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1 /*
2  * Copyright (C) 2016 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "shadertoy_shader.h"
18 #include "utils.h"
19 
20 #include <fstream>
21 #include <sstream>
22 #include <android/log.h>
23 
24 int g_framebuffer_width = 0;
25 int g_framebuffer_height = 0;
26 GLuint g_quad_vao = 0;
27 
28 ShadertoyShader shader;
29 
30 #define  LOG_TAG    "GPUStressTestActivity"
31 #define  LOGI(...)  __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
32 #define  LOGE(...)  __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
33 
NowInMs()34 double NowInMs() {
35   timespec timeval;
36   clock_gettime(CLOCK_REALTIME, &timeval);
37   double time = 1000.0 * timeval.tv_sec + (double) timeval.tv_nsec / 1e6;
38   return time;
39 }
40 
41 
CreateFullscreenQuad()42 GLuint CreateFullscreenQuad() {
43   GLfloat quadVertices[] = {
44     // Positions
45     -1.0f, 1.0f,
46     -1.0f, -1.0f,
47     1.0f, -1.0f,
48 
49     -1.0f, 1.0f,
50     1.0f, -1.0f,
51     1.0f, 1.0f,
52   };
53 
54   // Setup screen VAO
55   GLuint quadVAO, quadVBO;
56   glGenVertexArrays(1, &quadVAO);
57   glGenBuffers(1, &quadVBO);
58   glBindVertexArray(quadVAO);
59   glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
60   glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
61   glEnableVertexAttribArray(0);
62   glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
63   glBindVertexArray(0);
64 
65   return quadVAO;
66 }
67 
CreateShader()68 void CreateShader() {
69   extern std::string g_shader;
70   shader.CreateShaderFromString(g_shader);
71 }
72 
Init(int width,int height)73 void Init(int width, int height) {
74   GLint num_extensions = 0;
75   glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
76   for (GLint i = 0; i < num_extensions; ++i) {
77     const char* extension = (char*)(
78       glGetStringi(GL_EXTENSIONS, i));
79   }
80 
81   g_framebuffer_width = width;
82   g_framebuffer_height = height;
83 
84 
85   CreateShader();
86   g_quad_vao = CreateFullscreenQuad();
87 }
88 
DrawFrame()89 void DrawFrame() {
90   static double previous_time = 0;
91   static float angle = 0.0f;
92   static double elapsed_time_sum = 0;
93   static double gpu_timer_elapsed_sum = 0;
94   static double start_time = NowInMs();
95 
96   // After how many frames to report the avg frame time.
97   int kFrameReportInterval = 1;
98   static int frame_count = 0;
99 
100   frame_count++;
101   if (frame_count == kFrameReportInterval) {
102     LOGI("%f\n", elapsed_time_sum / (double)kFrameReportInterval);
103 
104     frame_count = 0;
105     elapsed_time_sum = 0;
106     gpu_timer_elapsed_sum = 0;
107   }
108 
109   double current_time = NowInMs();
110   double elapsed_time = current_time - previous_time;
111   previous_time = current_time;
112   elapsed_time_sum += elapsed_time;
113   float global_time = (float)(NowInMs() - start_time);
114 
115   glViewport(0, 0, g_framebuffer_width, g_framebuffer_height);
116 
117   glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
118   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
119 
120   float fov = 45;
121 
122   shader.PrepareForDraw(g_framebuffer_width, g_framebuffer_height, global_time, frame_count, (float)elapsed_time);
123 
124   glBindVertexArray(g_quad_vao);
125 
126   glDrawArrays(GL_TRIANGLES, 0, 6);
127 }
128 
Cleanup()129 void Cleanup() {
130 
131 }
132