| /* |
| * Copyright (C) 2013 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 "ShaderPerfRenderer.h" |
| #include <graphics/GLUtils.h> |
| |
| #include <math.h> |
| |
| #include <Trace.h> |
| |
| static const float GOLDEN_RATIO = (1.0f + sqrt(5.0f)) / 2.0f; |
| |
| static const int SP_NUM_VERTICES = 6; |
| |
| static const float SP_VERTICES[SP_NUM_VERTICES * 3] = { |
| 1.0f, 1.0f, -1.0f, |
| -1.0f, 1.0f, -1.0f, |
| -1.0f, -1.0f, -1.0f, |
| -1.0f, -1.0f, -1.0f, |
| 1.0f, -1.0f, -1.0f, |
| 1.0f, 1.0f, -1.0f }; |
| |
| static const float SP_TEX_COORDS[SP_NUM_VERTICES * 2] = { |
| 1.0f, 1.0f, |
| 0.0f, 1.0f, |
| 0.0f, 0.0f, |
| 0.0f, 0.0f, |
| 1.0f, 0.0f, |
| 1.0f, 1.0f }; |
| |
| static const char* SP_VERTEX = |
| "attribute vec4 a_Position;" |
| "attribute vec2 a_TexCoord;" |
| "varying vec2 v_TexCoord;" |
| "void main() {" |
| " v_TexCoord = a_TexCoord;" |
| " gl_Position = a_Position;" |
| "}"; |
| |
| static const char* SP_FRAGMENT_1 = |
| "precision mediump float;" |
| "uniform vec2 u_Seed;" |
| "uniform sampler2D u_Texture;" |
| "varying vec2 v_TexCoord;" |
| "void main() {" |
| " int count = "; |
| |
| //Add workload here |
| |
| static const char* SP_FRAGMENT_2 = |
| " * 4;"//workload * 4 (4 is a tweaking number, bigger = more work) |
| " vec2 z;" |
| " z.x = 3.0 * (v_TexCoord.x - 0.5);" |
| " z.y = 2.0 * (v_TexCoord.y - 0.5);" |
| " float u = 0.0;" |
| " for (int i = 0; i < count; i++) {" |
| " float x = (z.x * z.x - z.y * z.y) + u_Seed.x;" |
| " float y = (z.y * z.x + z.x * z.y) + u_Seed.y;" |
| " if (((x * x + y * y) > 4.0) && (u == 0.0)) {" |
| " u = float(i) / float(count);" |
| " }" |
| " z.x = x;" |
| " z.y = y;" |
| " }" |
| " gl_FragColor = texture2D(u_Texture, vec2(u, 0.0));" |
| "}"; |
| |
| // Copies the source array from 0 up to and including the '\0' character to the |
| // destination array starting from the given start position. Unlike strcpy, this |
| // returns the number of characters which were copied. |
| static int charCopy(const char* source, char* dest, int destStart) { |
| int srcAddr = 0; |
| int destAddr = destStart; |
| char current; |
| do { |
| current = source[srcAddr]; |
| dest[destAddr] = current; |
| srcAddr++; |
| destAddr++; |
| } while (current != '\0'); |
| return destAddr - destStart; |
| } |
| |
| ShaderPerfRenderer::ShaderPerfRenderer(ANativeWindow* window, bool offscreen, int workload) : |
| Renderer(window, offscreen, workload) { |
| } |
| |
| bool ShaderPerfRenderer::setUp() { |
| SCOPED_TRACE(); |
| if (!Renderer::setUp()) { |
| return false; |
| } |
| |
| const int MAX_FRAGMENT_SHADER_SIZE = 1000; |
| char* spFragment = new char[MAX_FRAGMENT_SHADER_SIZE]; |
| // Add the first part. |
| int index = charCopy(SP_FRAGMENT_1, spFragment, 0); |
| // Add the count, overwriting the '\0' added by charCopy. |
| spFragment[index - 1] = (char) (((int) '0') + mWorkload); |
| // Add the second part. |
| index += charCopy(SP_FRAGMENT_2, spFragment, index); |
| // Create program. |
| mProgramId = GLUtils::createProgram(&SP_VERTEX, const_cast<const char**>(&spFragment)); |
| delete[] spFragment; |
| if (mProgramId == 0) { |
| return false; |
| } |
| // Bind attributes. |
| mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture"); |
| mSeedUniformHandle = glGetUniformLocation(mProgramId, "u_Seed"); |
| mPositionHandle = glGetAttribLocation(mProgramId, "a_Position"); |
| mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord"); |
| |
| const int SIZE = 256; |
| uint32_t* m = new uint32_t[SIZE]; |
| if (m != NULL) { |
| uint32_t* d = m; |
| for (int i = 0; i < SIZE; i++) { |
| *d = 0xff000000 | ((i & 0xff) << 16); |
| d++; |
| } |
| glGenTextures(1, &mTextureId); |
| glBindTexture(GL_TEXTURE_2D, mTextureId); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, m); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| } |
| delete[] m; |
| |
| return true; |
| } |
| |
| bool ShaderPerfRenderer::draw() { |
| SCOPED_TRACE(); |
| if (!eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext) |
| || EGL_SUCCESS != eglGetError()) { |
| return false; |
| } |
| if (mOffscreen) { |
| glBindFramebuffer(GL_FRAMEBUFFER, mFboId); |
| } |
| glUseProgram(mProgramId); |
| // Set the background clear color. |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| |
| // No culling of back faces |
| glDisable(GL_CULL_FACE); |
| |
| // Bind the texture. |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTextureId); |
| glUniform1i(mTextureUniformHandle, 0); |
| |
| // Bind the seed. |
| glUniform2f(mSeedUniformHandle, GOLDEN_RATIO - 2.0f, GOLDEN_RATIO - 1.0f); |
| |
| // Bind the vertices. |
| glEnableVertexAttribArray(mPositionHandle); |
| glEnableVertexAttribArray(mTexCoordHandle); |
| glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, SP_VERTICES); |
| glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, SP_TEX_COORDS); |
| |
| glDrawArrays(GL_TRIANGLES, 0, SP_NUM_VERTICES); |
| |
| return Renderer::draw(); |
| } |