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Tests: Add damage tracking to MSAA
This lets compositors avoid re-rendering the entire buffer when only the outside of the squares changed. If glfwGetBufferAge() returns 0 for any reason (the buffer was just created, there was an error, or the underlying API doesn’t track buffer age), we swap the entire buffer again.
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tests/msaa.c
22
tests/msaa.c
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@ -102,6 +102,19 @@ int main(int argc, char** argv)
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location;
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// Minimum static damage for both squares.
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GLFWrect rects[8] =
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{{ 25, 25, 350, 90},
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{ 25, 285, 350, 90},
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{ 25, 115, 90, 170},
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{285, 115, 90, 170},
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{425, 25, 350, 90},
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{425, 285, 350, 90},
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{425, 115, 90, 170},
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{685, 115, 90, 170},
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};
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while ((ch = getopt(argc, argv, "hs:")) != -1)
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{
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switch (ch)
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@ -178,11 +191,13 @@ int main(int argc, char** argv)
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while (!glfwWindowShouldClose(window))
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{
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float ratio;
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int buffer_age;
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int width, height;
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mat4x4 m, p, mvp;
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const double angle = glfwGetTime() * M_PI / 180.0;
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glfwGetFramebufferSize(window, &width, &height);
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buffer_age = glfwGetBufferAge(window);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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@ -208,7 +223,12 @@ int main(int argc, char** argv)
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glEnable(GL_MULTISAMPLE);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glfwSwapBuffers(window);
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// If buffer_age is 0, we can’t assume anything about the previous buffer
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// so swap the entire buffer.
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if (buffer_age > 0)
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glfwSwapBuffersWithDamage(window, rects, 8);
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else
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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