forked from Green-Sky/tomato
Merge commit 'dec0d4ec4153bf9fc2b78ae6c2df45b6ea8dde7a' as 'external/sdl/SDL'
This commit is contained in:
292
external/sdl/SDL/test/testrendertarget.c
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292
external/sdl/SDL/test/testrendertarget.c
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/*
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Copyright (C) 1997-2023 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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/* Simple program: Move N sprites around on the screen as fast as possible */
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#include <stdlib.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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#endif
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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static SDLTest_CommonState *state;
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typedef struct
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *background;
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SDL_Texture *sprite;
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SDL_FRect sprite_rect;
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int scale_direction;
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} DrawState;
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static DrawState *drawstates;
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static int done;
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static SDL_bool test_composite = SDL_FALSE;
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/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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static void
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quit(int rc)
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{
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SDLTest_CommonQuit(state);
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/* Let 'main()' return normally */
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if (rc != 0) {
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exit(rc);
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}
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}
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static SDL_bool
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DrawComposite(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_FRect R;
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SDL_Texture *target;
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static SDL_bool blend_tested = SDL_FALSE;
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if (!blend_tested) {
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SDL_Texture *A, *B;
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Uint32 P;
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A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
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B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
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SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, A);
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
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SDL_RenderFillRect(s->renderer, NULL);
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SDL_SetRenderTarget(s->renderer, B);
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderFillRect(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, A, NULL, NULL);
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SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
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SDL_Log("Blended pixel: 0x%8.8" SDL_PRIX32 "\n", P);
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SDL_DestroyTexture(A);
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SDL_DestroyTexture(B);
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blend_tested = SDL_TRUE;
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}
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(s->renderer, target);
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/* Draw the background.
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This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
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*/
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SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderFillRect(s->renderer, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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s->sprite_rect.h += s->scale_direction;
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if (s->scale_direction > 0) {
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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s->scale_direction = -1;
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}
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} else {
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
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R.x = 0.0f;
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R.y = 0.0f;
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R.w = 100.0f;
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R.h = 100.0f;
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SDL_RenderFillRect(s->renderer, &R);
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SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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SDL_RenderPresent(s->renderer);
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return SDL_TRUE;
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}
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static SDL_bool
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Draw(DrawState *s)
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{
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SDL_Rect viewport;
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SDL_Texture *target;
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SDL_GetRenderViewport(s->renderer, &viewport);
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target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
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if (target == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
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return SDL_FALSE;
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}
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SDL_SetRenderTarget(s->renderer, target);
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/* Draw the background */
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SDL_RenderTexture(s->renderer, s->background, NULL, NULL);
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/* Scale and draw the sprite */
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s->sprite_rect.w += s->scale_direction;
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s->sprite_rect.h += s->scale_direction;
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if (s->scale_direction > 0) {
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if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
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s->scale_direction = -1;
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}
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} else {
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if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
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s->scale_direction = 1;
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}
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}
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s->sprite_rect.x = (float)((viewport.w - s->sprite_rect.w) / 2);
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s->sprite_rect.y = (float)((viewport.h - s->sprite_rect.h) / 2);
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SDL_RenderTexture(s->renderer, s->sprite, NULL, &s->sprite_rect);
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SDL_SetRenderTarget(s->renderer, NULL);
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SDL_RenderTexture(s->renderer, target, NULL, NULL);
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SDL_DestroyTexture(target);
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/* Update the screen! */
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SDL_RenderPresent(s->renderer);
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return SDL_TRUE;
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}
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static void loop(void)
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{
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int i;
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SDL_Event event;
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/* Check for events */
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while (SDL_PollEvent(&event)) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL) {
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continue;
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}
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if (test_composite) {
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if (!DrawComposite(&drawstates[i])) {
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done = 1;
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}
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} else {
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if (!Draw(&drawstates[i])) {
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done = 1;
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}
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}
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}
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#ifdef __EMSCRIPTEN__
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if (done) {
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emscripten_cancel_main_loop();
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}
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#endif
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}
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int main(int argc, char *argv[])
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{
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int i;
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int frames;
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Uint64 then, now;
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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/* Initialize test framework */
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state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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if (state == NULL) {
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return 1;
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}
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for (i = 1; i < argc;) {
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int consumed;
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consumed = SDLTest_CommonArg(state, i);
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if (consumed == 0) {
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consumed = -1;
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if (SDL_strcasecmp(argv[i], "--composite") == 0) {
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test_composite = SDL_TRUE;
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consumed = 1;
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--composite]", NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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i += consumed;
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}
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if (!SDLTest_CommonInit(state)) {
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quit(2);
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}
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drawstates = SDL_stack_alloc(DrawState, state->num_windows);
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for (i = 0; i < state->num_windows; ++i) {
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DrawState *drawstate = &drawstates[i];
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int w, h;
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drawstate->window = state->windows[i];
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drawstate->renderer = state->renderers[i];
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if (test_composite) {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE, NULL, NULL);
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} else {
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drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE, NULL, NULL);
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}
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drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE, NULL, NULL);
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if (!drawstate->sprite || !drawstate->background) {
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quit(2);
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}
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SDL_QueryTexture(drawstate->sprite, NULL, NULL, &w, &h);
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drawstate->sprite_rect.w = (float)w;
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drawstate->sprite_rect.h = (float)h;
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drawstate->scale_direction = 1;
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}
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/* Main render loop */
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frames = 0;
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then = SDL_GetTicks();
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done = 0;
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, 1);
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#else
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while (!done) {
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++frames;
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loop();
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}
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#endif
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/* Print out some timing information */
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now = SDL_GetTicks();
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if (now > then) {
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double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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}
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SDL_stack_free(drawstates);
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quit(0);
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return 0;
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}
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