//======================================================================== // Vsync enabling test // Copyright (c) Camilla Löwy // // 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, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== // // This test renders a high contrast, horizontally moving bar, allowing for // visual verification of whether the set swap interval is indeed obeyed // //======================================================================== #include #define GLFW_INCLUDE_NONE #include #include #include #include #include "linmath.h" static const struct { float x, y; } vertices[4] = { { -0.25f, -1.f }, { 0.25f, -1.f }, { 0.25f, 1.f }, { -0.25f, 1.f } }; static const char* vertex_shader_text = "#version 110\n" "uniform mat4 MVP;\n" "attribute vec2 vPos;\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n" "}\n"; static const char* fragment_shader_text = "#version 110\n" "void main()\n" "{\n" " gl_FragColor = vec4(1.0);\n" "}\n"; static int swap_tear; static int swap_interval; static double frame_rate; static void update_window_title(GLFWwindow* window) { char title[256]; snprintf(title, sizeof(title), "Tearing detector (interval %i%s, %0.1f Hz)", swap_interval, (swap_tear && swap_interval < 0) ? " (swap tear)" : "", frame_rate); glfwSetWindowTitle(window, title); } static void set_swap_interval(GLFWwindow* window, int interval) { swap_interval = interval; glfwSwapInterval(swap_interval); update_window_title(window); } static void error_callback(int error, const char* description) { fprintf(stderr, "Error: %s\n", description); } static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (action != GLFW_PRESS) return; switch (key) { case GLFW_KEY_UP: { if (swap_interval + 1 > swap_interval) set_swap_interval(window, swap_interval + 1); break; } case GLFW_KEY_DOWN: { if (swap_tear) { if (swap_interval - 1 < swap_interval) set_swap_interval(window, swap_interval - 1); } else { if (swap_interval - 1 >= 0) set_swap_interval(window, swap_interval - 1); } break; } case GLFW_KEY_ESCAPE: glfwSetWindowShouldClose(window, 1); break; case GLFW_KEY_F11: case GLFW_KEY_ENTER: { static int x, y, width, height; if (mods != GLFW_MOD_ALT) return; if (glfwGetWindowMonitor(window)) glfwSetWindowMonitor(window, NULL, x, y, width, height, 0); else { GLFWmonitor* monitor = glfwGetPrimaryMonitor(); const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwGetWindowPos(window, &x, &y); glfwGetWindowSize(window, &width, &height); glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate); } break; } } } int main(int argc, char** argv) { unsigned long frame_count = 0; double last_time, current_time; GLFWwindow* window; GLuint vertex_buffer, vertex_shader, fragment_shader, program; GLint mvp_location, vpos_location; glfwSetErrorCallback(error_callback); if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); window = glfwCreateWindow(640, 480, "Tearing detector", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); gladLoadGL(glfwGetProcAddress); set_swap_interval(window, 0); last_time = glfwGetTime(); frame_rate = 0.0; swap_tear = (glfwExtensionSupported("WGL_EXT_swap_control_tear") || glfwExtensionSupported("GLX_EXT_swap_control_tear")); glfwSetKeyCallback(window, key_callback); glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); mvp_location = glGetUniformLocation(program, "MVP"); vpos_location = glGetAttribLocation(program, "vPos"); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, sizeof(vertices[0]), (void*) 0); while (!glfwWindowShouldClose(window)) { int width, height; mat4x4 m, p, mvp; float position = cosf((float) glfwGetTime() * 4.f) * 0.75f; glfwGetFramebufferSize(window, &width, &height); glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); mat4x4_ortho(p, -1.f, 1.f, -1.f, 1.f, 0.f, 1.f); mat4x4_translate(m, position, 0.f, 0.f); mat4x4_mul(mvp, p, m); glUseProgram(program); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glfwSwapBuffers(window); glfwPollEvents(); frame_count++; current_time = glfwGetTime(); if (current_time - last_time > 1.0) { frame_rate = frame_count / (current_time - last_time); frame_count = 0; last_time = current_time; update_window_title(window); } } glfwTerminate(); exit(EXIT_SUCCESS); }