Files
jak-project/third-party/SDL/test/testgl.c
T
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00

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/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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 <SDL3/SDL_test_common.h>
#include <SDL3/SDL_main.h>
#ifdef HAVE_OPENGL
#include <stdlib.h>
#include <SDL3/SDL_opengl.h>
typedef struct GL_Context
{
#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
} GL_Context;
/* Undefine this if you want a flat cube instead of a rainbow cube */
#define SHADED_CUBE
static SDLTest_CommonState *state;
static SDL_GLContext context;
static GL_Context ctx;
static bool suspend_when_occluded;
static bool LoadContext(GL_Context *data)
{
#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params) \
do { \
data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
if (!data->func) { \
return SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
} \
} while (0);
#endif /* __SDL_NOGETPROCADDR__ */
#include "../src/render/opengl/SDL_glfuncs.h"
#undef SDL_PROC
return true;
}
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void quit(int rc)
{
if (context) {
/* SDL_GL_MakeCurrent(0, NULL); */ /* doesn't do anything */
SDL_GL_DestroyContext(context);
}
SDLTest_CommonQuit(state);
/* Let 'main()' return normally */
if (rc != 0) {
exit(rc);
}
}
static void Render(void)
{
static 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 }
};
static 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 }
};
/* Do our drawing, too. */
ctx.glClearColor(0.0, 0.0, 0.0, 0.0 /* used with --transparent */);
ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ctx.glBegin(GL_QUADS);
#ifdef SHADED_CUBE
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[5]);
ctx.glVertex3fv(cube[5]);
ctx.glColor3fv(color[0]);
ctx.glVertex3fv(cube[0]);
ctx.glColor3fv(color[3]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3fv(color[4]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3fv(color[6]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3fv(color[1]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3fv(color[2]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3fv(color[7]);
ctx.glVertex3fv(cube[7]);
#else /* flat cube */
ctx.glColor3f(1.0, 0.0, 0.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[3]);
ctx.glColor3f(0.0, 1.0, 0.0);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[2]);
ctx.glColor3f(0.0, 0.0, 1.0);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glColor3f(0.0, 1.0, 1.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[4]);
ctx.glVertex3fv(cube[7]);
ctx.glVertex3fv(cube[6]);
ctx.glColor3f(1.0, 1.0, 0.0);
ctx.glVertex3fv(cube[5]);
ctx.glVertex3fv(cube[0]);
ctx.glVertex3fv(cube[3]);
ctx.glVertex3fv(cube[4]);
ctx.glColor3f(1.0, 0.0, 1.0);
ctx.glVertex3fv(cube[6]);
ctx.glVertex3fv(cube[1]);
ctx.glVertex3fv(cube[2]);
ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */
ctx.glEnd();
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
}
static void LogSwapInterval(void)
{
int interval = 0;
if (SDL_GL_GetSwapInterval(&interval)) {
SDL_Log("Swap Interval : %d", interval);
} else {
SDL_Log("Swap Interval : %d error: %s", interval, SDL_GetError());
}
}
int main(int argc, char *argv[])
{
int fsaa, accel;
int value;
int i, done;
const SDL_DisplayMode *mode;
SDL_Event event;
Uint64 then, now;
Uint32 frames;
int dw, dh;
int swap_interval = 0;
/* Initialize parameters */
fsaa = 0;
accel = -1;
/* 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 && i + 1 < argc) {
fsaa = SDL_atoi(argv[i + 1]);
consumed = 2;
} else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i + 1 < argc) {
accel = SDL_atoi(argv[i + 1]);
consumed = 2;
} else if(SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
suspend_when_occluded = true;
consumed = 1;
} else {
consumed = -1;
}
}
if (consumed < 0) {
static const char *options[] = { "[--fsaa n]", "[--accel n]", "[--suspend-when-occluded]", NULL };
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
/* Set OpenGL parameters */
state->window_flags |= SDL_WINDOW_OPENGL;
state->gl_red_size = 5;
state->gl_green_size = 5;
state->gl_blue_size = 5;
state->gl_depth_size = 16;
/* For release_behavior to work, at least on Windows, you'll most likely need to set state->gl_major_version = 3 */
/* state->gl_major_version = 3; */
state->gl_release_behavior = 0;
state->gl_double_buffer = 1;
if (fsaa) {
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel >= 0) {
state->gl_accelerated = accel;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create OpenGL context */
context = SDL_GL_CreateContext(state->windows[0]);
if (!context) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s", SDL_GetError());
quit(2);
}
/* Important: call this *after* creating the context */
if (!LoadContext(&ctx)) {
SDL_Log("Could not load GL functions");
quit(2);
return 0;
}
SDL_GL_SetSwapInterval(state->render_vsync);
swap_interval = state->render_vsync;
mode = SDL_GetCurrentDisplayMode(SDL_GetPrimaryDisplay());
if (mode) {
SDL_Log("Screen BPP : %d", SDL_BITSPERPIXEL(mode->format));
}
LogSwapInterval();
SDL_GetWindowSize(state->windows[0], &dw, &dh);
SDL_Log("Window Size : %d,%d", dw, dh);
SDL_GetWindowSizeInPixels(state->windows[0], &dw, &dh);
SDL_Log("Draw Size : %d,%d", dw, dh);
SDL_Log("%s", "");
SDL_Log("Vendor : %s", ctx.glGetString(GL_VENDOR));
SDL_Log("Renderer : %s", ctx.glGetString(GL_RENDERER));
SDL_Log("Version : %s", ctx.glGetString(GL_VERSION));
SDL_Log("Extensions : %s", ctx.glGetString(GL_EXTENSIONS));
SDL_Log("%s", "");
if (SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value)) {
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s", SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value)) {
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s", SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value)) {
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d", 5, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s", SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value)) {
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d", 16, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s", SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_RELEASE_BEHAVIOR, &value)) {
SDL_Log("SDL_GL_CONTEXT_RELEASE_BEHAVIOR: requested %d, got %d", 0, value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_CONTEXT_RELEASE_BEHAVIOR: %s", SDL_GetError());
}
if (fsaa) {
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value)) {
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d", value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s",
SDL_GetError());
}
if (SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value)) {
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d", fsaa,
value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s",
SDL_GetError());
}
}
if (accel >= 0) {
if (SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value)) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d", accel,
value);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s",
SDL_GetError());
}
}
/* Set rendering settings */
ctx.glMatrixMode(GL_PROJECTION);
ctx.glLoadIdentity();
ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
ctx.glMatrixMode(GL_MODELVIEW);
ctx.glLoadIdentity();
ctx.glEnable(GL_DEPTH_TEST);
ctx.glDepthFunc(GL_LESS);
ctx.glShadeModel(GL_SMOOTH);
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
while (!done) {
bool update_swap_interval = false;
int active_windows = 0;
/* Check for events */
++frames;
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
if (event.type == SDL_EVENT_KEY_DOWN) {
if (event.key.key == SDLK_O) {
swap_interval--;
update_swap_interval = true;
} else if (event.key.key == SDLK_P) {
swap_interval++;
update_swap_interval = true;
}
}
}
if (update_swap_interval) {
SDL_Log("Swap interval to be set to %d", swap_interval);
}
for (i = 0; i < state->num_windows; ++i) {
int w, h;
if (state->windows[i] == NULL ||
(suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
continue;
}
++active_windows;
SDL_GL_MakeCurrent(state->windows[i], context);
if (update_swap_interval) {
SDL_GL_SetSwapInterval(swap_interval);
LogSwapInterval();
}
SDL_GetWindowSizeInPixels(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
Render();
SDL_GL_SwapWindow(state->windows[i]);
}
/* If all windows are occluded, throttle event polling to 15hz. */
if (!active_windows) {
SDL_DelayNS(SDL_NS_PER_SECOND / 15);
}
}
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second",
((double)frames * 1000) / (now - then));
}
quit(0);
return 0;
}
#else /* HAVE_OPENGL */
int main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system");
return 1;
}
#endif /* HAVE_OPENGL */