blob: 5cf4ff32393549276f539b971c7926c4ffd3b149 [file] [log] [blame]
/*
* 'Texture leak' test
*
* Allocates and uses an additional texture of the maximum supported size for
* each frame. This tests the system's ability to cope with using increasing
* amounts of texture memory.
*
* Michel Dänzer July 2009 This program is in the public domain.
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#include <unistd.h>
#include <GL/glew.h>
#include <GL/glut.h>
GLint size;
GLvoid *image;
static GLuint numTexObj;
static GLuint *texObj;
static void Idle( void )
{
glutPostRedisplay();
}
static void DrawObject(void)
{
static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 };
static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 };
GLint i, j;
glEnable(GL_TEXTURE_2D);
for (i = 0; i < numTexObj; i++) {
glBindTexture(GL_TEXTURE_2D, texObj[i]);
glBegin(GL_QUADS);
for (j = 0; j < 4; j++ ) {
glTexCoord2f(tex_coords[j], tex_coords[j+1]);
glVertex2f( vtx_coords[j], vtx_coords[j+1] );
}
glEnd();
}
}
static void Display( void )
{
struct timeval start, end;
texObj = realloc(texObj, ++numTexObj * sizeof(*texObj));
/* allocate a texture object */
glGenTextures(1, texObj + (numTexObj - 1));
glBindTexture(GL_TEXTURE_2D, texObj[numTexObj - 1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
memset(image, (16 * numTexObj) & 0xff, 4 * size * size);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image);
gettimeofday(&start, NULL);
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glScalef(5.0, 5.0, 5.0);
DrawObject();
glPopMatrix();
glutSwapBuffers();
glFinish();
gettimeofday(&end, NULL);
printf("Rendering frame took %lu ms using %u MB of textures\n",
end.tv_sec * 1000 + end.tv_usec / 1000 - start.tv_sec * 1000 -
start.tv_usec / 1000, numTexObj * 4 * size / 1024 * size / 1024);
sleep(1);
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -70.0 );
}
static void Init( int argc, char *argv[] )
{
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
printf("%d x %d max texture size\n", size, size);
image = malloc(4 * size * size);
if (!image) {
fprintf(stderr, "Failed to allocate %u bytes of memory\n", 4 * size * size);
exit(1);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glShadeModel(GL_FLAT);
glClearColor(0.3, 0.3, 0.4, 1.0);
Idle();
}
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowSize( 300, 300 );
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
glewInit();
Init( argc, argv );
glutReshapeFunc( Reshape );
glutDisplayFunc( Display );
glutIdleFunc(Idle);
glutMainLoop();
return 0;
}