From c9e6168e332d69134728414858ec4ecc2260c0f1 Mon Sep 17 00:00:00 2001
From: Ozkan Sezer <[EMAIL REDACTED]>
Date: Mon, 20 Nov 2023 23:55:14 +0300
Subject: [PATCH] sync tests and testlib with latest SDL2.
---
src/test/SDL_test_common.c | 2 +-
test/testgl2.c | 4 +-
test/testgles2.c | 8 +--
test/testgles2_sdf.c | 4 +-
test/testime.c | 2 +-
test/testshader.c | 118 ++++++++++++++++++-------------------
6 files changed, 69 insertions(+), 69 deletions(-)
diff --git a/src/test/SDL_test_common.c b/src/test/SDL_test_common.c
index 6079b61..9c8163b 100644
--- a/src/test/SDL_test_common.c
+++ b/src/test/SDL_test_common.c
@@ -1121,7 +1121,7 @@ SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
SDL_DisplayMode mode;
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
-#if defined(SDL_VIDEO_DRIVER_WINDOWS)
+#ifdef SDL_VIDEO_DRIVER_WINDOWS
int adapterIndex = 0;
int outputIndex = 0;
#endif
diff --git a/test/testgl2.c b/test/testgl2.c
index d94f5f2..42afc35 100644
--- a/test/testgl2.c
+++ b/test/testgl2.c
@@ -45,7 +45,7 @@ static GL_Context ctx;
static int LoadContext(GL_Context *data)
{
-#if defined(SDL_VIDEO_DRIVER_UIKIT)
+#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
@@ -53,7 +53,7 @@ static int LoadContext(GL_Context *data)
#define __SDL_NOGETPROCADDR__
#endif
-#if defined(__SDL_NOGETPROCADDR__)
+#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params) \
diff --git a/test/testgles2.c b/test/testgles2.c
index fffb7f2..bdd3d25 100644
--- a/test/testgles2.c
+++ b/test/testgles2.c
@@ -69,7 +69,7 @@ static GLES2_Context ctx;
static int LoadContext(GLES2_Context *data)
{
-#if defined(SDL_VIDEO_DRIVER_UIKIT)
+#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
@@ -77,7 +77,7 @@ static int LoadContext(GLES2_Context *data)
#define __SDL_NOGETPROCADDR__
#endif
-#if defined(__SDL_NOGETPROCADDR__)
+#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params) \
@@ -901,9 +901,9 @@ int main(int argc, char *argv[])
SDL_Log("%2.2f frames per second\n",
((double)frames * 1000) / (now - then));
}
-#if !defined(__ANDROID__) && !defined(__NACL__)
+#if !defined(__ANDROID__) && !defined(__NACL__)
quit(0);
-#endif
+#endif
return 0;
}
diff --git a/test/testgles2_sdf.c b/test/testgles2_sdf.c
index aa9e48a..3811a5e 100644
--- a/test/testgles2_sdf.c
+++ b/test/testgles2_sdf.c
@@ -68,7 +68,7 @@ static GLES2_Context ctx;
static int LoadContext(GLES2_Context *data)
{
-#if defined(SDL_VIDEO_DRIVER_UIKIT)
+#ifdef SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
#elif defined(SDL_VIDEO_DRIVER_ANDROID)
#define __SDL_NOGETPROCADDR__
@@ -76,7 +76,7 @@ static int LoadContext(GLES2_Context *data)
#define __SDL_NOGETPROCADDR__
#endif
-#if defined(__SDL_NOGETPROCADDR__)
+#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret, func, params) \
diff --git a/test/testime.c b/test/testime.c
index 00b63c6..9b2e4bd 100644
--- a/test/testime.c
+++ b/test/testime.c
@@ -29,7 +29,7 @@
#ifdef HAVE_SDL_TTF
#ifdef __MACOSX__
#define DEFAULT_FONT "/System/Library/Fonts/华文细黑.ttf"
-#elif __WIN32__
+#elif defined(__WIN32__)
/* Some japanese font present on at least Windows 8.1. */
#define DEFAULT_FONT "C:\\Windows\\Fonts\\yugothic.ttf"
#else
diff --git a/test/testshader.c b/test/testshader.c
index 47bce20..6f59b5f 100644
--- a/test/testshader.c
+++ b/test/testshader.c
@@ -109,36 +109,36 @@ static ShaderData shaders[NUM_SHADERS] = {
"}" },
};
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
-static PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
-static PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
-static PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
-static PFNGLUNIFORM1IARBPROC glUniform1iARB;
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
+static PFNGLATTACHOBJECTARBPROC pglAttachObjectARB;
+static PFNGLCOMPILESHADERARBPROC pglCompileShaderARB;
+static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObjectARB;
+static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObjectARB;
+static PFNGLDELETEOBJECTARBPROC pglDeleteObjectARB;
+static PFNGLGETINFOLOGARBPROC pglGetInfoLogARB;
+static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameterivARB;
+static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocationARB;
+static PFNGLLINKPROGRAMARBPROC pglLinkProgramARB;
+static PFNGLSHADERSOURCEARBPROC pglShaderSourceARB;
+static PFNGLUNIFORM1IARBPROC pglUniform1iARB;
+static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObjectARB;
static SDL_bool CompileShader(GLhandleARB shader, const char *source)
{
GLint status = 0;
- glShaderSourceARB(shader, 1, &source, NULL);
- glCompileShaderARB(shader);
- glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
+ pglShaderSourceARB(shader, 1, &source, NULL);
+ pglCompileShaderARB(shader);
+ pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
- glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
+ pglGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
- glGetInfoLogARB(shader, length, NULL, info);
+ pglGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile shader:\n%s\n%s", source, info);
SDL_free(info);
}
@@ -152,21 +152,21 @@ static SDL_bool LinkProgram(ShaderData *data)
{
GLint status = 0;
- glAttachObjectARB(data->program, data->vert_shader);
- glAttachObjectARB(data->program, data->frag_shader);
- glLinkProgramARB(data->program);
+ pglAttachObjectARB(data->program, data->vert_shader);
+ pglAttachObjectARB(data->program, data->frag_shader);
+ pglLinkProgramARB(data->program);
- glGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
+ pglGetObjectParameterivARB(data->program, GL_OBJECT_LINK_STATUS_ARB, &status);
if (status == 0) {
GLint length = 0;
char *info;
- glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
+ pglGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *)SDL_malloc((size_t)length + 1);
if (!info) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
- glGetInfoLogARB(data->program, length, NULL, info);
+ pglGetInfoLogARB(data->program, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to link program:\n%s", info);
SDL_free(info);
}
@@ -185,16 +185,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
glGetError();
/* Create one program object to rule them all */
- data->program = glCreateProgramObjectARB();
+ data->program = pglCreateProgramObjectARB();
/* Create the vertex shader */
- data->vert_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ data->vert_shader = pglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(data->vert_shader, data->vert_source)) {
return SDL_FALSE;
}
/* Create the fragment shader */
- data->frag_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ data->frag_shader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(data->frag_shader, data->frag_source)) {
return SDL_FALSE;
}
@@ -205,16 +205,16 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
}
/* Set up some uniform variables */
- glUseProgramObjectARB(data->program);
+ pglUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[5];
(void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
- location = glGetUniformLocationARB(data->program, tex_name);
+ location = pglGetUniformLocationARB(data->program, tex_name);
if (location >= 0) {
- glUniform1iARB(location, i);
+ pglUniform1iARB(location, i);
}
}
- glUseProgramObjectARB(0);
+ pglUseProgramObjectARB(0);
return (glGetError() == GL_NO_ERROR) ? SDL_TRUE : SDL_FALSE;
}
@@ -222,9 +222,9 @@ static SDL_bool CompileShaderProgram(ShaderData *data)
static void DestroyShaderProgram(ShaderData *data)
{
if (shaders_supported) {
- glDeleteObjectARB(data->vert_shader);
- glDeleteObjectARB(data->frag_shader);
- glDeleteObjectARB(data->program);
+ pglDeleteObjectARB(data->vert_shader);
+ pglDeleteObjectARB(data->frag_shader);
+ pglDeleteObjectARB(data->program);
}
}
@@ -238,30 +238,30 @@ static SDL_bool InitShaders()
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
- glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
- glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
- glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
- glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
- if (glAttachObjectARB &&
- glCompileShaderARB &&
- glCreateProgramObjectARB &&
- glCreateShaderObjectARB &&
- glDeleteObjectARB &&
- glGetInfoLogARB &&
- glGetObjectParameterivARB &&
- glGetUniformLocationARB &&
- glLinkProgramARB &&
- glShaderSourceARB &&
- glUniform1iARB &&
- glUseProgramObjectARB) {
+ pglAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
+ pglCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
+ pglCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
+ pglCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
+ pglDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
+ pglGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
+ pglGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
+ pglGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
+ pglLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
+ pglShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
+ pglUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
+ pglUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
+ if (pglAttachObjectARB &&
+ pglCompileShaderARB &&
+ pglCreateProgramObjectARB &&
+ pglCreateShaderObjectARB &&
+ pglDeleteObjectARB &&
+ pglGetInfoLogARB &&
+ pglGetObjectParameterivARB &&
+ pglGetUniformLocationARB &&
+ pglLinkProgramARB &&
+ pglShaderSourceARB &&
+ pglUniform1iARB &&
+ pglUseProgramObjectARB) {
shaders_supported = SDL_TRUE;
}
}
@@ -420,7 +420,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f(1.0f, 1.0f, 1.0f);
if (shaders_supported) {
- glUseProgramObjectARB(shaders[current_shader].program);
+ pglUseProgramObjectARB(shaders[current_shader].program);
}
glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
@@ -435,7 +435,7 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
glEnd(); /* done with the polygon */
if (shaders_supported) {
- glUseProgramObjectARB(0);
+ pglUseProgramObjectARB(0);
}
glDisable(GL_TEXTURE_2D);