479 lines
13 KiB
C
479 lines
13 KiB
C
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/*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* texdown
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*
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* Measure texture download speed.
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* Use keyboard to change texture size, format, datatype, scale/bias,
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* subimageload, etc.
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*
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* Brian Paul 28 January 2000
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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static GLsizei MaxSize = 2048;
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static GLsizei TexWidth = 1024, TexHeight = 1024, TexBorder = 0;
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static GLboolean ScaleAndBias = GL_FALSE;
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static GLboolean SubImage = GL_FALSE;
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static GLdouble DownloadRate = 0.0; /* texels/sec */
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static GLuint Mode = 0;
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/* Try and avoid L2 cache effects by cycling through a small number of
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* textures.
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*
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* At the initial size of 1024x1024x4 == 4mbyte, say 8 textures will
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* keep us out of most caches at 32mb total.
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*
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* This turns into a fairly interesting question of what exactly you
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* expect to be in cache in normal usage, and what you think should be
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* outside. There's no rules for this, no reason to favour one usage
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* over another except what the application you care about happens to
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* resemble most closely.
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*
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* - Should the client texture image be in L2 cache? Has it just been
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* generated or read from disk?
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* - Does the application really use >1 texture, or is it constantly
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* updating one image in-place?
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*
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* Different answers will favour different texture upload mechanisms.
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* To upload an image that is purely outside of cache, a DMA-based
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* upload will probably win, whereas for small, in-cache textures,
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* copying looks good.
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*/
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#define NR_TEXOBJ 4
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static GLuint TexObj[NR_TEXOBJ];
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struct FormatRec {
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GLenum Format;
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GLenum Type;
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GLenum IntFormat;
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GLint TexelSize;
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};
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static const struct FormatRec FormatTable[] = {
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/* Format Type IntFormat TexelSize */
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{ GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
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{ GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 },
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{ GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
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{ GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 },
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{ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 },
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{ GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 },
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{ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 },
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{ GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 },
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};
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static GLint Format;
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#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0]))
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static int
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BytesPerTexel(GLint format)
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{
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return FormatTable[format].TexelSize;
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}
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static const char *
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FormatStr(GLenum format)
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{
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switch (format) {
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case GL_RGB:
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return "GL_RGB";
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case GL_RGBA:
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return "GL_RGBA";
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case GL_BGRA:
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return "GL_BGRA";
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case GL_LUMINANCE:
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return "GL_LUMINANCE";
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case GL_LUMINANCE_ALPHA:
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return "GL_LUMINANCE_ALPHA";
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case GL_ALPHA:
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return "GL_ALPHA";
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default:
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return "";
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}
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}
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static const char *
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TypeStr(GLenum type)
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{
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switch (type) {
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case GL_UNSIGNED_BYTE:
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return "GL_UNSIGNED_BYTE";
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case GL_UNSIGNED_SHORT:
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return "GL_UNSIGNED_SHORT";
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case GL_UNSIGNED_SHORT_5_6_5:
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return "GL_UNSIGNED_SHORT_5_6_5";
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case GL_UNSIGNED_SHORT_5_6_5_REV:
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return "GL_UNSIGNED_SHORT_5_6_5_REV";
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default:
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return "";
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}
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}
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/* On x86, there is a performance cliff for memcpy to texture memory
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* for sources below 64 byte alignment. We do our best with this in
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* the driver, but it is better if the images are correctly aligned to
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* start with:
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*/
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#define ALIGN (1<<12)
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static unsigned long align(unsigned long value, unsigned long a)
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{
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return (value + a - 1) & ~(a-1);
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}
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static void
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MeasureDownloadRate(void)
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{
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const int w = TexWidth + 2 * TexBorder;
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const int h = TexHeight + 2 * TexBorder;
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const int image_bytes = align(w * h * BytesPerTexel(Format), ALIGN);
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const int bytes = image_bytes * NR_TEXOBJ;
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GLubyte *orig_texImage, *orig_getImage;
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GLubyte *texImage;
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GLdouble t0, t1, time;
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int count;
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int i;
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int offset = 0;
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GLdouble total = 0; /* ints will tend to overflow */
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printf("allocating %d bytes for %d %dx%d images\n",
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bytes, NR_TEXOBJ, w, h);
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orig_texImage = (GLubyte *) malloc(bytes + ALIGN);
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orig_getImage = (GLubyte *) malloc(image_bytes + ALIGN);
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if (!orig_texImage || !orig_getImage) {
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DownloadRate = 0.0;
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free(orig_texImage);
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free(orig_getImage);
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return;
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}
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printf("alloc %p %p\n", orig_texImage, orig_getImage);
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texImage = (GLubyte *)align((unsigned long)orig_texImage, ALIGN);
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for (i = 1; !(((unsigned long)texImage) & i); i<<=1)
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;
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printf("texture image alignment: %d bytes (%p)\n", i, texImage);
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for (i = 0; i < bytes; i++) {
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texImage[i] = i & 0xff;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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if (ScaleAndBias) {
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glPixelTransferf(GL_RED_SCALE, 0.5);
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glPixelTransferf(GL_GREEN_SCALE, 0.5);
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glPixelTransferf(GL_BLUE_SCALE, 0.5);
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glPixelTransferf(GL_RED_BIAS, 0.5);
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glPixelTransferf(GL_GREEN_BIAS, 0.5);
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glPixelTransferf(GL_BLUE_BIAS, 0.5);
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}
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else {
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glPixelTransferf(GL_RED_SCALE, 1.0);
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glPixelTransferf(GL_GREEN_SCALE, 1.0);
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glPixelTransferf(GL_BLUE_SCALE, 1.0);
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glPixelTransferf(GL_RED_BIAS, 0.0);
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glPixelTransferf(GL_GREEN_BIAS, 0.0);
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glPixelTransferf(GL_BLUE_BIAS, 0.0);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glEnable(GL_TEXTURE_2D);
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count = 0;
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t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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do {
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int img = count%NR_TEXOBJ;
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GLubyte *img_ptr = texImage + img * image_bytes;
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glBindTexture(GL_TEXTURE_2D, TexObj[img]);
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if (SubImage && count > 0) {
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/* Only update a portion of the image each iteration. This
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* is presumably why you'd want to use texsubimage, otherwise
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* you may as well just call teximage again.
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*
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* A bigger question is whether to use a pointer that moves
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* with each call, ie does the incoming data come from L2
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* cache under normal circumstances, or is it pulled from
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* uncached memory?
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*
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* There's a good argument to say L2 cache, ie you'd expect
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* the data to have been recently generated. It's possible
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* that it could have come from a file read, which may or may
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* not have gone through the cpu.
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*/
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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-TexBorder,
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-TexBorder + offset * h/8,
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w,
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h/8,
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FormatTable[Format].Format,
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FormatTable[Format].Type,
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#if 1
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texImage /* likely in L2$ */
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#else
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img_ptr + offset * bytes/8 /* unlikely in L2$ */
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#endif
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);
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offset += 1;
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offset %= 8;
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total += w * h / 8;
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0,
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FormatTable[Format].IntFormat, w, h, TexBorder,
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FormatTable[Format].Format,
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FormatTable[Format].Type,
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img_ptr);
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total += w*h;
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}
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/* draw a tiny polygon to force texture into texram */
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0); glVertex2f(1, 1);
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glTexCoord2f(1, 0); glVertex2f(3, 1);
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glTexCoord2f(0.5, 1); glVertex2f(2, 3);
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glEnd();
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t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
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time = t1 - t0;
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count++;
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} while (time < 3.0);
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glDisable(GL_TEXTURE_2D);
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printf("total texels=%f time=%f\n", total, time);
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DownloadRate = total / time;
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free(orig_texImage);
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free(orig_getImage);
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{
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GLint err = glGetError();
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if (err)
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printf("GL error %d\n", err);
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}
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}
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static void
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PrintString(const char *s)
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{
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while (*s) {
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
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s++;
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}
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}
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static void
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Display(void)
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{
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const int w = TexWidth + 2 * TexBorder;
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const int h = TexHeight + 2 * TexBorder;
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char s[1000];
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glClear(GL_COLOR_BUFFER_BIT);
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glRasterPos2i(10, 80);
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sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder);
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PrintString(s);
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glRasterPos2i(10, 65);
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sprintf(s, "Format[f]: %s Type: %s IntFormat: %s",
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FormatStr(FormatTable[Format].Format),
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TypeStr( FormatTable[Format].Type),
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FormatStr(FormatTable[Format].IntFormat));
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PrintString(s);
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glRasterPos2i(10, 50);
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sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s",
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ScaleAndBias ? "Yes" : "No",
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SubImage ? "Yes" : "No");
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PrintString(s);
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if (Mode == 0) {
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glRasterPos2i(200, 10);
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sprintf(s, "...Measuring...");
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PrintString(s);
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glutSwapBuffers();
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glutPostRedisplay();
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Mode++;
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}
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else if (Mode == 1) {
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MeasureDownloadRate();
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glutPostRedisplay();
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Mode++;
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}
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else {
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/* show results */
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glRasterPos2i(10, 10);
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sprintf(s, "Download rate: %g Mtexels/second %g MB/second",
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DownloadRate / 1000000.0,
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DownloadRate * BytesPerTexel(Format) / 1000000.0);
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PrintString(s);
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{
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GLint r, g, b, a, l, i;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i);
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sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i);
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glRasterPos2i(10, 25);
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PrintString(s);
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}
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glutSwapBuffers();
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}
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}
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static void
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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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glOrtho(0, width, 0, height, -1, 1);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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}
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static void
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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 ' ':
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Mode = 0;
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break;
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case 'b':
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/* toggle border */
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TexBorder = 1 - TexBorder;
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Mode = 0;
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break;
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case 'f':
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/* change format */
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Format = (Format + 1) % NUM_FORMATS;
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Mode = 0;
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break;
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case 'F':
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/* change format */
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Format = (Format - 1) % NUM_FORMATS;
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Mode = 0;
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break;
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case 'p':
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/* toggle border */
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ScaleAndBias = !ScaleAndBias;
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Mode = 0;
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break;
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case 's':
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SubImage = !SubImage;
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Mode = 0;
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break;
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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
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SpecialKey(int 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 GLUT_KEY_UP:
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if (TexHeight < MaxSize)
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TexHeight *= 2;
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break;
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case GLUT_KEY_DOWN:
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if (TexHeight > 1)
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TexHeight /= 2;
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break;
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case GLUT_KEY_LEFT:
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if (TexWidth > 1)
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TexWidth /= 2;
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break;
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case GLUT_KEY_RIGHT:
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if (TexWidth < MaxSize)
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TexWidth *= 2;
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break;
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}
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Mode = 0;
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glutPostRedisplay();
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}
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static void
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Init(void)
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{
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printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR));
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printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION));
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printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
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}
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int
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main(int argc, char *argv[])
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 600, 100 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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glutCreateWindow(argv[0]);
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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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Init();
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glutMainLoop();
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return 0;
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}
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