Mercurial > sdl-ios-xcode
view test/testgl.c @ 4216:5b99971a27b4 SDL-1.2
Fixed bug #698
Hans de Goede 2009-02-13 01:10:52 PST
Since the new "glitch free" version of pulseaudio (used in Fedora 10 amongst
others), the sound of SDL using apps (like a simple playmus call) has been
crackling.
While looking in to fixing this I noticed that the current pulseaudio code in
SDL uses pa_simple. However pa_simple uses a thread to pump pulseaudio events
and ipc, given that SDL already has its own thread for audio handling this is
clearly suboptimal, leading to unnecessary context switching IPC, etc. Also
pa_simple does not allow one to implement the WaitAudio() callback for SDL
audiodrivers properly.
Given that my work is mostly a rewrite (although some original pieces remain)
I'm attaching the new .c and .h file, as that is easier to review then the huge
diff.
Let me know if you also want the diff.
This new version has the following features:
-no longer use an additional thread next to the SDL sound thread
-do not crackle with glitch free audio
-when used with a newer pulse, which does glitch free audio, the total latency
is
the same as with the alsa driver
-proper WaitAudio() implementation, saving another mixlen worth of latency
-adds a WaitDone() implementation
This patch has been written in consultancy with Lennart Poetering (the
pulseaudio author) and has been reviewed by him for correct use of the pa API.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 09:27:08 +0000 |
parents | 9d940db55a91 |
children | c121d94672cb |
line wrap: on
line source
#include <stdlib.h> #include <stdio.h> #include <string.h> #include <math.h> #include "SDL.h" #ifdef __MACOS__ #define HAVE_OPENGL #endif #ifdef HAVE_OPENGL #include "SDL_opengl.h" /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE /* Define this to be the name of the logo image to use with -logo */ #define LOGO_FILE "icon.bmp" /* The SDL_OPENGLBLIT interface is deprecated. The code is still available for benchmark purposes though. */ static SDL_bool USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; static SDL_Surface *global_image = NULL; static GLuint global_texture = 0; static GLuint cursor_texture = 0; /**********************************************************************/ void HotKey_ToggleFullScreen(void) { SDL_Surface *screen; screen = SDL_GetVideoSurface(); if ( SDL_WM_ToggleFullScreen(screen) ) { printf("Toggled fullscreen mode - now %s\n", (screen->flags&SDL_FULLSCREEN) ? "fullscreen" : "windowed"); } else { printf("Unable to toggle fullscreen mode\n"); } } void HotKey_ToggleGrab(void) { SDL_GrabMode mode; printf("Ctrl-G: toggling input grab!\n"); mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); if ( mode == SDL_GRAB_ON ) { printf("Grab was on\n"); } else { printf("Grab was off\n"); } mode = SDL_WM_GrabInput(!mode); if ( mode == SDL_GRAB_ON ) { printf("Grab is now on\n"); } else { printf("Grab is now off\n"); } } void HotKey_Iconify(void) { printf("Ctrl-Z: iconifying window!\n"); SDL_WM_IconifyWindow(); } int HandleEvent(SDL_Event *event) { int done; done = 0; switch( event->type ) { case SDL_ACTIVEEVENT: /* See what happened */ printf( "app %s ", event->active.gain ? "gained" : "lost" ); if ( event->active.state & SDL_APPACTIVE ) { printf( "active " ); } else if ( event->active.state & SDL_APPMOUSEFOCUS ) { printf( "mouse " ); } else if ( event->active.state & SDL_APPINPUTFOCUS ) { printf( "input " ); } printf( "focus\n" ); break; case SDL_KEYDOWN: if ( event->key.keysym.sym == SDLK_ESCAPE ) { done = 1; } if ( (event->key.keysym.sym == SDLK_g) && (event->key.keysym.mod & KMOD_CTRL) ) { HotKey_ToggleGrab(); } if ( (event->key.keysym.sym == SDLK_z) && (event->key.keysym.mod & KMOD_CTRL) ) { HotKey_Iconify(); } if ( (event->key.keysym.sym == SDLK_RETURN) && (event->key.keysym.mod & KMOD_ALT) ) { HotKey_ToggleFullScreen(); } printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym)); break; case SDL_QUIT: done = 1; break; } return(done); } void SDL_GL_Enter2DMode() { SDL_Surface *screen = SDL_GetVideoSurface(); /* Note, there may be other things you need to change, depending on how you have your OpenGL state set up. */ glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); /* This allows alpha blending of 2D textures with the scene */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, screen->w, screen->h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } void SDL_GL_Leave2DMode() { glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } /* Quick utility function for texture creation */ static int power_of_two(int input) { int value = 1; while ( value < input ) { value <<= 1; } return value; } GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = power_of_two(surface->w); h = power_of_two(surface->h); texcoord[0] = 0.0f; /* Min X */ texcoord[1] = 0.0f; /* Min Y */ texcoord[2] = (GLfloat)surface->w / w; /* Max X */ texcoord[3] = (GLfloat)surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if ( image == NULL ) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface(surface, &area, image, &area); /* Restore the alpha blending attributes */ if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); /* No longer needed */ return texture; } void DrawLogoCursor(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int w, h; int x, y; if ( ! cursor_texture ) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if ( image == NULL ) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ cursor_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if ( ! cursor_texture ) { return; } } /* Move the image around */ SDL_GetMouseState(&x, &y); x -= w/2; y -= h/2; /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, cursor_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); glEnd(); SDL_GL_Leave2DMode(); } void DrawLogoTexture(void) { static GLfloat texMinX, texMinY; static GLfloat texMaxX, texMaxY; static int x = 0; static int y = 0; static int w, h; static int delta_x = 1; static int delta_y = 1; SDL_Surface *screen = SDL_GetVideoSurface(); if ( ! global_texture ) { SDL_Surface *image; GLfloat texcoord[4]; /* Load the image (could use SDL_image library here) */ image = SDL_LoadBMP(LOGO_FILE); if ( image == NULL ) { return; } w = image->w; h = image->h; /* Convert the image into an OpenGL texture */ global_texture = SDL_GL_LoadTexture(image, texcoord); /* Make texture coordinates easy to understand */ texMinX = texcoord[0]; texMinY = texcoord[1]; texMaxX = texcoord[2]; texMaxY = texcoord[3]; /* We don't need the original image anymore */ SDL_FreeSurface(image); /* Make sure that the texture conversion is okay */ if ( ! global_texture ) { return; } } /* Move the image around */ x += delta_x; if ( x < 0 ) { x = 0; delta_x = -delta_x; } else if ( (x+w) > screen->w ) { x = screen->w-w; delta_x = -delta_x; } y += delta_y; if ( y < 0 ) { y = 0; delta_y = -delta_y; } else if ( (y+h) > screen->h ) { y = screen->h-h; delta_y = -delta_y; } /* Show the image on the screen */ SDL_GL_Enter2DMode(); glBindTexture(GL_TEXTURE_2D, global_texture); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(texMinX, texMinY); glVertex2i(x, y ); glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y ); glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h); glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h); glEnd(); SDL_GL_Leave2DMode(); } /* This code is deprecated, but available for speed comparisons */ void DrawLogoBlit(void) { static int x = 0; static int y = 0; static int w, h; static int delta_x = 1; static int delta_y = 1; SDL_Rect dst; SDL_Surface *screen = SDL_GetVideoSurface(); if ( global_image == NULL ) { SDL_Surface *temp; /* Load the image (could use SDL_image library here) */ temp = SDL_LoadBMP(LOGO_FILE); if ( temp == NULL ) { return; } w = temp->w; h = temp->h; /* Convert the image into the screen format */ global_image = SDL_CreateRGBSurface( SDL_SWSURFACE, w, h, screen->format->BitsPerPixel, screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask); if ( global_image ) { SDL_BlitSurface(temp, NULL, global_image, NULL); } SDL_FreeSurface(temp); /* Make sure that the texture conversion is okay */ if ( ! global_image ) { return; } } /* Move the image around Note that we do not clear the old position. This is because we perform a glClear() which clears the framebuffer and then only update the new area. Note that you can also achieve interesting effects by modifying the screen surface alpha channel. It's set to 255 by default.. */ x += delta_x; if ( x < 0 ) { x = 0; delta_x = -delta_x; } else if ( (x+w) > screen->w ) { x = screen->w-w; delta_x = -delta_x; } y += delta_y; if ( y < 0 ) { y = 0; delta_y = -delta_y; } else if ( (y+h) > screen->h ) { y = screen->h-h; delta_y = -delta_y; } dst.x = x; dst.y = y; dst.w = w; dst.h = h; SDL_BlitSurface(global_image, NULL, screen, &dst); /* Show the image on the screen */ SDL_UpdateRects(screen, 1, &dst); } int RunGLTest( int argc, char* argv[], int logo, int logocursor, int slowly, int bpp, float gamma, int noframe, int fsaa, int sync, int accel ) { int i; int rgb_size[3]; int w = 640; int h = 480; int done = 0; int frames; Uint32 start_time, this_time; float color[8][3]= {{ 1.0, 1.0, 0.0}, { 1.0, 0.0, 0.0}, { 0.0, 0.0, 0.0}, { 0.0, 1.0, 0.0}, { 0.0, 1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 0.0, 1.0}, { 0.0, 0.0, 1.0}}; float cube[8][3]= {{ 0.5, 0.5, -0.5}, { 0.5, -0.5, -0.5}, {-0.5, -0.5, -0.5}, {-0.5, 0.5, -0.5}, {-0.5, 0.5, 0.5}, { 0.5, 0.5, 0.5}, { 0.5, -0.5, 0.5}, {-0.5, -0.5, 0.5}}; Uint32 video_flags; int value; if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf(stderr,"Couldn't initialize SDL: %s\n",SDL_GetError()); exit( 1 ); } /* See if we should detect the display depth */ if ( bpp == 0 ) { if ( SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8 ) { bpp = 8; } else { bpp = 16; /* More doesn't seem to work */ } } /* Set the flags we want to use for setting the video mode */ if ( logo && USE_DEPRECATED_OPENGLBLIT ) { video_flags = SDL_OPENGLBLIT; } else { video_flags = SDL_OPENGL; } for ( i=1; argv[i]; ++i ) { if ( strcmp(argv[i], "-fullscreen") == 0 ) { video_flags |= SDL_FULLSCREEN; } } if (noframe) { video_flags |= SDL_NOFRAME; } /* Initialize the display */ switch (bpp) { case 8: rgb_size[0] = 3; rgb_size[1] = 3; rgb_size[2] = 2; break; case 15: case 16: rgb_size[0] = 5; rgb_size[1] = 5; rgb_size[2] = 5; break; default: rgb_size[0] = 8; rgb_size[1] = 8; rgb_size[2] = 8; break; } SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); if ( fsaa ) { SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ); SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ); } if ( accel ) { SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 ); } if ( sync ) { SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 1 ); } else { SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 0 ); } if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) { fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); printf("\n"); printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); printf( "Version : %s\n", glGetString( GL_VERSION ) ); printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); printf("\n"); SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value ); printf( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value); SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value ); printf( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value); SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value ); printf( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value); SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value ); printf( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ); SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value ); printf( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ); if ( fsaa ) { SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value ); printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value ); SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value ); printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value ); } if ( accel ) { SDL_GL_GetAttribute( SDL_GL_ACCELERATED_VISUAL, &value ); printf( "SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value ); } if ( sync ) { SDL_GL_GetAttribute( SDL_GL_SWAP_CONTROL, &value ); printf( "SDL_GL_SWAP_CONTROL: requested 1, got %d\n", value ); } /* Set the window manager title bar */ SDL_WM_SetCaption( "SDL GL test", "testgl" ); /* Set the gamma for the window */ if ( gamma != 0.0 ) { SDL_SetGamma(gamma, gamma, gamma); } glViewport( 0, 0, w, h ); glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); glOrtho( -2.0, 2.0, -2.0, 2.0, -20.0, 20.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_SMOOTH); /* Loop until done. */ start_time = SDL_GetTicks(); frames = 0; while( !done ) { GLenum gl_error; char* sdl_error; SDL_Event event; /* Do our drawing, too. */ glClearColor( 0.0, 0.0, 0.0, 1.0 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin( GL_QUADS ); #ifdef SHADED_CUBE glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[7]); glVertex3fv(cube[7]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[5]); glVertex3fv(cube[5]); glColor3fv(color[0]); glVertex3fv(cube[0]); glColor3fv(color[3]); glVertex3fv(cube[3]); glColor3fv(color[4]); glVertex3fv(cube[4]); glColor3fv(color[6]); glVertex3fv(cube[6]); glColor3fv(color[1]); glVertex3fv(cube[1]); glColor3fv(color[2]); glVertex3fv(cube[2]); glColor3fv(color[7]); glVertex3fv(cube[7]); #else /* flat cube */ glColor3f(1.0, 0.0, 0.0); glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]); glColor3f(0.0, 1.0, 0.0); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[2]); glColor3f(0.0, 0.0, 1.0); glVertex3fv(cube[0]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glColor3f(0.0, 1.0, 1.0); glVertex3fv(cube[5]); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glColor3f(1.0, 1.0, 0.0); glVertex3fv(cube[5]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); glVertex3fv(cube[4]); glColor3f(1.0, 0.0, 1.0); glVertex3fv(cube[6]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[7]); #endif /* SHADED_CUBE */ glEnd( ); glMatrixMode(GL_MODELVIEW); glRotatef(5.0, 1.0, 1.0, 1.0); /* Draw 2D logo onto the 3D display */ if ( logo ) { if ( USE_DEPRECATED_OPENGLBLIT ) { DrawLogoBlit(); } else { DrawLogoTexture(); } } if ( logocursor ) { DrawLogoCursor(); } SDL_GL_SwapBuffers( ); /* Check for error conditions. */ gl_error = glGetError( ); if( gl_error != GL_NO_ERROR ) { fprintf( stderr, "testgl: OpenGL error: %d\n", gl_error ); } sdl_error = SDL_GetError( ); if( sdl_error[0] != '\0' ) { fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); SDL_ClearError(); } /* Allow the user to see what's happening */ if ( slowly ) { SDL_Delay( 20 ); } /* Check if there's a pending event. */ while( SDL_PollEvent( &event ) ) { done = HandleEvent(&event); } ++frames; } /* Print out the frames per second */ this_time = SDL_GetTicks(); if ( this_time != start_time ) { printf("%2.2f FPS\n", ((float)frames/(this_time-start_time))*1000.0); } if ( global_image ) { SDL_FreeSurface(global_image); global_image = NULL; } if ( global_texture ) { glDeleteTextures( 1, &global_texture ); global_texture = 0; } if ( cursor_texture ) { glDeleteTextures( 1, &cursor_texture ); cursor_texture = 0; } /* Destroy our GL context, etc. */ SDL_Quit( ); return(0); } int main(int argc, char *argv[]) { int i, logo, logocursor = 0; int numtests; int bpp = 0; int slowly; float gamma = 0.0; int noframe = 0; int fsaa = 0; int accel = 0; int sync = 0; logo = 0; slowly = 0; numtests = 1; for ( i=1; argv[i]; ++i ) { if ( strcmp(argv[i], "-twice") == 0 ) { ++numtests; } if ( strcmp(argv[i], "-logo") == 0 ) { logo = 1; USE_DEPRECATED_OPENGLBLIT = SDL_FALSE; } if ( strcmp(argv[i], "-logoblit") == 0 ) { logo = 1; USE_DEPRECATED_OPENGLBLIT = SDL_TRUE; } if ( strcmp(argv[i], "-logocursor") == 0 ) { logocursor = 1; } if ( strcmp(argv[i], "-slow") == 0 ) { slowly = 1; } if ( strcmp(argv[i], "-bpp") == 0 ) { bpp = atoi(argv[++i]); } if ( strcmp(argv[i], "-gamma") == 0 ) { gamma = (float)atof(argv[++i]); } if ( strcmp(argv[i], "-noframe") == 0 ) { noframe = 1; } if ( strcmp(argv[i], "-fsaa") == 0 ) { ++fsaa; } if ( strcmp(argv[i], "-accel") == 0 ) { ++accel; } if ( strcmp(argv[i], "-sync") == 0 ) { ++sync; } if ( strncmp(argv[i], "-h", 2) == 0 ) { printf( "Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel] [-sync] [-fullscreen]\n", argv[0]); exit(0); } } for ( i=0; i<numtests; ++i ) { RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma, noframe, fsaa, sync, accel); } return 0; } #else /* HAVE_OPENGL */ int main(int argc, char *argv[]) { printf("No OpenGL support on this system\n"); return 1; } #endif /* HAVE_OPENGL */