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synced 2026-05-09 02:28:10 +02:00
Add a demo illustrating various techniques for uploading dynamic (ie
streaming) texture images via PBO's. Two of these currently seem to trigger a memory leak in the i915 driver, but at least one (PBO_PINGPONG) illustrates the good speedups available with PBO's on the i915 driver, particularly zero-copy uploads.
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2 changed files with 408 additions and 0 deletions
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@ -47,6 +47,7 @@ PROGS = \
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renormal \
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shadowtex \
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singlebuffer \
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streaming_rect \
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spectex \
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spriteblast \
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stex3d \
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407
progs/demos/streaming_rect.c
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407
progs/demos/streaming_rect.c
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@ -0,0 +1,407 @@
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/*
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* GL_ARB_multitexture demo
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*
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* Command line options:
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* -info print GL implementation information
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*
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*
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* Brian Paul November 1998 This program is in the public domain.
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* Modified on 12 Feb 2002 for > 2 texture units.
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glut.h>
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#include "readtex.h"
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enum {
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WHOLERECT,
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RENDER,
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SWAPBUF,
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UPLOAD_CONVENTIONAL,
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UPLOAD_PBO_NAIVE,
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UPLOAD_PBO_PINGPONG,
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UPLOAD_PBO_WITH_RESET,
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UPLOAD_NOOP,
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QUIT
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};
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static GLint upload_style = UPLOAD_CONVENTIONAL;
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static GLboolean whole_rect = 1;
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static GLboolean do_render = 1;
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static GLboolean do_swapbuffers = 1;
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static GLuint col = 0x0;
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static GLfloat Xrot = 20.0, Yrot = 30.0;
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static GLuint Width = 1024;
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static GLuint Height = 512;
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#define NR_PBO 2
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static GLuint texObj, DrawPBO[NR_PBO];
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static void Idle( void )
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{
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col++;
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glutPostRedisplay();
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}
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static int min( int a, int b ) { return a < b ? a : b; }
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static void DrawObject()
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{
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GLint size = Width * Height * 4;
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static char *static_image = NULL;
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static int current = 0;
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switch (upload_style) {
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case UPLOAD_PBO_NAIVE:
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/* Continually upload from the one pbo without any attempt to
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* decouple from hardware trying to access the same data:
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*/
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[0]);
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{
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char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
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memset(image, col&0xff, size);
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glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
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}
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
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break;
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case UPLOAD_PBO_PINGPONG:
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/* Cycle through the available upload buffers to avoid waiting
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* on buffers currently enqueued on the hardware. Avoids
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* waiting on buffer contents that may still be referenced by
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* hardware.
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*/
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current = (current + 1) % NR_PBO;
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[current]);
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{
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char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
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memset(image, col&0xff, size);
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glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
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}
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
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break;
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case UPLOAD_PBO_WITH_RESET:
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/* Alternate approach, uses BufferDataARB(NULL) to explicitly
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* release the old image contents from the pbo prior to upload.
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* Similar effect to double buffering pbos as above, but a
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* little more subtle as the implications of the NULL data are
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* not entirely clear. I don't know if all drivers will take
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* full advantage of the optimization or not.
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*/
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[0]);
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/* XXX: This is extremely important - semantically makes the buffer
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* contents undefined, but in practice means that the driver can
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* release the old copy of the texture and allocate a new one
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* without waiting for outstanding rendering to complete.
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*/
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glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, size, NULL, GL_STREAM_DRAW_ARB);
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{
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char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
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memset(image, col&0xff, size);
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glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
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}
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
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break;
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case UPLOAD_CONVENTIONAL:
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if (static_image == NULL)
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static_image = malloc(size);
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memset(static_image, col&0xff, size);
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/* BGRA should be the fast path for regular uploads as well.
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*/
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, static_image);
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break;
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case UPLOAD_NOOP:
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break;
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}
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if (do_render)
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{
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int x,y,w,h;
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if (whole_rect) {
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x = y = 0;
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w = Width;
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h = Height;
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}
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else {
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x = y = 0;
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w = min(10, Width);
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h = min(10, Height);
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}
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glBegin(GL_QUADS);
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glTexCoord2f( x, y);
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glVertex2f( x, y );
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glTexCoord2f( x, y + h);
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glVertex2f( x, y + h);
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glTexCoord2f( x + w, y + h);
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glVertex2f( x + w, y + h );
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glTexCoord2f( x + w, y);
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glVertex2f( x + w, y );
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glEnd();
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}
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}
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static void Display( void )
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{
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static GLint T0 = 0;
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static GLint Frames = 0;
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GLint t;
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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DrawObject();
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glPopMatrix();
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if (do_swapbuffers)
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glutSwapBuffers();
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else
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glFlush();
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Frames++;
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t = glutGet(GLUT_ELAPSED_TIME);
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if (t - T0 >= 1000) {
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GLfloat seconds = (t - T0) / 1000.0;
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GLfloat fps = Frames / seconds;
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printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
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T0 = t;
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Frames = 0;
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}
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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/* glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); */
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gluOrtho2D( 0, width, height, 0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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/* glTranslatef(0.375, 0.375, 0); */
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}
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static void ModeMenu(int entry)
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{
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switch (entry) {
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case WHOLERECT:
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whole_rect = !whole_rect;
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break;
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case RENDER:
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do_render = !do_render;
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break;
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case SWAPBUF:
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do_swapbuffers = !do_swapbuffers;
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break;
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case UPLOAD_CONVENTIONAL:
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case UPLOAD_PBO_NAIVE:
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case UPLOAD_PBO_PINGPONG:
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case UPLOAD_PBO_WITH_RESET:
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case UPLOAD_NOOP:
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upload_style = entry;
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break;
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case QUIT:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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float step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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Xrot += step;
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break;
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case GLUT_KEY_DOWN:
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Xrot -= step;
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break;
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case GLUT_KEY_LEFT:
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Yrot += step;
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break;
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case GLUT_KEY_RIGHT:
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Yrot -= step;
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break;
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}
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glutPostRedisplay();
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}
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static void Init( int argc, char *argv[] )
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{
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const char *exten = (const char *) glGetString(GL_EXTENSIONS);
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GLint size;
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if (!strstr(exten, "GL_ARB_multitexture")) {
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printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
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exit(1);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
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printf("%d x %d max texture size\n", size, size);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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/* allocate two texture objects */
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glGenTextures(1, &texObj);
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/* setup the texture objects */
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glGenBuffersARB(NR_PBO, DrawPBO);
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{
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int i;
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for (i = 0; i < NR_PBO; i++) {
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[i]);
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glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, Width * Height * 4, NULL, GL_STREAM_DRAW_ARB);
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}
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glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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glShadeModel(GL_SMOOTH);
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glClearColor(0.3, 0.3, 0.4, 1.0);
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if (argc > 1 && strcmp(argv[1], "-info")==0) {
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
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}
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}
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int main( int argc, char *argv[] )
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{
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GLint i;
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glutInit( &argc, argv );
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-w") == 0) {
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Width = atoi(argv[i+1]);
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if (Width <= 0) {
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printf("Error, bad width\n");
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exit(1);
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}
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i++;
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}
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else if (strcmp(argv[i], "-h") == 0) {
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Height = atoi(argv[i+1]);
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if (Height <= 0) {
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printf("Error, bad height\n");
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exit(1);
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}
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i++;
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}
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}
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glutInitWindowSize( Width, Height );
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glutInitWindowPosition( 0, 0 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow(argv[0] );
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Init( argc, argv );
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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glutIdleFunc( Idle );
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glutCreateMenu(ModeMenu);
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glutAddMenuEntry("Wholerect", WHOLERECT);
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glutAddMenuEntry("Render", RENDER);
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glutAddMenuEntry("Swapbuf", SWAPBUF);
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glutAddMenuEntry("Upload style CONVENTIONAL", UPLOAD_CONVENTIONAL);
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glutAddMenuEntry("Upload style PBO_NAIVE", UPLOAD_PBO_NAIVE);
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glutAddMenuEntry("Upload style PBO_PINGPONG", UPLOAD_PBO_PINGPONG);
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glutAddMenuEntry("Upload style PBO_WITH_RESET", UPLOAD_PBO_WITH_RESET);
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glutAddMenuEntry("Upload style NOOP", UPLOAD_NOOP);
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glutAddMenuEntry("Quit", QUIT);
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glutAttachMenu(GLUT_RIGHT_BUTTON);
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glutMainLoop();
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return 0;
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}
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