view test/testgl.c @ 5082:de59e0218aa2

Fixed bug #1011 Daniel Ellis 2010-06-25 15:20:31 PDT SDL based applications sometimes display the wrong application name in the Sound Preferences dialog when using pulseaudio. I can see from the code that the SDL pulse module is initiating a new pulse audio context and passing an application name using the function get_progname(). The get_progname() function returns the name of the current process. However, the process name is often not a suitable name to use. For example, the OpenShot video editor is a python application, and so "python" is displayed in the Sound Preferences window (see Bug #596504), when it should be displaying "OpenShot". PulseAudio allows applications to specify the application name, either at the time the context is created (as SDL does currently), or by special environment variables (see http://www.pulseaudio.org/wiki/ApplicationProperties). If no name is specified, then pulseaudio will determine the name based on the process. If you specify the application name when initiating the pulseaudio context, then that will override any application name specified using an environment variable. As libsdl is a library, I believe the solution is for libsdl to not specify any application name when initiating a pulseaudio context, which will enable applications to specify the application name using environment variables. In the case that the applications do not specify anything, pulseaudio will fall back to using the process name anyway. The attached patch removes the get_progname() function and passes NULL as the application name when creating the pulseaudio context, which fixes the issue.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 23 Jan 2011 21:55:04 -0800
parents 27ab20a36eba
children
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"

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);
    SDL_GetSurfaceAlphaMod(surface, &saved_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();
}

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 */
    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 >= 0) {
        SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, accel);
    }
    if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) {
        fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }
    if (sync) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }

    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 >= 0) {
        SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        printf("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
               value);
    }
    if (sync) {
        printf("Buffer swap interval: requested 1, got %d\n",
               SDL_GL_GetSwapInterval());
    }

    /* 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) {
            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 = (char *)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 = -1;
    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;
        }
        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 = atoi(argv[++i]);
        }
        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 n] [-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 */