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- /*
- * 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);
- }
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