diff options
Diffstat (limited to 'opengl/tests/gl_perf/fill_common.cpp')
-rw-r--r-- | opengl/tests/gl_perf/fill_common.cpp | 316 |
1 files changed, 316 insertions, 0 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); + +} + + |