Files
Horizon-OC-pro/Source/Benchmark-Toolbox/source/furmark/fmrkRAM.cpp
souldbminersmwc 4a5e889c40 benchmark-toolbox: add benchmark-toolbox
a unified benchmarking tool
2026-06-07 21:10:53 -04:00

692 lines
21 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <switch.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <glad/glad.h>
#define GLM_FORCE_PURE
#include "fur_png.h"
#include "noise_png.h"
#include "sates.h"
#include "stb_image.h"
#include "wall_png.h"
#include "wunk_png.h"
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#ifndef ENABLE_NXLINK
#define TRACE(fmt, ...) ((void)0)
#else
#include <unistd.h>
#define TRACE(fmt, ...) printf("%s: " fmt "\n", __PRETTY_FUNCTION__, ##__VA_ARGS__)
static int s_nxlinkSock = -1;
static void initNxLink() {
if (R_FAILED(socketInitializeDefault()))
return;
s_nxlinkSock = nxlinkStdio();
if (s_nxlinkSock >= 0)
TRACE("printf output now goes to nxlink server");
else
socketExit();
}
static void deinitNxLink() {
if (s_nxlinkSock >= 0) {
close(s_nxlinkSock);
socketExit();
s_nxlinkSock = -1;
}
}
extern "C" void userAppInit() {
initNxLink();
}
extern "C" void userAppExit() {
deinitNxLink();
}
#endif
static EGLDisplay s_display;
static EGLContext s_context;
static EGLSurface s_surface;
static bool initEgl(NWindow *win) {
s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!s_display) {
TRACE("Could not connect to display! error: %d", eglGetError());
goto _fail0;
}
eglInitialize(s_display, nullptr, nullptr);
if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE) {
TRACE("Could not set API! error: %d", eglGetError());
goto _fail1;
}
EGLConfig config;
EGLint numConfigs;
static const EGLint framebufferAttributeList[] = { EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_STENCIL_SIZE,
8,
EGL_NONE };
eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
if (numConfigs == 0) {
TRACE("No config found! error: %d", eglGetError());
goto _fail1;
}
s_surface = eglCreateWindowSurface(s_display, config, win, nullptr);
if (!s_surface) {
TRACE("Surface creation failed! error: %d", eglGetError());
goto _fail1;
}
static const EGLint contextAttributeList[] = { EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR,
EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
EGL_CONTEXT_MAJOR_VERSION_KHR,
4,
EGL_CONTEXT_MINOR_VERSION_KHR,
3,
EGL_NONE };
s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
if (!s_context) {
TRACE("Context creation failed! error: %d", eglGetError());
goto _fail2;
}
eglMakeCurrent(s_display, s_surface, s_surface, s_context);
return true;
_fail2:
eglDestroySurface(s_display, s_surface);
s_surface = nullptr;
_fail1:
eglTerminate(s_display);
s_display = nullptr;
_fail0:
return false;
}
static void deinitEgl() {
if (s_display) {
eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (s_context) {
eglDestroyContext(s_display, s_context);
s_context = nullptr;
}
if (s_surface) {
eglDestroySurface(s_display, s_surface);
s_surface = nullptr;
}
eglTerminate(s_display);
s_display = nullptr;
}
}
static const char *const text_vs = R"text(
#version 330 core
layout(location=0) in vec2 inPos;
layout(location=1) in vec3 inColor;
out vec3 color;
void main() {
color = inColor;
gl_Position = vec4(inPos, 0.0, 1.0);
}
)text";
static const char *const text_fs = R"text(
#version 330 core
in vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
)text";
static GLuint s_textProgram = 0;
static GLuint s_textVao = 0;
static GLuint s_textVbo = 0;
static const unsigned char font8x8[11][8] = { { 0x3E, 0x63, 0x73, 0x7B, 0x6F, 0x67, 0x3E, 0x00 }, { 0x0C, 0x0E, 0x0C, 0x0C, 0x0C, 0x0C, 0x3F, 0x00 },
{ 0x1E, 0x33, 0x30, 0x1C, 0x06, 0x33, 0x3F, 0x00 }, { 0x1E, 0x33, 0x30, 0x1C, 0x30, 0x33, 0x1E, 0x00 },
{ 0x38, 0x3C, 0x36, 0x33, 0x7F, 0x30, 0x78, 0x00 }, { 0x3F, 0x03, 0x1F, 0x30, 0x30, 0x33, 0x1E, 0x00 },
{ 0x1C, 0x06, 0x03, 0x1F, 0x33, 0x33, 0x1E, 0x00 }, { 0x3F, 0x33, 0x30, 0x18, 0x0C, 0x0C, 0x0C, 0x00 },
{ 0x1E, 0x33, 0x33, 0x1E, 0x33, 0x33, 0x1E, 0x00 }, { 0x1E, 0x33, 0x33, 0x3E, 0x30, 0x18, 0x0E, 0x00 },
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x0C, 0x00 } };
static GLuint createAndCompileShader(GLenum type, const char *source);
static void initTextRenderer() {
GLuint vsh = createAndCompileShader(GL_VERTEX_SHADER, text_vs);
GLuint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, text_fs);
s_textProgram = glCreateProgram();
glAttachShader(s_textProgram, vsh);
glAttachShader(s_textProgram, fsh);
glLinkProgram(s_textProgram);
glDeleteShader(vsh);
glDeleteShader(fsh);
glGenVertexArrays(1, &s_textVao);
glGenBuffers(1, &s_textVbo);
}
static void drawTextPixel(float x, float y, float size, float r, float g, float b, float *vertexData, int *offset) {
float verts[] = { x, y, r, g, b, x + size, y, r, g, b, x + size, y + size, r, g, b,
x, y, r, g, b, x + size, y + size, r, g, b, x, y + size, r, g, b };
memcpy(&vertexData[*offset], verts, sizeof(verts));
*offset += 30;
}
static void drawChar(char c, float x, float y, float scale, float r, float g, float b, float *vertexData, int *offset) {
int idx = -1;
if (c >= '0' && c <= '9')
idx = c - '0';
else if (c == '.')
idx = 10;
else
return;
const unsigned char *glyph = font8x8[idx];
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (glyph[row] & (1 << col)) {
float px = x + col * scale;
float py = y - row * scale;
drawTextPixel(px, py, scale, r, g, b, vertexData, offset);
}
}
}
}
static void drawText(const char *text, float x, float y, float scale, float r, float g, float b) {
float *vertexData = (float *)malloc(100 * 64 * 6 * 5 * sizeof(float));
int offset = 0;
float cx = x;
while (*text) {
drawChar(*text, cx, y, scale, r, g, b, vertexData, &offset);
cx += 8 * scale;
text++;
}
if (offset > 0) {
glUseProgram(s_textProgram);
glBindVertexArray(s_textVao);
glBindBuffer(GL_ARRAY_BUFFER, s_textVbo);
glBufferData(GL_ARRAY_BUFFER, offset * sizeof(float), vertexData, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, offset / 5);
}
free(vertexData);
}
static void cleanupTextRenderer() {
if (s_textVbo) {
glDeleteBuffers(1, &s_textVbo);
s_textVbo = 0;
}
if (s_textVao) {
glDeleteVertexArrays(1, &s_textVao);
s_textVao = 0;
}
if (s_textProgram) {
glDeleteProgram(s_textProgram);
s_textProgram = 0;
}
}
static void setMesaConfig() {
}
static const char *const vertexShaderSource = R"text(
#version 330 core
out vec2 v_uv;
void main() {
vec2 pos = vec2(
(gl_VertexID == 1) ? 3.0 : -1.0,
(gl_VertexID == 2) ? 3.0 : -1.0
);
v_uv = pos * 0.5 + 0.5;
gl_Position = vec4(pos, 0.0, 1.0);
}
)text";
static const char *const fragmentShaderSource = R"text(
#version 330 core
out vec4 fragColor;
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;
uniform sampler2D u_texture3;
uniform sampler2D u_texture4;
const float PI = 3.1416;
const float TAU = 2 * PI;
float displace(vec3 p, sampler2D tex) {
float s = 4.5;
float u = s / TAU * atan(p.y / p.x);
float v = sign(p.z) / TAU *
acos((p.z * p.z * sqrt(s * s + 1) + sqrt(1 - p.z * p.z * s * s)) / (p.z * p.z + 1));
vec2 uv = 2.0 * vec2(u, v);
float disp = texture(tex, uv).r;
return disp * 0.06;
}
mat2 rot2D(float a) {
float sa = sin(a);
float ca = cos(a);
return mat2(ca, sa, -sa, ca);
}
void rotate(inout vec3 p) {
p.xy *= rot2D(sin(u_time * 0.8) * 0.25);
p.yz *= rot2D(sin(u_time * 0.7) * 0.2);
}
float map(vec3 p) {
float dist = length(vec2(length(p.xy) - 0.6, p.z)) - 0.22;
return dist * 0.7;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(0.01, 0.0);
vec3 n = vec3(map(p)) - vec3(map(p - e.xyy), map(p - e.yxy), map(p - e.yyx));
return normalize(n);
}
float rayMarch(vec3 ro, vec3 rd) {
float dist = 0.0;
for (int i = 0; i < 32; i++) {
vec3 p = ro + dist * rd;
rotate(p);
float hit = map(p);
dist += hit;
// displace
dist -= displace(0.5 * p, u_texture2);
vec2 uv = fract(p.xy * 0.317);
float t39 = texture(u_texture1, uv.yx).r;
float texNoise = texture(u_texture2, uv).r;
float t3 = texture(u_texture3, uv * 0.73).r;
float car = texture(u_texture4, uv * 0.37).r;
dist += (texNoise + t39 + t3 + car) * 1e-4;
dist += (texNoise + t39 + t3 + car) * 1e-5;
dist += (texNoise + t39 + t3 + car) * 1e-6;
if (dist > 100.0 || abs(hit) < 0.0001) break;
}
return dist;
}
vec3 triPlanar(sampler2D tex, vec3 p, vec3 normal) {
normal = abs(normal);
normal = pow(normal, vec3(15));
normal /= normal.x + normal.y + normal.z;
p = p * 0.5 + 0.5;
return (texture(tex, p.xy) * normal.z +
texture(tex, p.xz) * normal.y +
texture(tex, p.yz) * normal.x).rgb;
}
vec3 render(vec2 offset) {
vec2 uv = (4.0 * (gl_FragCoord.xy + offset) - u_resolution.xy) / u_resolution.y;
vec3 col = vec3(0);
vec3 ro = vec3(0, 0, -1.0);
vec3 rd = normalize(vec3(uv, 1.0));
// return to normal rendering path
float dist = rayMarch(ro, rd);
if (dist < 100.0) {
vec3 p = ro + dist * rd;
rotate(p);
col += triPlanar(u_texture1, p * 1.0, getNormal(p));
} else {
float phi = atan(uv.y, uv.x);
float rho = length(uv) + 0.2;
phi += sin(0.3 * rho - 0.5 * u_time);
float h = sin(8.0 * phi) * 0.5 + 0.5;
vec2 st;
st.x = 3.0 * phi / PI;
st.y = u_time * 0.5 + PI / (rho + 0.1 * smoothstep(0.45, 0.5, h));
col += texture(u_texture3, st).rgb;
float occ = smoothstep(0.0, 0.45, h) - smoothstep(0.5, 1.0, h);
col *= 1.0 - 0.45 * occ * rho;
col *= rho;
}
return col;
}
vec3 renderAAx4() {
vec4 e = vec4(0.125, -0.125, 0.375, -0.375);
vec3 colAA = render(e.xz) + render(e.yw) + render(e.wx) + render(e.zy);
return colAA /= 4.0;
}
void main() {
vec3 color = renderAAx4();
fragColor = vec4(color, 1.0);
}
)text";
static GLuint s_program;
static GLuint s_vao, s_vbo;
static GLint resolutionLoc;
static GLuint tex1;
static GLuint tex2;
static GLuint tex3;
static GLuint tex4;
static GLint loc_mdlvMtx, loc_projMtx;
static GLint loc_lightPos, loc_ambient, loc_diffuse, loc_specular, loc_tex_diffuse;
static GLint loc_time;
static u64 s_startTicks;
static u64 s_lastFrameTime = 0;
static float s_fps = 0.0f;
static int s_frameCount = 0;
static u64 s_fpsUpdateTime = 0;
static GLuint createAndCompileShader(GLenum type, const char *source) {
GLint success;
GLchar msg[512];
GLuint handle = glCreateShader(type);
if (!handle) {
TRACE("%u: cannot create shader", type);
return 0;
}
glShaderSource(handle, 1, &source, nullptr);
glCompileShader(handle);
glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(handle, sizeof(msg), nullptr, msg);
TRACE("%u: %s\n", type, msg);
glDeleteShader(handle);
return 0;
}
return handle;
}
void frRamSceneInit() {
GLint vsh = createAndCompileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
s_program = glCreateProgram();
glAttachShader(s_program, vsh);
glAttachShader(s_program, fsh);
glLinkProgram(s_program);
resolutionLoc = glGetUniformLocation(s_program, "u_resolution");
GLuint tex1Loc = glGetUniformLocation(s_program, "u_texture1");
GLuint tex2Loc = glGetUniformLocation(s_program, "u_texture2");
GLuint tex3Loc = glGetUniformLocation(s_program, "u_texture3");
GLuint tex4Loc = glGetUniformLocation(s_program, "u_texture4");
loc_time = glGetUniformLocation(s_program, "u_time");
GLint success;
glGetProgramiv(s_program, GL_LINK_STATUS, &success);
if (!success) {
char buf[512];
glGetProgramInfoLog(s_program, sizeof(buf), nullptr, buf);
TRACE("Link error: %s", buf);
}
glDeleteShader(vsh);
glDeleteShader(fsh);
loc_mdlvMtx = glGetUniformLocation(s_program, "mdlvMtx");
loc_projMtx = glGetUniformLocation(s_program, "projMtx");
loc_lightPos = glGetUniformLocation(s_program, "lightPos");
loc_ambient = glGetUniformLocation(s_program, "ambient");
loc_diffuse = glGetUniformLocation(s_program, "diffuse");
loc_specular = glGetUniformLocation(s_program, "specular");
loc_tex_diffuse = glGetUniformLocation(s_program, "tex_diffuse");
loc_time = glGetUniformLocation(s_program, "u_time");
struct Vertex {
float position[3];
float color[3];
glm::vec2 texcoord;
glm::vec3 normal;
};
static const Vertex vertices[] = {
{ { -0.5f, -0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { 0.5f, -0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
{ { 0.0f, 0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
};
glGenVertexArrays(1, &s_vao);
glGenBuffers(1, &s_vbo);
glBindVertexArray(s_vao);
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, texcoord));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, normal));
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenerateMipmap(GL_TEXTURE_2D);
int width, height, nchan;
stbi_set_flip_vertically_on_load(true);
glGenTextures(1, &tex1);
glBindTexture(GL_TEXTURE_2D, tex1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
stbi_uc *img = stbi_load_from_memory((const stbi_uc *)fur_png, fur_png_size, &width, &height, &nchan, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
stbi_image_free(img);
glGenTextures(1, &tex2);
glBindTexture(GL_TEXTURE_2D, tex2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
img = stbi_load_from_memory((const stbi_uc *)noise_png, noise_png_size, &width, &height, &nchan, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
stbi_image_free(img);
glGenTextures(1, &tex3);
glBindTexture(GL_TEXTURE_2D, tex3);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
img = stbi_load_from_memory((const stbi_uc *)wall_png, wall_png_size, &width, &height, &nchan, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
stbi_image_free(img);
glGenTextures(1, &tex4);
glBindTexture(GL_TEXTURE_2D, tex4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
img = stbi_load_from_memory((const stbi_uc *)wunk_png, wunk_png_size, &width, &height, &nchan, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img);
stbi_image_free(img);
glUseProgram(s_program);
auto projMtx = glm::perspective(glm::radians(40.0f), 1280.0f / 720.0f, 0.01f, 500.0f);
glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx));
glUniform4f(loc_lightPos, 0.0f, 0.0f, 0.5f, 1.0f);
glUniform3f(loc_ambient, 0.1f, 0.1f, 0.1f);
glUniform3f(loc_diffuse, 0.4f, 0.4f, 0.4f);
glUniform4f(loc_specular, 0.5f, 0.5f, 0.5f, 20.0f);
s_startTicks = armGetSystemTick();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex1);
glUniform1i(tex1Loc, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex2);
glUniform1i(tex2Loc, 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex3);
glUniform1i(tex3Loc, 2);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, tex4);
glUniform1i(tex4Loc, 3);
s_lastFrameTime = s_startTicks;
s_fpsUpdateTime = s_startTicks;
s_frameCount = 0;
initTextRenderer();
}
float getTime1() {
u64 elapsed = armGetSystemTick() - s_startTicks;
return (elapsed * 625 / 12) / 2000000000.0;
}
void frRamRender() {
u64 currentTime = armGetSystemTick();
s_frameCount++;
u64 timeSinceUpdate = currentTime - s_fpsUpdateTime;
float secondsSinceUpdate = (timeSinceUpdate * 625.0f / 12.0f) / 1000000000.0f;
if (secondsSinceUpdate >= 0.01f) {
s_fps = s_frameCount / secondsSinceUpdate;
s_frameCount = 0;
s_fpsUpdateTime = currentTime;
}
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glUseProgram(s_program);
glViewport(0, 0, 1280, 720);
glUniform1f(loc_time, getTime1());
glUniform2f(resolutionLoc, 640.0f, 360.0f);
glBindVertexArray(s_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
char fpsText[32];
snprintf(fpsText, sizeof(fpsText), "%.3f", s_fps);
drawText(fpsText, -0.95f, 0.90f, 0.02f, 1.0f, 0.0f, 0.0f);
}
void frRamExit() {
cleanupTextRenderer();
glDeleteBuffers(1, &s_vbo);
glDeleteVertexArrays(1, &s_vao);
glDeleteProgram(s_program);
}
int frRamMain(int argc, char *argv[]) {
setMesaConfig();
if (!initEgl(nwindowGetDefault()))
return EXIT_FAILURE;
gladLoadGLLoader((GLADloadproc)eglGetProcAddress);
frRamSceneInit();
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
PadState pad;
padInitializeDefault(&pad);
while (appletMainLoop()) {
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_B) {
frRamExit();
deinitEgl();
state = STATE_MENU;
return 0;
}
frRamRender();
eglSwapBuffers(s_display, s_surface);
}
frRamExit();
deinitEgl();
return EXIT_SUCCESS;
}