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Add debug extension support to sharing test
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parent
38aae024cd
commit
9017eaee08
@ -31,7 +31,7 @@ add_executable(cursor cursor.c ${GLAD})
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add_executable(empty WIN32 MACOSX_BUNDLE empty.c ${TINYCTHREAD} ${GLAD})
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add_executable(icon WIN32 MACOSX_BUNDLE icon.c ${GLAD})
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add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${GLAD})
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add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${GETOPT} ${GLAD})
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add_executable(tearing WIN32 MACOSX_BUNDLE tearing.c ${GETOPT} ${GLAD})
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add_executable(threads WIN32 MACOSX_BUNDLE threads.c ${TINYCTHREAD} ${GLAD})
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add_executable(timeout WIN32 MACOSX_BUNDLE timeout.c ${GLAD})
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@ -34,6 +34,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "getopt.h"
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#include "linmath.h"
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static const char* vertex_shader_text =
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@ -68,6 +69,17 @@ static void error_callback(int error, const char* description)
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fprintf(stderr, "Error: %s\n", description);
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}
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void APIENTRY debug_callback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* user)
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{
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fprintf(stderr, "Error: %s\n", message);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
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@ -76,6 +88,7 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
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int main(int argc, char** argv)
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{
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int ch;
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GLFWwindow* windows[2];
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GLuint texture, program, vertex_buffer;
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GLint mvp_location, vpos_location, color_location, texture_location;
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@ -87,6 +100,16 @@ int main(int argc, char** argv)
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if (!glfwInit())
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exit(EXIT_FAILURE);
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while ((ch = getopt(argc, argv, "d")) != -1)
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{
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switch (ch)
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{
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case 'd':
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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break;
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}
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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@ -109,6 +132,12 @@ int main(int argc, char** argv)
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// pointers should be re-usable between them
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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if (GLAD_GL_ARB_debug_output)
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{
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glDebugMessageCallbackARB(debug_callback, NULL);
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glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
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}
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// Create the OpenGL objects inside the first context, created above
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// All objects will be shared with the second context, created below
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{
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