
|
goto quit;
|
|
}
|
|
} else if (SDL_strcmp(argv[i], "--colorspace") == 0) {
|
|
if (argv[i + 1]) {
|
|
colorspace_name = argv[i + 1];
|
|
if (SDL_strcasecmp(colorspace_name, "sRGB") == 0) {
|
|
colorspace = SDL_COLORSPACE_SRGB;
|
|
} else if (SDL_strcasecmp(colorspace_name, "linear") == 0) {
|
|
colorspace = SDL_COLORSPACE_SRGB_LINEAR;
|
|
/* Not currently supported
|
|
} else if (SDL_strcasecmp(colorspace_name, "HDR10") == 0) {
|
|
colorspace = SDL_COLORSPACE_HDR10;
|
|
*/
|
|
} else {
|
|
SDL_Log("Unknown colorspace %s\n", argv[i + 1]);
|
|
goto quit;
|
|
}
|
|
++i;
|
|
} else {
|
|
LogUsage(argv[0]);
|
|
goto quit;
|
|
}
|
|
} else {
|
|
LogUsage(argv[0]);
|
|
goto quit;
|
|
}
|
|
}
|
|
|
|
window = SDL_CreateWindow("SDL colorspace test", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
|
|
if (!window) {
|
|
SDL_Log("Couldn't create window: %s\n", SDL_GetError());
|
|
return_code = 2;
|
|
goto quit;
|
|
}
|
|
|
|
renderer_count = SDL_GetNumRenderDrivers();
|
|
SDL_Log("There are %d render drivers:\n", renderer_count);
|
|
for (i = 0; i < renderer_count; ++i) {
|
|
const char *name = SDL_GetRenderDriver(i);
|
|
|
|
if (renderer_name && SDL_strcasecmp(renderer_name, name) == 0) {
|
|
renderer_index = i;
|
|
}
|
|
SDL_Log(" %s\n", name);
|
|
}
|
|
CreateRenderer();
|
|
|
|
/* Main render loop */
|
|
done = 0;
|
|
|
|
#ifdef SDL_PLATFORM_EMSCRIPTEN
|
|
emscripten_set_main_loop(loop, 0, 1);
|
|
#else
|
|
while (!done) {
|
|
loop();
|
|
}
|
|
#endif
|
|
return_code = 0;
|
|
quit:
|
|
SDL_DestroyRenderer(renderer);
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
return return_code;
|
|
}
|