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authorJason Sams <rjsams@android.com>2010-07-20 19:37:58 -0700
committerJason Sams <rjsams@android.com>2010-07-21 15:24:02 -0700
commit744f37f12d42de3f7e1b335e1c70b438ec5ff767 (patch)
tree43e7b65f31d1138b3ad380acf069e88861b11591
parent3300b6f41e18b26a462824effa6be65a4b158346 (diff)
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Update filltest.
Change-Id: I37f2bde9898046eafb6431519dae78bf6f368f05
-rw-r--r--opengl/tests/gl_perf/fill_common.cpp316
-rw-r--r--opengl/tests/gl_perf/filltest.cpp303
-rw-r--r--opengl/tests/gl_perfapp/jni/gl_code.cpp326
3 files changed, 343 insertions, 602 deletions
diff --git a/opengl/tests/gl_perf/fill_common.cpp b/opengl/tests/gl_perf/fill_common.cpp
new file mode 100644
index 0000000..36db1b0
--- /dev/null
+++ b/opengl/tests/gl_perf/fill_common.cpp
@@ -0,0 +1,316 @@
+/*
+ * Copyright (C) 2007 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+FILE * fOut = NULL;
+void ptSwap();
+
+static void checkGlError(const char* op) {
+ for (GLint error = glGetError(); error; error
+ = glGetError()) {
+ LOGE("after %s() glError (0x%x)\n", op, error);
+ }
+}
+
+GLuint loadShader(GLenum shaderType, const char* pSource) {
+ GLuint shader = glCreateShader(shaderType);
+ if (shader) {
+ glShaderSource(shader, 1, &pSource, NULL);
+ glCompileShader(shader);
+ GLint compiled = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+ if (!compiled) {
+ GLint infoLen = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+ if (infoLen) {
+ char* buf = (char*) malloc(infoLen);
+ if (buf) {
+ glGetShaderInfoLog(shader, infoLen, NULL, buf);
+ LOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
+ free(buf);
+ }
+ glDeleteShader(shader);
+ shader = 0;
+ }
+ }
+ }
+ return shader;
+}
+
+enum {
+ A_POS,
+ A_COLOR,
+ A_TEX0,
+ A_TEX1
+};
+
+GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
+ GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+ if (!vertexShader) {
+ return 0;
+ }
+
+ GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+ if (!pixelShader) {
+ return 0;
+ }
+
+ GLuint program = glCreateProgram();
+ if (program) {
+ glAttachShader(program, vertexShader);
+ checkGlError("glAttachShader v");
+ glAttachShader(program, pixelShader);
+ checkGlError("glAttachShader p");
+
+ glBindAttribLocation(program, A_POS, "a_pos");
+ glBindAttribLocation(program, A_COLOR, "a_color");
+ glBindAttribLocation(program, A_TEX0, "a_tex0");
+ glBindAttribLocation(program, A_TEX1, "a_tex1");
+ glLinkProgram(program);
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus != GL_TRUE) {
+ GLint bufLength = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+ if (bufLength) {
+ char* buf = (char*) malloc(bufLength);
+ if (buf) {
+ glGetProgramInfoLog(program, bufLength, NULL, buf);
+ LOGE("Could not link program:\n%s\n", buf);
+ free(buf);
+ }
+ }
+ glDeleteProgram(program);
+ program = 0;
+ }
+ }
+ checkGlError("createProgram");
+ glUseProgram(program);
+ return program;
+}
+
+uint64_t getTime() {
+ struct timespec t;
+ clock_gettime(CLOCK_MONOTONIC, &t);
+ return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
+}
+
+uint64_t gTime;
+void startTimer() {
+ gTime = getTime();
+}
+
+void endTimer(const char *str, int w, int h, double dc, int count) {
+ uint64_t t2 = getTime();
+ double delta = ((double)(t2 - gTime)) / 1000000000;
+ double pixels = dc * (w * h) * count;
+ double mpps = pixels / delta / 1000000;
+ double dc60 = pixels / delta / (w * h) / 60;
+
+ if (fOut) {
+ fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60);
+ fflush(fOut);
+ } else {
+ printf("%s, %f, %f\n", str, mpps, dc60);
+ }
+ LOGI("%s, %f, %f\r\n", str, mpps, dc60);
+}
+
+
+static const char gVertexShader[] =
+ "attribute vec4 a_pos;\n"
+ "attribute vec4 a_color;\n"
+ "attribute vec2 a_tex0;\n"
+ "attribute vec2 a_tex1;\n"
+ "varying vec4 v_color;\n"
+ "varying vec2 v_tex0;\n"
+ "varying vec2 v_tex1;\n"
+
+ "void main() {\n"
+ " v_color = a_color;\n"
+ " v_tex0 = a_tex0;\n"
+ " v_tex1 = a_tex1;\n"
+ " gl_Position = a_pos;\n"
+ "}\n";
+
+static const char gShaderPrefix[] =
+ "precision mediump float;\n"
+ "uniform vec4 u_color;\n"
+ "uniform vec4 u_0;\n"
+ "uniform vec4 u_1;\n"
+ "uniform vec4 u_2;\n"
+ "uniform vec4 u_3;\n"
+ "varying vec4 v_color;\n"
+ "varying vec2 v_tex0;\n"
+ "varying vec2 v_tex1;\n"
+ "uniform sampler2D u_tex0;\n"
+ "uniform sampler2D u_tex1;\n"
+ "void main() {\n";
+
+static const char gShaderPostfix[] =
+ " gl_FragColor = c;\n"
+ "}\n";
+
+
+static char * append(char *d, const char *s) {
+ size_t len = strlen(s);
+ memcpy(d, s, len);
+ return d + len;
+}
+
+static char * genShader(
+ bool useVarColor,
+ int texCount,
+ bool modulateFirstTex,
+ int extraMath)
+{
+ char *str = (char *)calloc(16 * 1024, 1);
+ char *tmp = append(str, gShaderPrefix);
+
+ if (modulateFirstTex || !texCount) {
+ if (useVarColor) {
+ tmp = append(tmp, " vec4 c = v_color;\n");
+ } else {
+ tmp = append(tmp, " vec4 c = u_color;\n");
+ }
+ } else {
+ tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n");
+ }
+
+ if (modulateFirstTex && texCount) {
+ tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n");
+ }
+ if (texCount > 1) {
+ tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n");
+ }
+
+ if (extraMath > 0) {
+ tmp = append(tmp, " c *= u_0;\n");
+ }
+ if (extraMath > 1) {
+ tmp = append(tmp, " c += u_1;\n");
+ }
+ if (extraMath > 2) {
+ tmp = append(tmp, " c *= u_2;\n");
+ }
+ if (extraMath > 3) {
+ tmp = append(tmp, " c += u_3;\n");
+ }
+
+
+ tmp = append(tmp, gShaderPostfix);
+ tmp[0] = 0;
+
+ //printf("%s", str);
+ return str;
+}
+
+static void setupVA() {
+ static const float vtx[] = {
+ -1.0f,-1.0f,
+ 1.0f,-1.0f,
+ -1.0f, 1.0f,
+ 1.0f, 1.0f };
+ static const float color[] = {
+ 1.0f,0.0f,1.0f,1.0f,
+ 0.0f,0.0f,1.0f,1.0f,
+ 1.0f,1.0f,0.0f,1.0f,
+ 1.0f,1.0f,1.0f,1.0f };
+ static const float tex0[] = {
+ 0.0f,0.0f,
+ 1.0f,0.0f,
+ 1.0f,1.0f,
+ 0.0f,1.0f };
+ static const float tex1[] = {
+ 1.0f,0.0f,
+ 1.0f,1.0f,
+ 0.0f,1.0f,
+ 0.0f,0.0f };
+
+ glEnableVertexAttribArray(A_POS);
+ glEnableVertexAttribArray(A_COLOR);
+ glEnableVertexAttribArray(A_TEX0);
+ glEnableVertexAttribArray(A_TEX1);
+
+ glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
+ glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
+ glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
+ glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
+}
+
+static void randUniform(int pgm, const char *var) {
+ int loc = glGetUniformLocation(pgm, var);
+ if (loc >= 0) {
+ float x = ((float)rand()) / RAND_MAX;
+ float y = ((float)rand()) / RAND_MAX;
+ float z = ((float)rand()) / RAND_MAX;
+ float w = ((float)rand()) / RAND_MAX;
+ glUniform4f(loc, x, y, z, w);
+ }
+}
+
+static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) {
+ if (clear) {
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ ptSwap();
+ glFinish();
+ return;
+ }
+
+ startTimer();
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+ for (int ct=0; ct < 100; ct++) {
+ randUniform(pgm, "u_color");
+ randUniform(pgm, "u_0");
+ randUniform(pgm, "u_1");
+ randUniform(pgm, "u_2");
+ randUniform(pgm, "u_3");
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+ ptSwap();
+ glFinish();
+ endTimer(str, w, h, 1, 100);
+}
+
+void genTextures() {
+ uint32_t *m = (uint32_t *)malloc(1024*1024*4);
+ for (int y=0; y < 1024; y++){
+ for (int x=0; x < 1024; x++){
+ m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ for (int y=0; y < 16; y++){
+ for (int x=0; x < 16; x++){
+ m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
+ }
+ }
+ glBindTexture(GL_TEXTURE_2D, 2);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+}
+
+
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
index eb398ec..0dd4e22 100644
--- a/opengl/tests/gl_perf/filltest.cpp
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -25,256 +25,13 @@
#include <GLES2/gl2ext.h>
#include <utils/Timers.h>
#include <EGL/egl.h>
+#include <utils/Log.h>
using namespace android;
-static void checkGlError(const char* op) {
- for (GLint error = glGetError(); error; error
- = glGetError()) {
- fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
- }
-}
-
-GLuint loadShader(GLenum shaderType, const char* pSource) {
- GLuint shader = glCreateShader(shaderType);
- if (shader) {
- glShaderSource(shader, 1, &pSource, NULL);
- glCompileShader(shader);
- GLint compiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- GLint infoLen = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
- if (infoLen) {
- char* buf = (char*) malloc(infoLen);
- if (buf) {
- glGetShaderInfoLog(shader, infoLen, NULL, buf);
- fprintf(stderr, "Could not compile shader %d:\n%s\n",
- shaderType, buf);
- free(buf);
- }
- glDeleteShader(shader);
- shader = 0;
- }
- }
- }
- return shader;
-}
-
-enum {
- A_POS,
- A_COLOR,
- A_TEX0,
- A_TEX1
-};
-
-GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
- GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
- if (!vertexShader) {
- return 0;
- }
-
- GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
- if (!pixelShader) {
- return 0;
- }
-
- GLuint program = glCreateProgram();
- if (program) {
- glAttachShader(program, vertexShader);
- checkGlError("glAttachShader v");
- glAttachShader(program, pixelShader);
- checkGlError("glAttachShader p");
-
- glBindAttribLocation(program, A_POS, "a_pos");
- glBindAttribLocation(program, A_COLOR, "a_color");
- glBindAttribLocation(program, A_TEX0, "a_tex0");
- glBindAttribLocation(program, A_TEX1, "a_tex1");
- glLinkProgram(program);
- GLint linkStatus = GL_FALSE;
- glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
- if (linkStatus != GL_TRUE) {
- GLint bufLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
- if (bufLength) {
- char* buf = (char*) malloc(bufLength);
- if (buf) {
- glGetProgramInfoLog(program, bufLength, NULL, buf);
- printf("Could not link program:\n%s\n", buf);
- free(buf);
- }
- }
- glDeleteProgram(program);
- program = 0;
- }
- }
- checkGlError("createProgram");
- glUseProgram(program);
- return program;
-}
-uint64_t getTime() {
- struct timespec t;
- clock_gettime(CLOCK_MONOTONIC, &t);
- return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
-}
-
-uint64_t gTime;
-void startTimer() {
- gTime = getTime();
-}
-
-void endTimer(const char *str, int w, int h, double dc, int count) {
- uint64_t t2 = getTime();
- double delta = ((double)(t2 - gTime)) / 1000000000;
- double pixels = dc * (w * h) * count;
- double mpps = pixels / delta / 1000000;
- double dc60 = pixels / delta / (w * h) / 60;
-
- printf("%s, %f, %f\n", str, mpps, dc60);
-}
-
-static const char gVertexShader[] =
- "attribute vec4 a_pos;\n"
- "attribute vec4 a_color;\n"
- "attribute vec2 a_tex0;\n"
- "attribute vec2 a_tex1;\n"
- "varying vec4 v_color;\n"
- "varying vec2 v_tex0;\n"
- "varying vec2 v_tex1;\n"
-
- "void main() {\n"
- " v_color = a_color;\n"
- " v_tex0 = a_tex0;\n"
- " v_tex1 = a_tex1;\n"
- " gl_Position = a_pos;\n"
- "}\n";
-
-static const char gShaderPrefix[] =
- "precision mediump float;\n"
- "uniform vec4 u_color;\n"
- "uniform vec4 u_0;\n"
- "uniform vec4 u_1;\n"
- "uniform vec4 u_2;\n"
- "uniform vec4 u_3;\n"
- "varying vec4 v_color;\n"
- "varying vec2 v_tex0;\n"
- "varying vec2 v_tex1;\n"
- "uniform sampler2D u_tex0;\n"
- "uniform sampler2D u_tex1;\n"
- "void main() {\n";
-
-static const char gShaderPostfix[] =
- " gl_FragColor = c;\n"
- "}\n";
-
-
-static char * append(char *d, const char *s) {
- size_t len = strlen(s);
- memcpy(d, s, len);
- return d + len;
-}
-
-static char * genShader(
- bool useVarColor,
- int texCount,
- bool modulateFirstTex,
- int extraMath)
-{
- char *str = (char *)calloc(16 * 1024, 1);
- char *tmp = append(str, gShaderPrefix);
-
- if (modulateFirstTex || !texCount) {
- if (useVarColor) {
- tmp = append(tmp, " vec4 c = v_color;\n");
- } else {
- tmp = append(tmp, " vec4 c = u_color;\n");
- }
- } else {
- tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n");
- }
-
- if (modulateFirstTex && texCount) {
- tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n");
- }
- if (texCount > 1) {
- tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n");
- }
-
- if (extraMath > 0) {
- tmp = append(tmp, " c *= u_0;\n");
- }
- if (extraMath > 1) {
- tmp = append(tmp, " c *= u_1;\n");
- }
- if (extraMath > 2) {
- tmp = append(tmp, " c *= u_2;\n");
- }
- if (extraMath > 3) {
- tmp = append(tmp, " c *= u_3;\n");
- }
-
-
- tmp = append(tmp, gShaderPostfix);
- tmp[0] = 0;
-
- //printf("%s", str);
- return str;
-}
-
-static void setupVA() {
- static const float vtx[] = {
- -2.0f,-1.0f,
- 1.0f,-1.0f,
- -2.0f, 1.0f,
- 1.0f, 1.0f };
- static const float color[] = {
- 1.0f,0.0f,1.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f,
- 1.0f,1.0f,0.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f };
- static const float tex0[] = {
- 0.0f,0.0f,
- 1.0f,0.0f,
- 1.0f,1.0f,
- 0.0f,1.0f };
- static const float tex1[] = {
- 1.0f,0.0f,
- 1.0f,1.0f,
- 0.0f,1.0f,
- 0.0f,0.0f };
-
- glEnableVertexAttribArray(A_POS);
- glEnableVertexAttribArray(A_COLOR);
- glEnableVertexAttribArray(A_TEX0);
- glEnableVertexAttribArray(A_TEX1);
-
- glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
- glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
- glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
- glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
-}
-
-//////////////////////////
-
-void ptSwap();
-
-static void doLoop(uint32_t w, uint32_t h, const char *str) {
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- ptSwap();
- glFinish();
-
- startTimer();
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- for (int ct=0; ct < 100; ct++) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
- ptSwap();
- glFinish();
- endTimer(str, w, h, 1, 100);
-}
+#include "fill_common.cpp"
static void doSingleTest(uint32_t w, uint32_t h,
bool useVarColor,
@@ -289,26 +46,10 @@ static void doSingleTest(uint32_t w, uint32_t h,
return;
}
int loc = glGetUniformLocation(pgm, "u_tex0");
- //printf("loc = %i \n", loc);
if (loc >= 0) glUniform1i(loc, 0);
loc = glGetUniformLocation(pgm, "u_tex1");
if (loc >= 0) glUniform1i(loc, 1);
- loc = glGetUniformLocation(pgm, "u_color");
- if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_0");
- if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_1");
- if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_2");
- if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f);
-
- loc = glGetUniformLocation(pgm, "u_3");
- if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f);
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex0);
glActiveTexture(GL_TEXTURE1);
@@ -319,42 +60,16 @@ static void doSingleTest(uint32_t w, uint32_t h,
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_BLEND);
- sprintf(str2, "%i, %i, %i, %i, %i, 0",
- useVarColor, texCount, modulateFirstTex, extraMath, tex0);
- doLoop(w, h, str2);
+ //sprintf(str2, "%i, %i, %i, %i, %i, 0",
+ //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+ //doLoop(true, pgm, w, h, str2);
+ //doLoop(false, pgm, w, h, str2);
glEnable(GL_BLEND);
sprintf(str2, "%i, %i, %i, %i, %i, 1",
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
- doLoop(w, h, str2);
-}
-
-void genTextures() {
- uint32_t *m = (uint32_t *)malloc(1024*1024*4);
- for (int y=0; y < 1024; y++){
- for (int x=0; x < 1024; x++){
- m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
- }
- }
- glBindTexture(GL_TEXTURE_2D, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
- for (int y=0; y < 16; y++){
- for (int x=0; x < 16; x++){
- m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
- }
- }
- glBindTexture(GL_TEXTURE_2D, 2);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
+ doLoop(true, pgm, w, h, str2);
+ doLoop(false, pgm, w, h, str2);
}
bool doTest(uint32_t w, uint32_t h) {
@@ -363,7 +78,7 @@ bool doTest(uint32_t w, uint32_t h) {
printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
- for (int texCount = 0; texCount < 3; texCount++) {
+ for (int texCount = 0; texCount < 2; texCount++) {
for (int extraMath = 0; extraMath < 5; extraMath++) {
doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
diff --git a/opengl/tests/gl_perfapp/jni/gl_code.cpp b/opengl/tests/gl_perfapp/jni/gl_code.cpp
index 020d848..e643292 100644
--- a/opengl/tests/gl_perfapp/jni/gl_code.cpp
+++ b/opengl/tests/gl_perfapp/jni/gl_code.cpp
@@ -13,243 +13,8 @@
#include <stdlib.h>
#include <math.h>
-FILE * out;
+#include "../../gl_perf/fill_common.cpp"
-static void printGLString(const char *name, GLenum s) {
- const char *v = (const char *) glGetString(s);
- LOGI("GL %s = %s\n", name, v);
-}
-
-static void checkGlError(const char* op) {
- for (GLint error = glGetError(); error; error
- = glGetError()) {
- LOGI("after %s() glError (0x%x)\n", op, error);
- }
-}
-
-GLuint loadShader(GLenum shaderType, const char* pSource) {
- GLuint shader = glCreateShader(shaderType);
- if (shader) {
- glShaderSource(shader, 1, &pSource, NULL);
- glCompileShader(shader);
- GLint compiled = 0;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if (!compiled) {
- GLint infoLen = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
- if (infoLen) {
- char* buf = (char*) malloc(infoLen);
- if (buf) {
- glGetShaderInfoLog(shader, infoLen, NULL, buf);
- LOGE("Could not compile shader %d:\n%s\n",
- shaderType, buf);
- free(buf);
- }
- glDeleteShader(shader);
- shader = 0;
- }
- }
- }
- return shader;
-}
-
-enum {
- A_POS,
- A_COLOR,
- A_TEX0,
- A_TEX1
-};
-
-GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
- GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
- if (!vertexShader) {
- return 0;
- }
-
- GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
- if (!pixelShader) {
- return 0;
- }
-
- GLuint program = glCreateProgram();
- if (program) {
- glAttachShader(program, vertexShader);
- checkGlError("glAttachShader v");
- glAttachShader(program, pixelShader);
- checkGlError("glAttachShader p");
-
- glBindAttribLocation(program, A_POS, "a_pos");
- glBindAttribLocation(program, A_COLOR, "a_color");
- glBindAttribLocation(program, A_TEX0, "a_tex0");
- glBindAttribLocation(program, A_TEX1, "a_tex1");
- glLinkProgram(program);
- GLint linkStatus = GL_FALSE;
- glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
- if (linkStatus != GL_TRUE) {
- GLint bufLength = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
- if (bufLength) {
- char* buf = (char*) malloc(bufLength);
- if (buf) {
- glGetProgramInfoLog(program, bufLength, NULL, buf);
- LOGE("Could not link program:\n%s\n", buf);
- free(buf);
- }
- }
- glDeleteProgram(program);
- program = 0;
- }
- }
- checkGlError("createProgram");
- glUseProgram(program);
- return program;
-}
-
-uint64_t getTime() {
- struct timespec t;
- clock_gettime(CLOCK_MONOTONIC, &t);
- return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
-}
-
-uint64_t gTime;
-void startTimer() {
- gTime = getTime();
-}
-
-void endTimer(const char *str, int w, int h, double dc, int count) {
- uint64_t t2 = getTime();
- double delta = ((double)(t2 - gTime)) / 1000000000;
- double pixels = dc * (w * h) * count;
- double mpps = pixels / delta / 1000000;
- double dc60 = pixels / delta / (w * h) / 60;
-
- LOGI("%s, %f, %f\n", str, mpps, dc60);
- if (out) {
- fprintf(out, "%s, %f, %f\r\n", str, mpps, dc60);
- fflush(out);
- }
-}
-
-static const char gVertexShader[] =
- "attribute vec4 a_pos;\n"
- "attribute vec4 a_color;\n"
- "attribute vec2 a_tex0;\n"
- "attribute vec2 a_tex1;\n"
- "varying vec4 v_color;\n"
- "varying vec2 v_tex0;\n"
- "varying vec2 v_tex1;\n"
-
- "void main() {\n"
- " v_color = a_color;\n"
- " v_tex0 = a_tex0;\n"
- " v_tex1 = a_tex1;\n"
- " gl_Position = a_pos;\n"
- "}\n";
-
-static const char gShaderPrefix[] =
- "precision mediump float;\n"
- "uniform vec4 u_color;\n"
- "uniform vec4 u_0;\n"
- "uniform vec4 u_1;\n"
- "uniform vec4 u_2;\n"
- "uniform vec4 u_3;\n"
- "varying vec4 v_color;\n"
- "varying vec2 v_tex0;\n"
- "varying vec2 v_tex1;\n"
- "uniform sampler2D u_tex0;\n"
- "uniform sampler2D u_tex1;\n"
- "void main() {\n";
-
-static const char gShaderPostfix[] =
- " gl_FragColor = c;\n"
- "}\n";
-
-
-static char * append(char *d, const char *s) {
- size_t len = strlen(s);
- memcpy(d, s, len);
- return d + len;
-}
-
-static char * genShader(
- bool useVarColor,
- int texCount,
- bool modulateFirstTex,
- int extraMath)
-{
- char *str = (char *)calloc(16 * 1024, 1);
- char *tmp = append(str, gShaderPrefix);
-
- if (modulateFirstTex || !texCount) {
- if (useVarColor) {
- tmp = append(tmp, " vec4 c = v_color;\n");
- } else {
- tmp = append(tmp, " vec4 c = u_color;\n");
- }
- } else {
- tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n");
- }
-
- if (modulateFirstTex && texCount) {
- tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n");
- }
- if (texCount > 1) {
- tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n");
- }
-
- if (extraMath > 0) {
- tmp = append(tmp, " c *= u_0;\n");
- }
- if (extraMath > 1) {
- tmp = append(tmp, " c *= u_1;\n");
- }
- if (extraMath > 2) {
- tmp = append(tmp, " c *= u_2;\n");
- }
- if (extraMath > 3) {
- tmp = append(tmp, " c *= u_3;\n");
- }
-
-
- tmp = append(tmp, gShaderPostfix);
- tmp[0] = 0;
-
- //LOGI("%s", str);
- return str;
-}
-
-static void setupVA() {
- static const float vtx[] = {
- -2.0f,-1.0f,
- 1.0f,-1.0f,
- -2.0f, 1.0f,
- 1.0f, 1.0f };
- static const float color[] = {
- 1.0f,0.0f,1.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f,
- 1.0f,1.0f,0.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f };
- static const float tex0[] = {
- 0.0f,0.0f,
- 1.0f,0.0f,
- 1.0f,1.0f,
- 0.0f,1.0f };
- static const float tex1[] = {
- 1.0f,0.0f,
- 1.0f,1.0f,
- 0.0f,1.0f,
- 0.0f,0.0f };
-
- glEnableVertexAttribArray(A_POS);
- glEnableVertexAttribArray(A_COLOR);
- glEnableVertexAttribArray(A_TEX0);
- glEnableVertexAttribArray(A_TEX1);
-
- glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
- glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
- glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
- glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
-}
//////////////////////////
@@ -269,23 +34,10 @@ bool done;
char saveBuf[1024];
-static void doLoop(uint32_t w, uint32_t h, const char *str) {
- int doLoopState = stateClock % doLoopStates;
- // LOGI("doLoop %d\n", doLoopState);
- switch(doLoopState) {
- case 0:
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- break;
- case 1:
- strcpy(saveBuf, str);
- startTimer();
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- for (int ct=0; ct < 100; ct++) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
- break;
- }
+
+int pgm;
+
+void ptSwap() {
}
static void doSingleTest(uint32_t w, uint32_t h,
@@ -299,32 +51,16 @@ static void doSingleTest(uint32_t w, uint32_t h,
switch (doSingleTestState) {
case 0: {
char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
- int pgm = createProgram(gVertexShader, pgmTxt);
+ pgm = createProgram(gVertexShader, pgmTxt);
if (!pgm) {
LOGE("error running test\n");
return;
}
int loc = glGetUniformLocation(pgm, "u_tex0");
- //LOGI("loc = %i \n", loc);
if (loc >= 0) glUniform1i(loc, 0);
loc = glGetUniformLocation(pgm, "u_tex1");
if (loc >= 0) glUniform1i(loc, 1);
- loc = glGetUniformLocation(pgm, "u_color");
- if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_0");
- if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_1");
- if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f);
-
- loc = glGetUniformLocation(pgm, "u_2");
- if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f);
-
- loc = glGetUniformLocation(pgm, "u_3");
- if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f);
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex0);
glActiveTexture(GL_TEXTURE1);
@@ -337,7 +73,8 @@ static void doSingleTest(uint32_t w, uint32_t h,
char str2[1024];
sprintf(str2, "%i, %i, %i, %i, %i, 0",
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
- doLoop(w, h, str2);
+
+ doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
}
break;
case 1: {
@@ -345,39 +82,12 @@ static void doSingleTest(uint32_t w, uint32_t h,
glEnable(GL_BLEND);
sprintf(str2, "%i, %i, %i, %i, %i, 1",
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
- doLoop(w, h, str2);
+ doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
}
break;
}
}
-void genTextures() {
- uint32_t *m = (uint32_t *)malloc(1024*1024*4);
- for (int y=0; y < 1024; y++){
- for (int x=0; x < 1024; x++){
- m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
- }
- }
- glBindTexture(GL_TEXTURE_2D, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
- for (int y=0; y < 16; y++){
- for (int x=0; x < 16; x++){
- m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
- }
- }
- glBindTexture(GL_TEXTURE_2D, 2);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-
-}
void doTest(uint32_t w, uint32_t h) {
int testState = stateClock / (doLoopStates * doSingleTestStates);
@@ -399,9 +109,9 @@ void doTest(uint32_t w, uint32_t h) {
}
if (texCount >= 3) {
LOGI("done\n");
- if (out) {
- fclose(out);
- out = NULL;
+ if (fOut) {
+ fclose(fOut);
+ fOut = NULL;
}
done = true;
return;
@@ -454,19 +164,19 @@ JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_init(JNIEnv * env, jobj
setupVA();
genTextures();
const char* fileName = "/sdcard/glperf.csv";
- if (out != NULL) {
+ if (fOut != NULL) {
LOGI("Closing partially written output.n");
- fclose(out);
- out = NULL;
+ fclose(fOut);
+ fOut = NULL;
}
LOGI("Writing to: %s\n",fileName);
- out = fopen(fileName, "w");
- if (out == NULL) {
+ fOut = fopen(fileName, "w");
+ if (fOut == NULL) {
LOGE("Could not open: %s\n", fileName);
}
LOGI("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
- if (out) fprintf(out,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
+ if (fOut) fprintf(fOut,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
}
}