update sdl to 2.32.6

This commit is contained in:
AzaezelX 2025-05-24 13:39:03 -05:00
parent e557f5962b
commit ddc1f8c1e2
1339 changed files with 53966 additions and 19207 deletions

View file

@ -1,5 +1,5 @@
/*
Copyright (C) 1997-2023 Sam Lantinga <slouken@libsdl.org>
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
@ -11,6 +11,7 @@
*/
/* This is a simple example of using GLSL shaders with SDL */
#include <stdlib.h>
#include "SDL.h"
#ifdef HAVE_OPENGL
@ -109,36 +110,36 @@ 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 == NULL) {
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 +153,21 @@ 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 == NULL) {
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 +186,16 @@ 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 +206,16 @@ 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;
}
@ -222,13 +223,13 @@ 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);
}
}
static SDL_bool InitShaders()
static SDL_bool InitShaders(void)
{
int i;
@ -238,30 +239,30 @@ 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;
}
}
@ -282,7 +283,7 @@ static SDL_bool InitShaders()
return SDL_TRUE;
}
static void QuitShaders()
static void QuitShaders(void)
{
int i;
@ -329,7 +330,7 @@ SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
0x00FF0000, 0x0000FF00, 0x000000FF
#endif
);
if (image == NULL) {
if (!image) {
return 0;
}
@ -420,7 +421,7 @@ 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 +436,7 @@ 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);
@ -462,7 +463,7 @@ int main(int argc, char **argv)
/* Create a 640x480 OpenGL screen */
window = SDL_CreateWindow("Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL);
if (window == NULL) {
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
@ -475,7 +476,7 @@ int main(int argc, char **argv)
}
surface = SDL_LoadBMP("icon.bmp");
if (surface == NULL) {
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to load icon.bmp: %s\n", SDL_GetError());
SDL_Quit();
exit(3);