summaryrefslogtreecommitdiffstats
path: root/opengl/tests/gl_perf/filltest.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'opengl/tests/gl_perf/filltest.cpp')
-rw-r--r--opengl/tests/gl_perf/filltest.cpp382
1 files changed, 382 insertions, 0 deletions
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
new file mode 100644
index 0000000..ef85807
--- /dev/null
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -0,0 +1,382 @@
+/*
+ * 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.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <utils/Timers.h>
+#include <EGL/egl.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("test %s, Mpps %f, dc = %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);
+}
+
+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");
+ //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);
+ glBindTexture(GL_TEXTURE_2D, tex1);
+ glActiveTexture(GL_TEXTURE0);
+
+ char str2[1024];
+
+ glBlendFunc(GL_ONE, GL_ONE);
+ glDisable(GL_BLEND);
+ sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=0",
+ useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+ doLoop(w, h, str2);
+
+ glEnable(GL_BLEND);
+ sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=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);
+
+}
+
+bool doTest(uint32_t w, uint32_t h) {
+ setupVA();
+ genTextures();
+
+ for (int texCount = 0; texCount < 3; 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);
+ }
+ }
+ }
+
+ exit(0);
+ return true;
+}