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authorJason Sams <rjsams@android.com>2010-09-08 15:22:06 -0700
committerJason Sams <rjsams@android.com>2010-09-08 15:48:53 -0700
commit74b28e45c38d742a517ca95e29ab8cbbb1645fd5 (patch)
treea4bac1b0e4114a95e35c05951acc6124b8571855 /opengl/tests/gl_perf
parentfc92bdc7f76d9db733df6b00713c9d2b815e4412 (diff)
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Rework gl perf test to focus on important use cases.
Change-Id: I82825dbe3b24a520b79f6b05d01f37e1b5008b62
Diffstat (limited to 'opengl/tests/gl_perf')
-rw-r--r--opengl/tests/gl_perf/fill_common.cpp156
-rw-r--r--opengl/tests/gl_perf/filltest.cpp58
-rw-r--r--opengl/tests/gl_perf/fragment_shaders.cpp139
3 files changed, 214 insertions, 139 deletions
diff --git a/opengl/tests/gl_perf/fill_common.cpp b/opengl/tests/gl_perf/fill_common.cpp
index 36db1b0..a069f67 100644
--- a/opengl/tests/gl_perf/fill_common.cpp
+++ b/opengl/tests/gl_perf/fill_common.cpp
@@ -14,9 +14,15 @@
* limitations under the License.
*/
+#include "fragment_shaders.cpp"
+
FILE * fOut = NULL;
void ptSwap();
+static char gCurrentTestName[1024];
+static uint32_t gWidth = 0;
+static uint32_t gHeight = 0;
+
static void checkGlError(const char* op) {
for (GLint error = glGetError(); error; error
= glGetError()) {
@@ -112,20 +118,21 @@ void startTimer() {
gTime = getTime();
}
-void endTimer(const char *str, int w, int h, double dc, int count) {
+
+static void endTimer(int count) {
uint64_t t2 = getTime();
double delta = ((double)(t2 - gTime)) / 1000000000;
- double pixels = dc * (w * h) * count;
+ double pixels = (gWidth * gHeight) * count;
double mpps = pixels / delta / 1000000;
- double dc60 = pixels / delta / (w * h) / 60;
+ double dc60 = ((double)count) / delta / 60;
if (fOut) {
- fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60);
+ fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
fflush(fOut);
} else {
- printf("%s, %f, %f\n", str, mpps, dc60);
+ printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
}
- LOGI("%s, %f, %f\r\n", str, mpps, dc60);
+ LOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
}
@@ -137,86 +144,17 @@ static const char gVertexShader[] =
"varying vec4 v_color;\n"
"varying vec2 v_tex0;\n"
"varying vec2 v_tex1;\n"
+ "uniform vec2 u_texOff;\n"
"void main() {\n"
" v_color = a_color;\n"
" v_tex0 = a_tex0;\n"
" v_tex1 = a_tex1;\n"
+ " v_tex0.x += u_texOff.x;\n"
+ " v_tex1.y += u_texOff.y;\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,
@@ -231,8 +169,8 @@ static void setupVA() {
static const float tex0[] = {
0.0f,0.0f,
1.0f,0.0f,
- 1.0f,1.0f,
- 0.0f,1.0f };
+ 0.0f,1.0f,
+ 1.0f,1.0f };
static const float tex1[] = {
1.0f,0.0f,
1.0f,1.0f,
@@ -261,8 +199,8 @@ static void randUniform(int pgm, const char *var) {
}
}
-static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) {
- if (clear) {
+static void doLoop(bool warmup, int pgm, uint32_t passCount) {
+ if (warmup) {
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
ptSwap();
@@ -272,7 +210,10 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str)
startTimer();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- for (int ct=0; ct < 100; ct++) {
+ for (uint32_t ct=0; ct < passCount; ct++) {
+ int loc = glGetUniformLocation(pgm, "u_texOff");
+ glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
+
randUniform(pgm, "u_color");
randUniform(pgm, "u_0");
randUniform(pgm, "u_1");
@@ -282,14 +223,24 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str)
}
ptSwap();
glFinish();
- endTimer(str, w, h, 1, 100);
+ endTimer(passCount);
+}
+
+
+static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
+{
+ uint32_t ret = 0xff000000;
+ ret |= r & 0xff;
+ ret |= (g & 0xff) << 8;
+ ret |= (b & 0xff) << 16;
+ return ret;
}
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);
+ m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
}
}
glBindTexture(GL_TEXTURE_2D, 1);
@@ -301,7 +252,7 @@ void genTextures() {
for (int y=0; y < 16; y++){
for (int x=0; x < 16; x++){
- m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
+ m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
}
}
glBindTexture(GL_TEXTURE_2D, 2);
@@ -310,7 +261,38 @@ void genTextures() {
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);
-
+ free(m);
}
+static void doSingleTest(uint32_t pgmNum, int tex) {
+ const char *pgmTxt = gFragmentTests[pgmNum]->txt;
+ int pgm = createProgram(gVertexShader, pgmTxt);
+ if (!pgm) {
+ printf("error running test\n");
+ return;
+ }
+ int loc = glGetUniformLocation(pgm, "u_tex0");
+ if (loc >= 0) glUniform1i(loc, 0);
+ loc = glGetUniformLocation(pgm, "u_tex1");
+ if (loc >= 0) glUniform1i(loc, 1);
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glActiveTexture(GL_TEXTURE0);
+
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_BLEND);
+ //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(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
+ doLoop(true, pgm, 100);
+ doLoop(false, pgm, 100);
+}
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
index 0dd4e22..3f8faca 100644
--- a/opengl/tests/gl_perf/filltest.cpp
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -33,65 +33,19 @@ using namespace android;
#include "fill_common.cpp"
-static void doSingleTest(uint32_t w, uint32_t h,
- bool useVarColor,
- int texCount,
- bool modulateFirstTex,
- int extraMath,
- int tex0, int tex1) {
- char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
- int pgm = createProgram(gVertexShader, pgmTxt);
- if (!pgm) {
- printf("error running test\n");
- return;
- }
- int loc = glGetUniformLocation(pgm, "u_tex0");
- if (loc >= 0) glUniform1i(loc, 0);
- loc = glGetUniformLocation(pgm, "u_tex1");
- if (loc >= 0) glUniform1i(loc, 1);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex0);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, tex1);
- glActiveTexture(GL_TEXTURE0);
-
- char str2[1024];
-
- glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_BLEND);
- //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(true, pgm, w, h, str2);
- doLoop(false, pgm, w, h, str2);
-}
bool doTest(uint32_t w, uint32_t h) {
+ gWidth = w;
+ gHeight = h;
setupVA();
genTextures();
printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
- for (int texCount = 0; texCount < 2; texCount++) {
- for (int extraMath = 0; extraMath < 5; extraMath++) {
-
- doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
- doSingleTest(w, h, true, texCount, false, extraMath, 1, 1);
- if (texCount) {
- doSingleTest(w, h, false, texCount, true, extraMath, 1, 1);
- doSingleTest(w, h, true, texCount, true, extraMath, 1, 1);
-
- doSingleTest(w, h, false, texCount, false, extraMath, 2, 2);
- doSingleTest(w, h, true, texCount, false, extraMath, 2, 2);
- doSingleTest(w, h, false, texCount, true, extraMath, 2, 2);
- doSingleTest(w, h, true, texCount, true, extraMath, 2, 2);
- }
+ for (uint32_t num = 0; num < gFragmentTestCount; num++) {
+ doSingleTest(num, 2);
+ if (gFragmentTests[num]->texCount) {
+ doSingleTest(num, 1);
}
}
diff --git a/opengl/tests/gl_perf/fragment_shaders.cpp b/opengl/tests/gl_perf/fragment_shaders.cpp
new file mode 100644
index 0000000..79d5ead
--- /dev/null
+++ b/opengl/tests/gl_perf/fragment_shaders.cpp
@@ -0,0 +1,139 @@
+
+typedef struct FragmentTestRec {
+ const char * name;
+ uint32_t texCount;
+ const char * txt;
+} FragmentTest;
+
+static FragmentTest fpFill = {
+ "Solid color", 0,
+
+ "precision mediump float;\n"
+ "uniform vec4 u_color;\n"
+ "void main() {\n"
+ " gl_FragColor = u_color;\n"
+ "}\n"
+};
+
+static FragmentTest fpGradient = {
+ "Solid gradient", 0,
+
+ "precision mediump float;\n"
+ "varying lowp vec4 v_color;\n"
+ "void main() {\n"
+ " gl_FragColor = v_color;\n"
+ "}\n"
+};
+
+static FragmentTest fpCopyTex = {
+ "Texture copy", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(u_tex0, v_tex0);\n"
+ "}\n"
+};
+
+static FragmentTest fpCopyTexGamma = {
+ "Texture copy with gamma", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " t.rgb = pow(t.rgb, vec3(1.4, 1.4, 1.4));\n"
+ " gl_FragColor = t;\n"
+ "}\n"
+};
+
+static FragmentTest fpTexSpec = {
+ "Texture spec", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " float simSpec = dot(gl_FragCoord.xyz, gl_FragCoord.xyz);\n"
+ " simSpec = pow(clamp(simSpec, 0.1, 1.0), 40.0);\n"
+ " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n"
+ "}\n"
+};
+
+static FragmentTest fpDepTex = {
+ "Dependent Lookup", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "void main() {\n"
+ " vec4 t = texture2D(u_tex0, v_tex0);\n"
+ " t += texture2D(u_tex0, t.xy);\n"
+ " gl_FragColor = t;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateConstantTex = {
+ "Texture modulate constant", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "uniform sampler2D u_tex0;\n"
+ "uniform vec4 u_color;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= u_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateVaryingTex = {
+ "Texture modulate gradient", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "varying lowp vec4 v_color;\n"
+ "uniform sampler2D u_tex0;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= v_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest fpModulateVaryingConstantTex = {
+ "Texture modulate gradient constant", 1,
+
+ "precision mediump float;\n"
+ "varying vec2 v_tex0;\n"
+ "varying lowp vec4 v_color;\n"
+ "uniform sampler2D u_tex0;\n"
+ "uniform vec4 u_color;\n"
+
+ "void main() {\n"
+ " lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
+ " c *= v_color;\n"
+ " c *= u_color;\n"
+ " gl_FragColor = c;\n"
+ "}\n"
+};
+
+static FragmentTest *gFragmentTests[] = {
+ &fpFill,
+ &fpGradient,
+ &fpCopyTex,
+ &fpCopyTexGamma,
+ &fpTexSpec,
+ &fpDepTex,
+ &fpModulateConstantTex,
+ &fpModulateVaryingTex,
+ &fpModulateVaryingConstantTex,
+
+};
+
+static const size_t gFragmentTestCount = sizeof(gFragmentTests) / sizeof(gFragmentTests[0]);