/* * 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); }