diff --git a/android-project/jni/src/Android.mk b/android-project/jni/src/Android.mk index 70ca7dc35..943a8cdbe 100644 --- a/android-project/jni/src/Android.mk +++ b/android-project/jni/src/Android.mk @@ -14,6 +14,6 @@ LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \ LOCAL_SHARED_LIBRARIES := SDL2 -LOCAL_LDLIBS := -lGLESv1_CM -llog +LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog include $(BUILD_SHARED_LIBRARY) diff --git a/test/Makefile.in b/test/Makefile.in index 36b00e486..ac9aa372a 100644 --- a/test/Makefile.in +++ b/test/Makefile.in @@ -21,6 +21,7 @@ TARGETS = \ testgesture$(EXE) \ testgl2$(EXE) \ testgles$(EXE) \ + testgles2$(EXE) \ testhaptic$(EXE) \ testrumble$(EXE) \ testthread$(EXE) \ @@ -131,6 +132,9 @@ testgl2$(EXE): $(srcdir)/testgl2.c testgles$(EXE): $(srcdir)/testgles.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLESLIB@ @MATHLIB@ +testgles2$(EXE): $(srcdir)/testgles2.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @GLES2LIB@ @MATHLIB@ + testhaptic$(EXE): $(srcdir)/testhaptic.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) diff --git a/test/configure b/test/configure index 1ebd9d160..b55398de0 100755 --- a/test/configure +++ b/test/configure @@ -587,6 +587,7 @@ LIBOBJS SDL_TTF_LIB XLIB GLESLIB +GLES2LIB GLLIB CPP XMKMF @@ -3860,12 +3861,49 @@ rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext { $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles" >&5 $as_echo "$have_opengles" >&6; } +{ $as_echo "$as_me:${as_lineno-$LINENO}: checking for OpenGL ES2 support" >&5 +$as_echo_n "checking for OpenGL ES2 support... " >&6; } +have_opengles2=no +cat confdefs.h - <<_ACEOF >conftest.$ac_ext +/* end confdefs.h. */ + + #if defined (__IPHONEOS__) + #include + #include + #else + #include + #include + #endif + +int +main () +{ + + + ; + return 0; +} +_ACEOF +if ac_fn_c_try_compile "$LINENO"; then : + +have_opengles2=yes + +fi +rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext +{ $as_echo "$as_me:${as_lineno-$LINENO}: result: $have_opengles2" >&5 +$as_echo "$have_opengles2" >&6; } + GLLIB="" GLESLIB="" +GLES2LIB="" if test x$have_opengles = xyes; then CFLAGS="$CFLAGS -DHAVE_OPENGLES" GLESLIB="$XPATH -lGLESv1_CM" fi +if test x$have_opengles2 = xyes; then + CFLAGS="$CFLAGS -DHAVE_OPENGLES2" + GLES2LIB="$XPATH -lGLESv2" +fi if test x$have_opengl = xyes; then CFLAGS="$CFLAGS -DHAVE_OPENGL" GLLIB="$XPATH $SYS_GL_LIBS" diff --git a/test/configure.in b/test/configure.in index 6462bfd3d..efc0d5dd6 100644 --- a/test/configure.in +++ b/test/configure.in @@ -135,12 +135,34 @@ have_opengles=yes ]) AC_MSG_RESULT($have_opengles) +dnl Check for OpenGL ES2 +AC_MSG_CHECKING(for OpenGL ES2 support) +have_opengles2=no +AC_TRY_COMPILE([ + #if defined (__IPHONEOS__) + #include + #include + #else + #include + #include + #endif +],[ +],[ +have_opengles2=yes +]) +AC_MSG_RESULT($have_opengles2) + GLLIB="" GLESLIB="" +GLES2LIB="" if test x$have_opengles = xyes; then CFLAGS="$CFLAGS -DHAVE_OPENGLES" GLESLIB="$XPATH -lGLESv1_CM" fi +if test x$have_opengles2 = xyes; then + CFLAGS="$CFLAGS -DHAVE_OPENGLES2" + GLES2LIB="$XPATH -lGLESv2" +fi if test x$have_opengl = xyes; then CFLAGS="$CFLAGS -DHAVE_OPENGL" GLLIB="$XPATH $SYS_GL_LIBS" @@ -148,6 +170,7 @@ fi AC_SUBST(GLLIB) AC_SUBST(GLESLIB) +AC_SUBST(GLES2LIB) AC_SUBST(XLIB) dnl Check for SDL_ttf diff --git a/test/testgles2.c b/test/testgles2.c new file mode 100644 index 000000000..f73fbdbe4 --- /dev/null +++ b/test/testgles2.c @@ -0,0 +1,647 @@ +/* + Copyright (r) 1997-2011 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely. +*/ +#include +#include +#include +#include + +#include "SDL_test_common.h" + +#if defined(__IPHONEOS__) || defined(__ANDROID__) +#define HAVE_OPENGLES2 +#endif + +#ifdef HAVE_OPENGLES2 + +#include "SDL_opengles2.h" + +static SDLTest_CommonState *state; +static SDL_GLContext *context = NULL; +static int depth = 16; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + int i; + + if (context != NULL) { + for (i = 0; i < state->num_windows; i++) { + if (context[i]) { + SDL_GL_DeleteContext(context[i]); + } + } + + SDL_free(context); + } + + SDLTest_CommonQuit(state); + exit(rc); +} + +#define GL_CHECK(x) \ + x; \ + { \ + GLenum glError = glGetError(); \ + if(glError != GL_NO_ERROR) { \ + fprintf(stderr, "glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \ + quit(1); \ + } \ + } + +/* + * Simulates desktop's glRotatef. The matrix is returned in column-major + * order. + */ +static void +rotate_matrix(double angle, double x, double y, double z, float *r) +{ + double radians, c, s, c1, u[3], length; + int i, j; + + radians = (angle * M_PI) / 180.0; + + c = cos(radians); + s = sin(radians); + + c1 = 1.0 - cos(radians); + + length = sqrt(x * x + y * y + z * z); + + u[0] = x / length; + u[1] = y / length; + u[2] = z / length; + + for (i = 0; i < 16; i++) { + r[i] = 0.0; + } + + r[15] = 1.0; + + for (i = 0; i < 3; i++) { + r[i * 4 + (i + 1) % 3] = u[(i + 2) % 3] * s; + r[i * 4 + (i + 2) % 3] = -u[(i + 1) % 3] * s; + } + + for (i = 0; i < 3; i++) { + for (j = 0; j < 3; j++) { + r[i * 4 + j] += c1 * u[i] * u[j] + (i == j ? c : 0.0); + } + } +} + +/* + * Simulates gluPerspectiveMatrix + */ +static void +perspective_matrix(double fovy, double aspect, double znear, double zfar, float *r) +{ + int i; + double f; + + f = 1.0/tan(fovy * 0.5); + + for (i = 0; i < 16; i++) { + r[i] = 0.0; + } + + r[0] = f / aspect; + r[5] = f; + r[10] = (znear + zfar) / (znear - zfar); + r[11] = -1.0; + r[14] = (2.0 * znear * zfar) / (znear - zfar); + r[15] = 0.0; +} + +/* + * Multiplies lhs by rhs and writes out to r. All matrices are 4x4 and column + * major. In-place multiplication is supported. + */ +static void +multiply_matrix(float *lhs, float *rhs, float *r) +{ + int i, j, k; + float tmp[16]; + + for (i = 0; i < 4; i++) { + for (j = 0; j < 4; j++) { + tmp[j * 4 + i] = 0.0; + + for (k = 0; k < 4; k++) { + tmp[j * 4 + i] += lhs[k * 4 + i] * rhs[j * 4 + k]; + } + } + } + + for (i = 0; i < 16; i++) { + r[i] = tmp[i]; + } +} + +/* + * Create shader, load in source, compile, dump debug as necessary. + * + * shader: Pointer to return created shader ID. + * source: Passed-in shader source code. + * shader_type: Passed to GL, e.g. GL_VERTEX_SHADER. + */ +void +process_shader(GLuint *shader, const char * source, GLint shader_type) +{ + GLint status; + const char *shaders[1] = { NULL }; + + /* Create shader and load into GL. */ + *shader = GL_CHECK(glCreateShader(shader_type)); + + shaders[0] = source; + + GL_CHECK(glShaderSource(*shader, 1, shaders, NULL)); + + /* Clean up shader source. */ + shaders[0] = NULL; + + /* Try compiling the shader. */ + GL_CHECK(glCompileShader(*shader)); + GL_CHECK(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status)); + + // Dump debug info (source and log) if compilation failed. + if(status != GL_TRUE) { + quit(-1); + } +} + +/* 3D data. Vertex range -0.5..0.5 in all axes. +* Z -0.5 is near, 0.5 is far. */ +const float _vertices[] = +{ + /* Front face. */ + /* Bottom left */ + -0.5, 0.5, -0.5, + 0.5, -0.5, -0.5, + -0.5, -0.5, -0.5, + /* Top right */ + -0.5, 0.5, -0.5, + 0.5, 0.5, -0.5, + 0.5, -0.5, -0.5, + /* Left face */ + /* Bottom left */ + -0.5, 0.5, 0.5, + -0.5, -0.5, -0.5, + -0.5, -0.5, 0.5, + /* Top right */ + -0.5, 0.5, 0.5, + -0.5, 0.5, -0.5, + -0.5, -0.5, -0.5, + /* Top face */ + /* Bottom left */ + -0.5, 0.5, 0.5, + 0.5, 0.5, -0.5, + -0.5, 0.5, -0.5, + /* Top right */ + -0.5, 0.5, 0.5, + 0.5, 0.5, 0.5, + 0.5, 0.5, -0.5, + /* Right face */ + /* Bottom left */ + 0.5, 0.5, -0.5, + 0.5, -0.5, 0.5, + 0.5, -0.5, -0.5, + /* Top right */ + 0.5, 0.5, -0.5, + 0.5, 0.5, 0.5, + 0.5, -0.5, 0.5, + /* Back face */ + /* Bottom left */ + 0.5, 0.5, 0.5, + -0.5, -0.5, 0.5, + 0.5, -0.5, 0.5, + /* Top right */ + 0.5, 0.5, 0.5, + -0.5, 0.5, 0.5, + -0.5, -0.5, 0.5, + /* Bottom face */ + /* Bottom left */ + -0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, + -0.5, -0.5, 0.5, + /* Top right */ + -0.5, -0.5, -0.5, + 0.5, -0.5, -0.5, + 0.5, -0.5, 0.5, +}; + +const float _colors[] = +{ + /* Front face */ + /* Bottom left */ + 1.0, 0.0, 0.0, /* red */ + 0.0, 0.0, 1.0, /* blue */ + 0.0, 1.0, 0.0, /* green */ + /* Top right */ + 1.0, 0.0, 0.0, /* red */ + 1.0, 1.0, 0.0, /* yellow */ + 0.0, 0.0, 1.0, /* blue */ + /* Left face */ + /* Bottom left */ + 1.0, 1.0, 1.0, /* white */ + 0.0, 1.0, 0.0, /* green */ + 0.0, 1.0, 1.0, /* cyan */ + /* Top right */ + 1.0, 1.0, 1.0, /* white */ + 1.0, 0.0, 0.0, /* red */ + 0.0, 1.0, 0.0, /* green */ + /* Top face */ + /* Bottom left */ + 1.0, 1.0, 1.0, /* white */ + 1.0, 1.0, 0.0, /* yellow */ + 1.0, 0.0, 0.0, /* red */ + /* Top right */ + 1.0, 1.0, 1.0, /* white */ + 0.0, 0.0, 0.0, /* black */ + 1.0, 1.0, 0.0, /* yellow */ + /* Right face */ + /* Bottom left */ + 1.0, 1.0, 0.0, /* yellow */ + 1.0, 0.0, 1.0, /* magenta */ + 0.0, 0.0, 1.0, /* blue */ + /* Top right */ + 1.0, 1.0, 0.0, /* yellow */ + 0.0, 0.0, 0.0, /* black */ + 1.0, 0.0, 1.0, /* magenta */ + /* Back face */ + /* Bottom left */ + 0.0, 0.0, 0.0, /* black */ + 0.0, 1.0, 1.0, /* cyan */ + 1.0, 0.0, 1.0, /* magenta */ + /* Top right */ + 0.0, 0.0, 0.0, /* black */ + 1.0, 1.0, 1.0, /* white */ + 0.0, 1.0, 1.0, /* cyan */ + /* Bottom face */ + /* Bottom left */ + 0.0, 1.0, 0.0, /* green */ + 1.0, 0.0, 1.0, /* magenta */ + 0.0, 1.0, 1.0, /* cyan */ + /* Top right */ + 0.0, 1.0, 0.0, /* green */ + 0.0, 0.0, 1.0, /* blue */ + 1.0, 0.0, 1.0, /* magenta */ +}; + +const char* _shader_vert_src = +" attribute vec4 av4position; " +" attribute vec3 av3color; " +" uniform mat4 mvp; " +" varying vec3 vv3color; " +" void main() { " +" vv3color = av3color; " +" gl_Position = mvp * av4position; " +" } "; + +const char* _shader_frag_src = +" precision lowp float; " +" varying vec3 vv3color; " +" void main() { " +" gl_FragColor = vec4(vv3color, 1.0); " +" } "; + +typedef struct shader_data +{ + GLuint shader_program, shader_frag, shader_vert; + + GLint attr_position; + GLint attr_color, attr_mvp; + + int angle_x, angle_y, angle_z; + +} shader_data; + +static void +Render(unsigned int width, unsigned int height, shader_data* data) +{ + float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_mvp[16]; + + /* + * Do some rotation with Euler angles. It is not a fixed axis as + * quaterions would be, but the effect is cool. + */ + rotate_matrix(data->angle_x, 1.0, 0.0, 0.0, matrix_modelview); + rotate_matrix(data->angle_y, 0.0, 1.0, 0.0, matrix_rotate); + + multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); + + rotate_matrix(data->angle_z, 0.0, 1.0, 0.0, matrix_rotate); + + multiply_matrix(matrix_rotate, matrix_modelview, matrix_modelview); + + /* Pull the camera back from the cube */ + matrix_modelview[14] -= 2.5; + + perspective_matrix(45.0, (double)width/(double)height, 0.01, 100.0, matrix_perspective); + multiply_matrix(matrix_perspective, matrix_modelview, matrix_mvp); + + GL_CHECK(glUniformMatrix4fv(data->attr_mvp, 1, GL_FALSE, matrix_mvp)); + + data->angle_x += 3; + data->angle_y += 2; + data->angle_z += 1; + + if(data->angle_x >= 360) data->angle_x -= 360; + if(data->angle_x < 0) data->angle_x += 360; + if(data->angle_y >= 360) data->angle_y -= 360; + if(data->angle_y < 0) data->angle_y += 360; + if(data->angle_z >= 360) data->angle_z -= 360; + if(data->angle_z < 0) data->angle_z += 360; + + GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)); + GL_CHECK(glDrawArrays(GL_TRIANGLES, 0, 36)); +} + +int +main(int argc, char *argv[]) +{ + int fsaa, accel; + int value; + int i, done; + SDL_DisplayMode mode; + SDL_Event event; + Uint32 then, now, frames; + int status; + shader_data *datas, *data; + + /* Initialize parameters */ + fsaa = 0; + accel = 0; + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { + ++fsaa; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { + ++accel; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--zdepth") == 0) { + i++; + if (!argv[i]) { + consumed = -1; + } else { + depth = SDL_atoi(argv[i]); + consumed = 1; + } + } else { + consumed = -1; + } + } + if (consumed < 0) { + fprintf(stderr, "Usage: %s %s [--fsaa] [--accel] [--zdepth %%d]\n", argv[0], + SDLTest_CommonUsage(state)); + quit(1); + } + i += consumed; + } + + /* Set OpenGL parameters */ + state->window_flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS; + state->gl_red_size = 5; + state->gl_green_size = 5; + state->gl_blue_size = 5; + state->gl_depth_size = depth; + state->gl_major_version = 2; + state->gl_minor_version = 0; + state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES; + + if (fsaa) { + state->gl_multisamplebuffers=1; + state->gl_multisamplesamples=fsaa; + } + if (accel) { + state->gl_accelerated=1; + } + if (!SDLTest_CommonInit(state)) { + return; + quit(2); + } + + context = SDL_calloc(state->num_windows, sizeof(context)); + if (context == NULL) { + fprintf(stderr, "Out of memory!\n"); + quit(2); + } + + /* Create OpenGL ES contexts */ + for (i = 0; i < state->num_windows; i++) { + context[i] = SDL_GL_CreateContext(state->windows[i]); + if (!context[i]) { + fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); + quit(2); + } + } + + if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) { + SDL_GL_SetSwapInterval(1); + } else { + SDL_GL_SetSwapInterval(0); + } + + SDL_GetCurrentDisplayMode(0, &mode); + printf("Screen bpp: %d\n", SDL_BITSPERPIXEL(mode.format)); + 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"); + + status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); + if (!status) { + printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); + } else { + fprintf(stderr, "Failed to get SDL_GL_RED_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); + if (!status) { + printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); + } else { + fprintf(stderr, "Failed to get SDL_GL_GREEN_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); + if (!status) { + printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); + } else { + fprintf(stderr, "Failed to get SDL_GL_BLUE_SIZE: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); + if (!status) { + printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value); + } else { + fprintf(stderr, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", + SDL_GetError()); + } + if (fsaa) { + status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); + if (!status) { + printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); + } else { + fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n", + SDL_GetError()); + } + status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); + if (!status) { + printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, + value); + } else { + fprintf(stderr, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n", + SDL_GetError()); + } + } + if (accel) { + status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); + if (!status) { + printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); + } else { + fprintf(stderr, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n", + SDL_GetError()); + } + } + + datas = SDL_calloc(state->num_windows, sizeof(shader_data)); + + /* Set rendering settings for each context */ + for (i = 0; i < state->num_windows; ++i) { + + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + + /* Continue for next window */ + continue; + } + glViewport(0, 0, state->window_w, state->window_h); + + data = &datas[i]; + data->angle_x = 0; data->angle_y = 0; data->angle_z = 0; + + /* Shader Initialization */ + process_shader(&data->shader_vert, _shader_vert_src, GL_VERTEX_SHADER); + process_shader(&data->shader_frag, _shader_frag_src, GL_FRAGMENT_SHADER); + + /* Create shader_program (ready to attach shaders) */ + data->shader_program = GL_CHECK(glCreateProgram()); + + /* Attach shaders and link shader_program */ + GL_CHECK(glAttachShader(data->shader_program, data->shader_vert)); + GL_CHECK(glAttachShader(data->shader_program, data->shader_frag)); + GL_CHECK(glLinkProgram(data->shader_program)); + + /* Get attribute locations of non-fixed attributes like color and texture coordinates. */ + data->attr_position = GL_CHECK(glGetAttribLocation(data->shader_program, "av4position")); + data->attr_color = GL_CHECK(glGetAttribLocation(data->shader_program, "av3color")); + + /* Get uniform locations */ + data->attr_mvp = GL_CHECK(glGetUniformLocation(data->shader_program, "mvp")); + + GL_CHECK(glUseProgram(data->shader_program)); + + /* Enable attributes for position, color and texture coordinates etc. */ + GL_CHECK(glEnableVertexAttribArray(data->attr_position)); + GL_CHECK(glEnableVertexAttribArray(data->attr_color)); + + /* Populate attributes for position, color and texture coordinates etc. */ + GL_CHECK(glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices)); + GL_CHECK(glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors)); + + GL_CHECK(glEnable(GL_CULL_FACE)); + GL_CHECK(glEnable(GL_DEPTH_TEST)); + } + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + while (!done) { + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_WINDOWEVENT: + switch (event.window.event) { + case SDL_WINDOWEVENT_RESIZED: + for (i = 0; i < state->num_windows; ++i) { + if (event.window.windowID == SDL_GetWindowID(state->windows[i])) { + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + break; + } + /* Change view port to the new window dimensions */ + glViewport(0, 0, event.window.data1, event.window.data2); + /* Update window content */ + Render(event.window.data1, event.window.data2, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + break; + } + } + break; + } + } + SDLTest_CommonEvent(state, &event, &done); + } + for (i = 0; i < state->num_windows; ++i) { + status = SDL_GL_MakeCurrent(state->windows[i], context[i]); + if (status) { + printf("SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + + /* Continue for next window */ + continue; + } + Render(state->window_w, state->window_h, &datas[i]); + SDL_GL_SwapWindow(state->windows[i]); + } + } + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + printf("%2.2f frames per second\n", + ((double) frames * 1000) / (now - then)); + } +#if !defined(__ANDROID__) + quit(0); +#endif + return 0; +} + +#else /* HAVE_OPENGLES2 */ + +int +main(int argc, char *argv[]) +{ + printf("No OpenGL ES support on this system\n"); + return 1; +} + +#endif /* HAVE_OPENGLES2 */ + +/* vi: set ts=4 sw=4 expandtab: */