blob: 5e93b736e2ad4a93419e24833fa9880ef3337297 [file] [log] [blame]
/*
* 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 <sstream>
static const std::string shader_file_base(GLMARK_DATA_PATH"/shaders/loop");
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_simple_file(shader_file_base + "-step-simple.all");
static const std::string step_loop_file(shader_file_base + "-step-loop.all");
SceneLoop::SceneLoop(Canvas &pCanvas) :
SceneGrid(pCanvas, "loop")
{
options_["fragment-steps"] = Scene::Option("fragment-steps", "1",
"The number of computational steps in the fragment shader");
options_["fragment-loop"] = Scene::Option("fragment-function", "true",
"Whether to execute the steps in the vertex shader using a for loop");
options_["vertex-steps"] = Scene::Option("vertex-steps", "1",
"The number of computational steps in the vertex shader");
options_["vertex-loop"] = Scene::Option("vertex-function", "true",
"Whether to execute the steps in the vertex shader using a for loop");
options_["vertex-uniform"] = Scene::Option("vertex-uniform", "true",
"Whether to use a uniform in the vertex shader for the number of loop iterations to perform (i.e. vertex-steps)");
options_["fragment-uniform"] = Scene::Option("fragment-uniform", "true",
"Whether to use a uniform in the fragment shader for the number of loop iterations to perform (i.e. fragment-steps)");
}
SceneLoop::~SceneLoop()
{
}
static std::string
get_fragment_shader_source(int steps, bool loop, bool uniform)
{
ShaderSource source(frg_file);
ShaderSource source_main;
if (loop) {
source_main.append_file(step_loop_file);
if (uniform) {
source_main.replace("$NLOOPS$", "FragmentLoops");
}
else {
std::stringstream ss_steps;
ss_steps << steps;
source_main.replace("$NLOOPS$", ss_steps.str());
}
}
else {
for (int i = 0; i < steps; i++)
source_main.append_file(step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
static std::string
get_vertex_shader_source(int steps, bool loop, bool uniform)
{
ShaderSource source(vtx_file);
ShaderSource source_main;
if (loop) {
source_main.append_file(step_loop_file);
if (uniform) {
source_main.replace("$NLOOPS$", "VertexLoops");
}
else {
std::stringstream ss_steps;
ss_steps << steps;
source_main.replace("$NLOOPS$", ss_steps.str());
}
}
else {
for (int i = 0; i < steps; i++)
source_main.append_file(step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
void
SceneLoop::setup()
{
SceneGrid::setup();
/* Parse options */
bool vtx_loop = options_["vertex-loop"].value == "true";
bool frg_loop = options_["fragment-loop"].value == "true";
bool vtx_uniform = options_["vertex-uniform"].value == "true";
bool frg_uniform = options_["fragment-uniform"].value == "true";
int vtx_steps = 0;
int frg_steps = 0;
std::stringstream ss;
ss << options_["vertex-steps"].value;
ss >> vtx_steps;
ss.clear();
ss << options_["fragment-steps"].value;
ss >> frg_steps;
/* Load shaders */
std::string vtx_shader(get_vertex_shader_source(vtx_steps, vtx_loop,
vtx_uniform));
std::string frg_shader(get_fragment_shader_source(frg_steps, frg_loop,
frg_uniform));
if (!Scene::load_shaders_from_strings(program_, vtx_shader, frg_shader))
return;
program_.start();
program_["VertexLoops"] = vtx_steps;
program_["FragmentLoops"] = frg_steps;
std::vector<GLint> attrib_locations;
attrib_locations.push_back(program_["position"].location());
mesh_.set_attrib_locations(attrib_locations);
running_ = true;
startTime_ = Scene::get_timestamp_us() / 1000000.0;
lastUpdateTime_ = startTime_;
}