blob: fefedc093915a4f8594b09010c001c1759d0ba13 [file] [log] [blame]
/*
* 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 "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()) {
ALOGE("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);
ALOGE("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);
ALOGE("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();
}
static void endTimer(int count) {
uint64_t t2 = getTime();
double delta = ((double)(t2 - gTime)) / 1000000000;
double pixels = (gWidth * gHeight) * count;
double mpps = pixels / delta / 1000000;
double dc60 = ((double)count) / delta / 60;
if (fOut) {
fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
fflush(fOut);
} else {
printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
}
ALOGI("%s, %f, %f\r\n", gCurrentTestName, 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"
"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 void setupVA() {
static const float vtx[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 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,
0.0f,1.0f,
1.0f,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);
}
static void randUniform(int pgm, const char *var) {
GLint loc = glGetUniformLocation(pgm, var);
if (loc >= 0) {
float x = ((float)rand()) / RAND_MAX;
float y = ((float)rand()) / RAND_MAX;
float z = ((float)rand()) / RAND_MAX;
float w = ((float)rand()) / RAND_MAX;
glUniform4f(loc, x, y, z, w);
}
}
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();
glFinish();
return;
}
startTimer();
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
for (uint32_t ct=0; ct < passCount; ct++) {
GLint 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");
randUniform(pgm, "u_2");
randUniform(pgm, "u_3");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
ptSwap();
glFinish();
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] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
}
}
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] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
}
}
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);
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;
}
GLint 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);
}