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MobileGL/MobileGL/MG_Test/Backend/DirectVulkan/TestExec.cpp
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// MobileGL - MobileGL/MG_Test/Backend/DirectVulkan/TestExec.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include <iostream>
#include <vector>
#include <cassert>
#include <string>
#include <algorithm>
#include <cmath>
#include <vulkan/vulkan.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glcorearb.h>
#include <GL/glext.h>
#undef GL_GLEXT_PROTOTYPES
#ifndef EGLAPI
#define EGLAPI extern
#endif
#include <EGL/egl.h>
#ifdef _WIN32
#define GLFW_EXPOSE_NATIVE_WIN32
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h>
#ifdef __APPLE__
#include <objc/message.h>
#include <objc/objc.h>
#include <objc/runtime.h>
#endif
#define NO_GL_H
#include <Includes.h>
#undef NO_GL_H
namespace MobileGL {
void MG_Initialize();
}
static bool CheckShaderCompile(GLuint shader, const char* label) {
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE) {
return true;
}
GLint logLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
std::string log;
if (logLength > 0) {
log.resize(static_cast<size_t>(logLength));
GLsizei written = 0;
glGetShaderInfoLog(shader, logLength, &written, log.data());
if (written >= 0 && static_cast<size_t>(written) < log.size()) {
log.resize(static_cast<size_t>(written));
}
}
std::cerr << label << " compile failed: " << log << std::endl;
return false;
}
static bool CheckProgramLink(GLuint program) {
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_TRUE) {
return true;
}
GLint logLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
std::string log;
if (logLength > 0) {
log.resize(static_cast<size_t>(logLength));
GLsizei written = 0;
glGetProgramInfoLog(program, logLength, &written, log.data());
if (written >= 0 && static_cast<size_t>(written) < log.size()) {
log.resize(static_cast<size_t>(written));
}
}
std::cerr << "Program link failed: " << log << std::endl;
return false;
}
int main() {
glfwInit();
static EGLint const attribute_list[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_NONE
};
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, nullptr, nullptr);
EGLConfig config;
EGLint num_config;
eglChooseConfig(display, attribute_list, &config, 1, &num_config);
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, nullptr);
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(800, 600, "MobileGL ContextCreation", nullptr, nullptr);
EGLNativeWindowType nativewindow = nullptr;
#ifdef _WIN32
nativewindow = glfwGetWin32Window(window);
#elif defined(__APPLE__)
void* cocoaWindow = glfwGetCocoaWindow(window);
MOBILEGL_ASSERT(cocoaWindow, "glfwGetCocoaWindow returned null");
auto msgSendObj = reinterpret_cast<id (*)(id, SEL)>(objc_msgSend);
auto msgSendVoidObj = reinterpret_cast<void (*)(id, SEL, id)>(objc_msgSend);
auto msgSendVoidBool = reinterpret_cast<void (*)(id, SEL, bool)>(objc_msgSend);
id contentView = msgSendObj(static_cast<id>(cocoaWindow), sel_registerName("contentView"));
MOBILEGL_ASSERT(contentView, "Failed to query NSWindow.contentView");
msgSendVoidBool(contentView, sel_registerName("setWantsLayer:"), true);
id metalLayerClass = reinterpret_cast<id>(objc_getClass("CAMetalLayer"));
MOBILEGL_ASSERT(metalLayerClass, "Failed to lookup CAMetalLayer class");
id metalLayer = msgSendObj(metalLayerClass, sel_registerName("layer"));
MOBILEGL_ASSERT(metalLayer, "Failed to create CAMetalLayer");
msgSendVoidObj(contentView, sel_registerName("setLayer:"), metalLayer);
nativewindow = reinterpret_cast<EGLNativeWindowType>(metalLayer);
#endif
EGLSurface surface = eglCreateWindowSurface(display, config, nativewindow, nullptr);
eglMakeCurrent(display, surface, surface, context);
MobileGL::MG_Initialize();
GLuint offscreenTex = 0;
GLuint offscreenFbo = 0;
glGenTextures(1, &offscreenTex);
glBindTexture(GL_TEXTURE_2D, offscreenTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &offscreenFbo);
glBindFramebuffer(GL_FRAMEBUFFER, offscreenFbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, offscreenTex, 0);
const GLenum offscreenFboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
std::cout << "Offscreen FBO status = 0x" << std::hex << offscreenFboStatus << std::dec << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
static constexpr GLint kWindowWidth = 800;
static constexpr GLint kWindowHeight = 600;
glViewport(0, 0, kWindowWidth, kWindowHeight);
static constexpr int kMaxSegments = 192;
static constexpr float kPi = 3.14159265358979323846f;
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint shapeVbo = 0;
glGenBuffers(1, &shapeVbo);
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
glBufferData(
GL_ARRAY_BUFFER,
static_cast<GLsizeiptr>((kMaxSegments + 1) * 5 * sizeof(GLfloat)),
nullptr,
GL_DYNAMIC_DRAW
);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)), nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, static_cast<GLsizei>(5 * sizeof(GLfloat)),
reinterpret_cast<void*>(2 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint shapeIbo = 0;
glGenBuffers(1, &shapeIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
static_cast<GLsizeiptr>(kMaxSegments * 3 * sizeof(GLushort)),
nullptr,
GL_DYNAMIC_DRAW
);
static constexpr const char* kVertexShaderSource = R"(#version 330 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vColor = aColor;
})";
static constexpr const char* kFragmentShaderSource = R"(#version 330 core
in vec3 vColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(vColor, 1.0);
})";
const GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &kVertexShaderSource, nullptr);
glCompileShader(vs);
if (!CheckShaderCompile(vs, "Vertex shader")) {
return 1;
}
const GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, &kFragmentShaderSource, nullptr);
glCompileShader(fs);
if (!CheckShaderCompile(fs, "Fragment shader")) {
return 1;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
if (!CheckProgramLink(program)) {
return 1;
}
glUseProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
std::vector<GLfloat> dynamicVertices(static_cast<size_t>((kMaxSegments + 1) * 5));
std::vector<GLushort> dynamicIndices(static_cast<size_t>(kMaxSegments * 3));
int i = 0;
while(!glfwWindowShouldClose(window)) {
glfwPollEvents();
GLint framebufferWidth = kWindowWidth;
GLint framebufferHeight = kWindowHeight;
glfwGetFramebufferSize(window, &framebufferWidth, &framebufferHeight);
glViewport(0, 0, framebufferWidth, framebufferHeight);
const bool useOffscreenPath = ((i / 100) % 2) == 0;
if (useOffscreenPath) {
glBindFramebuffer(GL_FRAMEBUFFER, offscreenFbo);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_READ_FRAMEBUFFER, offscreenFbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 256, 256, 0, 0, framebufferWidth, framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
const int segmentCount = std::min(kMaxSegments, 3 + (i / 100));
const float radius = 0.75f;
const float rotation = static_cast<float>(i) * 0.01f;
const size_t vertexFloatCount = static_cast<size_t>((segmentCount + 1) * 5);
const size_t indexCount = static_cast<size_t>(segmentCount * 3);
dynamicVertices[0] = 0.0f;
dynamicVertices[1] = 0.0f;
dynamicVertices[2] = 0.95f;
dynamicVertices[3] = 0.95f;
dynamicVertices[4] = 0.95f;
for (int v = 0; v < segmentCount; ++v) {
const float theta = rotation + (2.0f * kPi * static_cast<float>(v) / static_cast<float>(segmentCount));
const float x = radius * std::cos(theta);
const float y = radius * std::sin(theta);
const size_t base = static_cast<size_t>((v + 1) * 5);
dynamicVertices[base + 0] = x;
dynamicVertices[base + 1] = y;
dynamicVertices[base + 2] = 0.5f + 0.5f * std::cos(theta);
dynamicVertices[base + 3] = 0.5f + 0.5f * std::sin(theta);
dynamicVertices[base + 4] = 0.9f;
const size_t ib = static_cast<size_t>(v * 3);
dynamicIndices[ib + 0] = 0;
dynamicIndices[ib + 1] = static_cast<GLushort>(v + 1);
dynamicIndices[ib + 2] = static_cast<GLushort>((v + 1) % segmentCount + 1);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0.05f, 0.08f, 0.12f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, shapeVbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(vertexFloatCount * sizeof(GLfloat)), dynamicVertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, shapeIbo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indexCount * sizeof(GLushort)), dynamicIndices.data());
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount), GL_UNSIGNED_SHORT, nullptr);
}
if (i % 100 == 0) {
std::cout << "frame=" << i
<< " path=" << (useOffscreenPath ? "offscreen-clear+blit" : "dynamic-vbo-vao-ibo-archimedes")
<< std::endl;
}
eglSwapBuffers(display, surface);
++i;
}
glDeleteProgram(program);
glDeleteBuffers(1, &shapeVbo);
glDeleteBuffers(1, &shapeIbo);
glDeleteVertexArrays(1, &vao);
glDeleteFramebuffers(1, &offscreenFbo);
glDeleteTextures(1, &offscreenTex);
glfwDestroyWindow(window);
glfwTerminate();
}