Mercurial > sdl-ios-xcode
view test/testsem.c @ 3707:d8308bc267bc
Adam Strzelecki to SDL
When graphic card has no GL_ARB_texture_rectangle YUV textures mapped with SDL_RenderCopy are stretched 2x horizontally, so only left half of texture is visible. This is due:
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
But afterwards texture_w /= 2 for YUV texture, but data->texw stays as it was before, while it should be multiplied 2x.
This bug can be seen in any program setting env variables: GL_APPLE_ycbcr_422=0 GL_EXT_texture_rectangle=0 GL_ARB_texture_rectangle=0
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 17 Feb 2010 04:42:52 +0000 |
parents | c121d94672cb |
children | d547877e355e |
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/* Simple test of the SDL semaphore code */ #include <stdio.h> #include <stdlib.h> #include <signal.h> #include "SDL.h" #include "SDL_thread.h" #define NUM_THREADS 10 static SDL_sem *sem; int alive = 1; int SDLCALL ThreadFunc(void *data) { int threadnum = (int) (uintptr_t) data; while (alive) { SDL_SemWait(sem); fprintf(stderr, "Thread number %d has got the semaphore (value = %d)!\n", threadnum, SDL_SemValue(sem)); SDL_Delay(200); SDL_SemPost(sem); fprintf(stderr, "Thread number %d has released the semaphore (value = %d)!\n", threadnum, SDL_SemValue(sem)); SDL_Delay(1); /* For the scheduler */ } printf("Thread number %d exiting.\n", threadnum); return 0; } static void killed(int sig) { alive = 0; } int main(int argc, char **argv) { SDL_Thread *threads[NUM_THREADS]; uintptr_t i; int init_sem; if (argc < 2) { fprintf(stderr, "Usage: %s init_value\n", argv[0]); return (1); } /* Load the SDL library */ if (SDL_Init(0) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } signal(SIGTERM, killed); signal(SIGINT, killed); init_sem = atoi(argv[1]); sem = SDL_CreateSemaphore(init_sem); printf("Running %d threads, semaphore value = %d\n", NUM_THREADS, init_sem); /* Create all the threads */ for (i = 0; i < NUM_THREADS; ++i) { threads[i] = SDL_CreateThread(ThreadFunc, (void *) i); } /* Wait 10 seconds */ SDL_Delay(10 * 1000); /* Wait for all threads to finish */ printf("Waiting for threads to finish\n"); alive = 0; for (i = 0; i < NUM_THREADS; ++i) { SDL_WaitThread(threads[i], NULL); } printf("Finished waiting for threads\n"); SDL_DestroySemaphore(sem); SDL_Quit(); return (0); }