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/*
* Copyright © 2010-2011 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Alexandros Frantzis (glmark2)
*/
#include "scene.h"
#include "mat.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "shader-source.h"
#include "util.h"
#include <cmath>
static const std::string shader_file_base(GLMARK_DATA_PATH"/shaders/conditionals");
static const std::string vtx_file(shader_file_base + ".vert");
static const std::string frg_file(shader_file_base + ".frag");
static const std::string step_conditional_file(shader_file_base + "-step-conditional.all");
static const std::string step_simple_file(shader_file_base + "-step-simple.all");
SceneConditionals::SceneConditionals(Canvas &pCanvas) :
SceneGrid(pCanvas, "conditionals")
{
options_["fragment-steps"] = Scene::Option("fragment-steps", "1",
"The number of computational steps in the fragment shader");
options_["fragment-conditionals"] = Scene::Option("fragment-conditionals", "true",
"Whether each computational step includes an if-else clause");
options_["vertex-steps"] = Scene::Option("vertex-steps", "1",
"The number of computational steps in the vertex shader");
options_["vertex-conditionals"] = Scene::Option("vertex-conditionals", "true",
"Whether each computational step includes an if-else clause");
}
SceneConditionals::~SceneConditionals()
{
}
static std::string
get_vertex_shader_source(int steps, bool conditionals)
{
ShaderSource source(vtx_file);
ShaderSource source_main;
for (int i = 0; i < steps; i++) {
if (conditionals)
source_main.append_file(step_conditional_file);
else
source_main.append_file(step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
static std::string
get_fragment_shader_source(int steps, bool conditionals)
{
ShaderSource source(frg_file);
ShaderSource source_main;
for (int i = 0; i < steps; i++) {
if (conditionals)
source_main.append_file(step_conditional_file);
else
source_main.append_file(step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
void
SceneConditionals::setup()
{
SceneGrid::setup();
/* Parse options */
bool vtx_conditionals = options_["vertex-conditionals"].value == "true";
bool frg_conditionals = options_["fragment-conditionals"].value == "true";
int vtx_steps(Util::fromString<int>(options_["vertex-steps"].value));
int frg_steps(Util::fromString<int>(options_["fragment-steps"].value));
/* Load shaders */
std::string vtx_shader(get_vertex_shader_source(vtx_steps, vtx_conditionals));
std::string frg_shader(get_fragment_shader_source(frg_steps, frg_conditionals));
if (!Scene::load_shaders_from_strings(program_, vtx_shader, frg_shader))
return;
program_.start();
std::vector<GLint> attrib_locations;
attrib_locations.push_back(program_["position"].location());
mesh_.set_attrib_locations(attrib_locations);
running_ = true;
startTime_ = Util::get_timestamp_us() / 1000000.0;
lastUpdateTime_ = startTime_;
}
Scene::ValidationResult
SceneConditionals::validate()
{
static const double radius_3d(std::sqrt(3.0 * 5.0 * 5.0));
bool frg_conditionals = options_["fragment-conditionals"].value == "true";
int frg_steps(Util::fromString<int>(options_["fragment-steps"].value));
if (!frg_conditionals)
return Scene::ValidationUnknown;
Canvas::Pixel ref;
if (frg_steps == 0)
ref = Canvas::Pixel(0xa0, 0xa0, 0xa0, 0xff);
else if (frg_steps == 5)
ref = Canvas::Pixel(0x25, 0x25, 0x25, 0xff);
else
return Scene::ValidationUnknown;
Canvas::Pixel pixel = canvas_.read_pixel(293, 89);
double dist = pixel.distance_rgb(ref);
if (dist < radius_3d + 0.01) {
return Scene::ValidationSuccess;
}
else {
Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
ref.to_le32(), pixel.to_le32(), dist);
return Scene::ValidationFailure;
}
return Scene::ValidationUnknown;
}