+/* gltest - small OpenGL tearing test program
+ * Copyright (C) 2012-2013 Ralf Jung <post@ralfj.de>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
// stdlib includes
#include <time.h>
#include <stdio.h>
static const GLfloat boxSpeed = 1.25f; // per second
// profiler
-enum ProfilerState { statePreRender, stateClear, stateDraw, statePresent, statePostRender, stateOutsideRender, numProfilerStates };
-static const char *profilerStateNames[numProfilerStates] = { "Pre-Render", "Clearing", "Drawing", "Presenting", "Post-Render", "Outside renderer"};
+enum ProfilerState { StatePreRender, StateClear, StateDraw, StatePresent, StatePostRender, StateOutsideRender, NumProfilerStates };
+static const char *profilerStateNames[NumProfilerStates] = { "Pre-Render", "Clearing", "Drawing", "Presenting", "Post-Render", "Outside renderer"};
// utility functions
static double getTime()
return tp.tv_sec + 1e-9 * tp.tv_nsec;
}
-static void rectVertices(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
+static void rectQuad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
glVertex2f(x1, y1);
glVertex2f(x2, y1);
// initailize profiler
framect = 0;
memset(stateTime, 0, sizeof(stateTime));
- curState = -1;
+ curState = NumProfilerStates;
lastDisplay = lastProfile = getTime();
}
virtual void resizeGL(unsigned int width, unsigned int height)
{
- /* prevent divide-by-zero */
- if (height == 0)
- height = 1;
+ // prevent divide-by-zero
+ if (height == 0)
+ height = 1;
glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
glOrtho (0, 1, 1, 0, 0, 1);
- glMatrixMode(GL_MODELVIEW);
- glClear(GL_COLOR_BUFFER_BIT);
+ glMatrixMode(GL_MODELVIEW);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
void profilerTick(ProfilerState nextState)
{
- assert (nextState >= 0 && nextState < numProfilerStates);
+ assert (nextState >= 0 && nextState < NumProfilerStates);
double time = getTime();
- if (curState >= 0)
+ if (curState >= 0 && curState < NumProfilerStates)
stateTime[curState] += time-lastProfile;
curState = nextState;
lastProfile = time;
const double elapsed = time-lastDisplay;
if (elapsed >= 3) {
printf("%.1f fps, time spent: ", framect/elapsed);
- for (int i = 0; i < numProfilerStates; ++i) {
+ for (int i = 0; i < NumProfilerStates; ++i) {
if (i != 0) printf(", ");
printf("%s %.1f%%", profilerStateNames[i], stateTime[i]/elapsed*100);
}
void renderGL()
{
//////////////////////////////////////////////
- profilerTick(statePreRender);
+ profilerTick(StatePreRender);
double time = getTime();
// anim
double passedTime = time-lastFrame;
}
lastFrame = time;
//////////////////////////////////////////////
- profilerTick(stateClear);
+ profilerTick(StateClear);
if (overdraw) {
// clear manually
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 0.0f);
- rectVertices(0, 0, 1, 1);
+ rectQuad(0, 0, 1, 1);
glEnd();
}
else {
glClear(GL_COLOR_BUFFER_BIT);
}
//////////////////////////////////////////////
- profilerTick(stateDraw);
+ profilerTick(StateDraw);
glBegin(GL_QUADS);
glColor3f(0.8f, 1.0f, 0.75f);
- rectVertices(boxPos, 0, boxPos+boxWidth, 1);
+ rectQuad(boxPos, 0, boxPos+boxWidth, 1);
glEnd();
usleep(sleep_time*1000);
//////////////////////////////////////////////
- profilerTick(statePresent);
+ profilerTick(StatePresent);
if (copy) {
glDrawBuffer(GL_FRONT);
glCopyPixels(0, 0, getWidth(), getHeight(), GL_COLOR);
getBackend()->swapBuffers();
}
//////////////////////////////////////////////
- profilerTick(statePostRender);
+ profilerTick(StatePostRender);
glFlush();
++framect;
//////////////////////////////////////////////
- profilerTick(stateOutsideRender);
+ profilerTick(StateOutsideRender);
}
virtual void handleKeyPress(KeySym key)
GLfloat boxPos, boxDirection;
// FPS, profiler
double lastDisplay, lastProfile;
- int framect, curState;
- double stateTime[numProfilerStates];
+ int framect;
+ ProfilerState curState;
+ double stateTime[NumProfilerStates];
};
int main(int argc, char ** argv)