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Focused recreation of problem I'm encountering with using OpenGL versions >3.1 on my laptop
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/* Folder structure | |
workspace | |
|- build.bat -- listing below | |
|- Glew dlls | |
|- SDL2 dlls | |
|- include\ | |
|- SDL2\ -- SDL2 header files | |
|- GL\ -- Glew header files | |
|- lib\ | |
|- Glew libs | |
|- SDL2 libs | |
|- gl_version_test\ | |
|- base_test.cpp | |
*/ | |
// build.bat, run in VS 2019 developer console. | |
/* | |
@echo off | |
SET Includes=/I include\ | |
SET Libs=lib\SDL2main.lib lib\SDL2.lib lib\glew32.lib opengl32.lib | |
cl -Zi gl_version_test\base_test.cpp %Includes% /link -incremental:no /SUBSYSTEM:CONSOLE %Libs% | |
*/ | |
#include "GL/glew.h" | |
#define SDL_MAIN_HANDLED | |
#include "SDL2/SDL.h" | |
#include <stdio.h> | |
// -- Introduces issues -------- | |
// Major, Minor version for OpenGL (The culprit) | |
const int version[] = { 3, 1 }; // works | |
//const int version[] = { 4, 5 }; // introduces issues with of many dropped frames | |
// -- Settings I've played with, but don't seem to have an effect -------- | |
const int dimensions[] = { 640, 480 }; // width, height | |
const bool fullscreen = false; | |
enum { | |
SINGLE_BUFFER = 0, | |
DOUBLE_BUFFER = 1, | |
}; | |
const int buffer_strategy = DOUBLE_BUFFER; | |
//const int buffer_strategy = SINGLE_BUFFER; | |
enum { | |
SOFTWARE_RENDERING = 0, | |
HARDWARE_RENDERING = 1, | |
}; | |
const int rendering_strategy = HARDWARE_RENDERING; | |
//const int rendering_strategy = SOFTWARE_RENDERING; | |
enum { | |
ADAPTIVE_VSYNC = -1, | |
IMMEDIATE = 0, | |
VSYNC = 1 | |
}; | |
const int sync_strategy = VSYNC; | |
//const int sync_strategy = IMMEDIATE; | |
// -- Stuff I haven't really touched -------- | |
const int context_profile = SDL_GL_CONTEXT_PROFILE_CORE; | |
const unsigned int init_flags = SDL_INIT_VIDEO; | |
const int glew_experimental = GL_TRUE; | |
#define MAX(a, b) ((a) < (b) ? (b) : (a)) | |
#define SDL_GL_ATTRS \ | |
X(SDL_GL_RED_SIZE)\ | |
X(SDL_GL_GREEN_SIZE)\ | |
X(SDL_GL_BLUE_SIZE)\ | |
X(SDL_GL_ALPHA_SIZE)\ | |
X(SDL_GL_BUFFER_SIZE)\ | |
X(SDL_GL_DOUBLEBUFFER)\ | |
X(SDL_GL_DEPTH_SIZE)\ | |
X(SDL_GL_STENCIL_SIZE)\ | |
X(SDL_GL_ACCUM_RED_SIZE)\ | |
X(SDL_GL_ACCUM_GREEN_SIZE)\ | |
X(SDL_GL_ACCUM_BLUE_SIZE)\ | |
X(SDL_GL_ACCUM_ALPHA_SIZE)\ | |
X(SDL_GL_STEREO)\ | |
X(SDL_GL_MULTISAMPLEBUFFERS)\ | |
X(SDL_GL_MULTISAMPLESAMPLES)\ | |
X(SDL_GL_ACCELERATED_VISUAL)\ | |
X(SDL_GL_CONTEXT_MAJOR_VERSION)\ | |
X(SDL_GL_CONTEXT_MINOR_VERSION)\ | |
X(SDL_GL_CONTEXT_FLAGS)\ | |
X(SDL_GL_CONTEXT_PROFILE_MASK)\ | |
X(SDL_GL_SHARE_WITH_CURRENT_CONTEXT)\ | |
X(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE)\ | |
X(SDL_GL_CONTEXT_RELEASE_BEHAVIOR) | |
#define ARRAY_LENGTH(array) (sizeof(array)/sizeof(array[0])) | |
// List of { SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, ... } | |
const SDL_GLattr sdl_gl_attrs[] = { | |
#define X(arg) arg, | |
SDL_GL_ATTRS | |
#undef X | |
}; | |
// List of { "SDL_GL_RED_SIZE", "SDL_GL_GREEN_SIZE", ... } | |
const char *sdl_gl_attrs_names[] = { | |
#define X(arg) #arg, | |
SDL_GL_ATTRS | |
#undef X | |
}; | |
#define GL_STRINGS \ | |
X(GL_VENDOR)\ | |
X(GL_RENDERER)\ | |
X(GL_VERSION)\ | |
X(GL_SHADING_LANGUAGE_VERSION) | |
// List of { GL_VENDOR, GL_RENDERER, ... } | |
const GLenum gl_strings[] = { | |
#define X(arg) arg, | |
GL_STRINGS | |
#undef X | |
}; | |
// List of { "GL_VENDOR", "GL_RENDERER", ... } | |
const char *gl_strings_names[] = { | |
#define X(arg) #arg, | |
GL_STRINGS | |
#undef X | |
}; | |
// Prints "<attr_name>: <attr_value>\n" | |
void PrintSDLGLAttr(const char *attribute_name, SDL_GLattr attribute) { | |
int value; | |
SDL_GL_GetAttribute(attribute, &value); | |
printf("%s: %d\n", attribute_name, value); | |
} | |
// Prints "<string_name>: <string>\n" | |
void PrintGLString(const char *string_name, GLenum name) { | |
printf("%s: %s\n", string_name, glGetString(name)); | |
} | |
int main(int argc, char **args) { | |
SDL_Init(init_flags); | |
// Setup GL | |
// Disable deprecated functions | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, context_profile); | |
// OpenGL Version | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, version[0]); | |
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, version[1]); | |
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, buffer_strategy); | |
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, rendering_strategy); | |
SDL_GL_SetSwapInterval(sync_strategy); | |
SDL_Window *window = SDL_CreateWindow("OpenGL Test", | |
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, | |
// width, height | |
dimensions[0], dimensions[1], | |
SDL_WINDOW_OPENGL | | |
(fullscreen ? SDL_WINDOW_FULLSCREEN : 0)); | |
SDL_GLContext context = SDL_GL_CreateContext(window); | |
// Print all SDL GL Attributes | |
for (int i = 0; i < ARRAY_LENGTH(sdl_gl_attrs); ++i) { | |
PrintSDLGLAttr(sdl_gl_attrs_names[i], sdl_gl_attrs[i]); | |
} | |
// Print all GL Strings | |
for (int i = 0; i < ARRAY_LENGTH(gl_strings); ++i) { | |
PrintGLString(gl_strings_names[i], gl_strings[i]); | |
} | |
glewExperimental = glew_experimental; | |
glewInit(); | |
int ticks = 0; | |
int last_time = SDL_GetTicks(); | |
while (true) { | |
if (last_time - SDL_GetTicks() >= 16) { | |
// Quit after ~5 seconds | |
if (ticks > 5 * 60) break; | |
last_time = SDL_GetTicks(); | |
float value = (ticks % 360) / 360.f; | |
glClearColor(value, value, value, 1.f); | |
glClear(GL_COLOR_BUFFER_BIT); | |
SDL_GL_SwapWindow(window); | |
++ticks; | |
int desired_delay = (16 - (SDL_GetTicks() - last_time)); | |
SDL_Delay(MAX(desired_delay, 1)); | |
int elapsed = SDL_GetTicks() - last_time; | |
if (elapsed > 18) | |
printf("%d - ms elapsed since beginning of frame (long frame)\n", elapsed); | |
if (elapsed < 15) | |
printf("%d - ms elapsed since beginning of frame (short frame)\n", elapsed); | |
} | |
} | |
// Cleanup | |
SDL_GL_DeleteContext(context); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
return 0; | |
} |
After running this with version = {4, 5} (OpenGL version 4.5), I get the following output
SDL_GL_RED_SIZE: 8
SDL_GL_GREEN_SIZE: 8
SDL_GL_BLUE_SIZE: 8
SDL_GL_ALPHA_SIZE: 8
SDL_GL_BUFFER_SIZE: 32
SDL_GL_DOUBLEBUFFER: 1
SDL_GL_DEPTH_SIZE: 16
SDL_GL_STENCIL_SIZE: 0
SDL_GL_ACCUM_RED_SIZE: 16
SDL_GL_ACCUM_GREEN_SIZE: 16
SDL_GL_ACCUM_BLUE_SIZE: 16
SDL_GL_ACCUM_ALPHA_SIZE: 16
SDL_GL_STEREO: 0
SDL_GL_MULTISAMPLEBUFFERS: 0
SDL_GL_MULTISAMPLESAMPLES: 0
SDL_GL_ACCELERATED_VISUAL: 1
SDL_GL_CONTEXT_MAJOR_VERSION: 4
SDL_GL_CONTEXT_MINOR_VERSION: 5
SDL_GL_CONTEXT_FLAGS: 0
SDL_GL_CONTEXT_PROFILE_MASK: 1
SDL_GL_SHARE_WITH_CURRENT_CONTEXT: 0
SDL_GL_FRAMEBUFFER_SRGB_CAPABLE: 0
SDL_GL_CONTEXT_RELEASE_BEHAVIOR: 33532
GL_VENDOR: Intel
GL_RENDERER: Intel(R) UHD Graphics 620
GL_VERSION: 4.5.0 - Build 24.20.100.6346
GL_SHADING_LANGUAGE_VERSION: 4.50 - Build 24.20.100.6346
Intel(R) UHD Graphics 620, 4.5.0 - Build 24.20.100.6346
Found it!
Solution is to call
SDL_GL_SetSwapInterval(1 /*VSYNC*/);
after the call to glewInit()
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Glew binaries obtained from: http://glew.sourceforge.net/index.html "Windows 32-bit and 64-bit" Binaries. Version 2.2.0.
SDL2 Binaries obtained from: https://www.libsdl.org/download-2.0.php "SDL2-2.0.12-win32-x86.zip (32-bit Windows)" Runtime Binaries.
Installed OpenGL Development libraries via Windows 10 SDK https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk/