1 #include <assert.h>
2 #include <stdio.h>
3 #include <stdlib.h>
4 #include <string.h>
5 #include <time.h>
6 #include <math.h>
7 #include <unistd.h>
8
9
10 #define DRAW_TO_SCREEN 1
11 #define USE_16BPP_TEXTURE 0 // forces texture to load as 16bpp, define before image_file.h
12
13 #ifdef __arm__
14 #define PATH_PREFIX "/data/"
15 #else
16 #define PATH_PREFIX ""
17 #endif
18
19 #include <pixelflinger2/pixelflinger2_interface.h>
20 #include "image_file.h"
21 #include "m_matrix.h"
22
23 #ifdef __arm__
24 extern "C" int SetupDrawingSurface(unsigned * width, unsigned * height, unsigned * bpp);
25 extern "C" void * PresentDrawingSurface();
26 extern "C" void DisposeDrawingSurface();
27 #endif
28
29 GGLInterface * ggl = NULL;
30
load_shader(const unsigned type,const char * path)31 gl_shader * load_shader(const unsigned type, const char * path)
32 {
33 FILE * file = NULL;
34 file = fopen(path, "rb");
35 if (!file)
36 printf("failed to open '%s' \n", path);
37
38 fseek(file, 0, SEEK_END);
39 unsigned fileSize = ftell(file);
40 fseek(file, 0, SEEK_SET);
41
42 char * shader_string = (char *)malloc(fileSize + 1);
43 printf("fileSize=%dB \n", fileSize);
44 int read = fread(shader_string, 1, fileSize, file);
45 shader_string[read] = '\0';
46 fclose(file);
47
48 puts(shader_string);
49 puts("compiling shader...");
50
51 gl_shader * shader = ggl->ShaderCreate(ggl, type);
52 const char * infoLog = NULL;
53 GLboolean compileStatus = ggl->ShaderCompile(ggl, shader, shader_string, &infoLog);
54
55 printf("shader.InfoLog = %s \nshader.CompileStatus = %d \n\n",
56 infoLog, compileStatus);
57 if (!compileStatus)
58 exit(1);
59
60 free(shader_string);
61 return shader;
62 }
63
init_shader()64 gl_shader_program * init_shader()
65 {
66 puts("\n -- load vertex shader -- \n");
67 struct gl_shader * vertShader = load_shader(GL_VERTEX_SHADER, PATH_PREFIX"vs.vert");
68
69 puts("\n -- load fragment shader -- \n");
70 struct gl_shader * fragShader = load_shader(GL_FRAGMENT_SHADER, PATH_PREFIX"fs.frag");
71
72 gl_shader_program * program = ggl->ShaderProgramCreate(ggl);
73 // current scan_test assumes the following attribute layout
74 ggl->ShaderAttributeBind(program, 0, "aPosition");
75 ggl->ShaderAttributeBind(program, 1, "aTexCoord");
76
77 puts("\n -- linking -- \n");
78 ggl->ShaderAttach(ggl, program, vertShader);
79 ggl->ShaderAttach(ggl, program, fragShader);
80 const char * infoLog = NULL;
81 GLboolean linkStatus = ggl->ShaderProgramLink(program, &infoLog);
82
83 printf("finished linking, LinkStatus=%d \n %s \n", linkStatus, infoLog);
84
85 if (!linkStatus)
86 exit(1);
87
88 ggl->ShaderUse(ggl, program);
89
90 return program;
91 }
92
test_scan()93 void test_scan()
94 {
95 srand(1337);
96 ggl = CreateGGLInterface();
97
98 GGLSurface frameSurface = {0};
99 #if defined __arm__ && DRAW_TO_SCREEN
100 unsigned width = 0, height = 0, bpp = 0;
101 SetupDrawingSurface(&width, &height, &bpp);
102 frameSurface.data = PresentDrawingSurface();
103 #else
104 const unsigned width = 640, height = 400;
105 frameSurface.data = (unsigned int *)malloc(width * height * 4);
106 #endif
107
108 frameSurface.format = GGL_PIXEL_FORMAT_RGBA_8888;
109 frameSurface.width = width;
110 frameSurface.height = height;
111
112 GGLSurface depthSurface = {0};
113 depthSurface.width = width;
114 depthSurface.height = height;
115 depthSurface.format = GGL_PIXEL_FORMAT_Z_32;
116 depthSurface.data = malloc(width * height * 4);
117 ggl->SetBuffer(ggl, GL_DEPTH_BUFFER_BIT, &depthSurface);
118
119 GGLSurface stencilSurface = {0};
120 stencilSurface.width = width;
121 stencilSurface.height = height;
122 stencilSurface.format = GGL_PIXEL_FORMAT_S_8;
123 stencilSurface.data = malloc(width * height);
124
125 ggl->SetBuffer(ggl, GL_STENCIL_BUFFER_BIT, &stencilSurface);
126 ggl->ClearStencil(ggl, 0);
127 ggl->StencilFuncSeparate(ggl, GL_FRONT_AND_BACK, GL_EQUAL, 0, 0xff);
128 ggl->StencilOpSeparate(ggl, GL_FRONT_AND_BACK, GL_INCR, GL_KEEP, GL_KEEP);
129 //ggl->EnableDisable(ggl, GL_STENCIL_TEST, true);
130
131 gl_shader_program * program = init_shader(); // change states after to test code cache
132
133 GGLTexture texture = {0};
134 LoadTGA(PATH_PREFIX"android.tga", &texture.width, &texture.height,
135 &texture.levels);
136 // for (unsigned i = 0; i < texture.width * texture.height; i++)
137 // {
138 // const unsigned x = i % 480, y = i / 480;
139 // ((unsigned *)texture.levels[0])[i] = ((x + y) % 2) * 0xffffff | 0xff000000;
140 // }
141 #if USE_16BPP_TEXTURE
142 texture.format = GGL_PIXEL_FORMAT_RGB_565;
143 #else
144 texture.format = GGL_PIXEL_FORMAT_RGBA_8888;
145 #endif
146 texture.type = GL_TEXTURE_2D;
147 texture.levelCount = 1;
148 texture.wrapS = texture.wrapT = GGLTexture::GGL_REPEAT; // repeat = 0 fastest, clamp = 1, mirrored = 2
149 texture.minFilter = texture.magFilter = GGLTexture::GGL_NEAREST; // nearest = 0, linear = 1
150 //texture.levelCount = GenerateMipmaps(texture.levels, texture.width, texture.height);
151
152 // static unsigned texels [6] = {0xff0000ff, 0xff00ff00, 0xffff0000,
153 // 0xff00ffff, 0xffffff00, 0xffff00ff};
154 // memcpy(texture.levels[0], texels, sizeof texels);
155 // texture.format = GGL_PIXEL_FORMAT_RGBA_8888;
156 // texture.width = texture.height = 1;
157 //texture.height /= 6;
158 //texture.type = GL_TEXTURE_CUBE_MAP;
159
160 ggl->SetSampler(ggl, 0, &texture);
161
162 //ggl->EnableDisable(ggl, GL_CULL_FACE, true);
163 ggl->FrontFace(ggl, GL_CW);
164 ggl->CullFace(ggl, GL_BACK);
165
166 ggl->EnableDisable(ggl, GL_BLEND, true);
167 ggl->BlendFuncSeparate(ggl, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR,
168 GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR);
169 ggl->BlendEquationSeparate(ggl, GL_FUNC_ADD, GL_FUNC_ADD);
170 ggl->BlendColor(ggl, 0.7, 0.7, 0.7, 1);
171
172 ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, &frameSurface);
173
174
175 ggl->EnableDisable(ggl, GL_DEPTH_TEST, true);
176 ggl->DepthFunc(ggl, GL_LESS);
177
178 ggl->DepthRangef(ggl, 0.0f, 1.0f);
179 ggl->Viewport(ggl, 0, 0, width, height);
180
181 const unsigned scale = 1, portWidth = 640, portHeight = 400;
182 //const unsigned scale = 1, portWidth = width / scale, portHeight = height / scale;
183 ggl->Viewport(ggl, 0, 0, portWidth, portHeight);
184 //ggl->Viewport(ggl, (width - portWidth) / 2, (height - portHeight) / 2,
185 //portWidth, portHeight);
186
187 GLmatrix m0, m1, m2, m3, m4;
188 _math_matrix_ctr(&m0);
189 _math_matrix_ctr(&m1);
190 _math_matrix_ctr(&m2);
191 _math_matrix_ctr(&m3);
192 _math_matrix_ctr(&m4);
193
194 int uMatrixLoc = ggl->ShaderUniformLocation(program, "uMatrix");
195 int uRotMLoc = ggl->ShaderUniformLocation(program, "uRotM");
196 int uTLoc = ggl->ShaderUniformLocation(program, "t");
197
198 GGLTexture cubeTexture = {GL_TEXTURE_CUBE_MAP, GGL_PIXEL_FORMAT_RGBA_8888, 1, 1, 1, NULL, GGLTexture::GGL_CLAMP_TO_EDGE, GGLTexture::GGL_MIRRORED_REPEAT, GGLTexture::GGL_LINEAR, GGLTexture::GGL_LINEAR};
199 unsigned cubeTextureSurface [6] = {0xff0000ff, 0xff00ff00, 0xffff0000,
200 0xff00ffff, 0xffffff00, 0xffff00ff
201 };
202 void * levels [1] = {cubeTextureSurface};
203 cubeTexture.levels = levels;
204 if (program) {
205 ggl->ShaderUniformMatrix(program, 4, 4, uMatrixLoc, 1, GL_FALSE, m0.m);
206 int sampler2dLoc = ggl->ShaderUniformLocation(program, "sampler2d");
207 int samplercubeLoc = ggl->ShaderUniformLocation(program, "samplercube");
208 int samplerUnit = -1;
209 if (0 <= sampler2dLoc) { // set 2d texture to sampler if used
210 samplerUnit = sampler2dLoc;//ggl->ShaderUniformGetiv(ggl, program, sampler2dLoc, &samplerUnit);
211 ggl->SetSampler(ggl, samplerUnit, &texture);
212 }
213 if (0 <= samplercubeLoc) { // set cube texture to sampler if used
214 samplerUnit = samplercubeLoc;//ggl->ShaderUniformGetiv(ggl, program, samplercubeLoc, &samplerUnit);
215 ggl->SetSampler(ggl, samplerUnit, &cubeTexture);
216 }
217 }
218
219 VertexInput v0, v1, v2, v3;
220 const float z = +0.5;
221 // const float vcMin = -10, vcMax = 10;
222 // const float tcMin = -4.5, tcMax = 5.5;
223 const float vcMin = -1, vcMax = 1;
224 const float tcMin = 0, tcMax = 1;
225 v0.attributes[0] = Vector4_CTR(vcMin,vcMin,z,1);
226 v0.attributes[1] = Vector4_CTR(tcMin,tcMin,0,1);
227
228 v1.attributes[0] = Vector4_CTR(vcMin,vcMax,z,1);
229 v1.attributes[1] = Vector4_CTR(tcMin,tcMax,0,1);
230
231 v2.attributes[0] = Vector4_CTR(vcMax,vcMax,z,1);
232 v2.attributes[1] = Vector4_CTR(tcMax,tcMax,0,1);
233
234 v3.attributes[0] = Vector4_CTR(vcMax,vcMin,z,1);
235 v3.attributes[1] = Vector4_CTR(tcMax,tcMin,0,1);
236
237 VertexInput vertices[8] = {
238 // pos texcoord
239 {{Vector4_CTR(-1,-1,-1,1), Vector4_CTR(tcMin,tcMin,0,1)}},
240 {{Vector4_CTR(-1,-1, 1,1), Vector4_CTR(tcMin,tcMax,0,1)}},
241 {{Vector4_CTR( 1,-1, 1,1), Vector4_CTR(tcMax,tcMax,0,1)}},
242 {{Vector4_CTR( 1,-1,-1,1), Vector4_CTR(tcMax,tcMin,0,1)}},
243 {{Vector4_CTR(-1, 1,-1,1), Vector4_CTR(tcMin,tcMin,0,1)}},
244 {{Vector4_CTR(-1, 1, 1,1), Vector4_CTR(tcMin,tcMax,0,1)}},
245 {{Vector4_CTR( 1, 1, 1,1), Vector4_CTR(tcMax,tcMax,0,1)}},
246 {{Vector4_CTR( 1, 1,-1,1), Vector4_CTR(tcMax,tcMin,0,1)}},
247 };
248
249 unsigned indices[] = {
250 0,1,2, 0,2,3,
251 4,5,6, 4,6,7,
252 0,3,4, 3,4,7,
253 1,2,5, 2,5,6,
254 0,1,4, 1,4,5,
255 2,3,6, 3,6,7,
256 };
257
258 Vector4 pos = v0.attributes[0];
259 ggl->ViewportTransform(ggl, &pos);
260
261 ggl->ClearColor(ggl, 0.8f, 0.8f, 1, 1);
262 //ggl->ClearDepthf(ggl, pos.z + 0.0001f); // when there is no transform in vs
263 ggl->ClearDepthf(ggl, 1);
264 ggl->EnableDisable(ggl, GL_BLEND, false);
265 ggl->EnableDisable(ggl, GL_DEPTH_TEST, true);
266 ggl->EnableDisable(ggl, GL_STENCIL_TEST, false);
267
268
269 ggl->DrawTriangle(ggl, &v0, &v0, &v0); // cause re-JIT to not mess up timing
270
271 puts("\n -- begin rendering -- \n");
272
273 unsigned frames = 0;
274 clock_t c0 = clock();
275
276 #ifdef __arm__
277 //while (true)
278 #endif
279 for (
280 #ifdef __arm__
281 unsigned i = 0; i <= 90; i++
282 #else
283 unsigned i = 0; i <= 10; i+= 1
284 #endif
285 ) {
286 // printf("frame=%d \n", i);
287 ggl->Clear(ggl, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
288 //ggl->Clear(ggl, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
289
290 _math_matrix_set_identity(&m0);
291 _math_matrix_set_identity(&m1);
292 _math_matrix_set_identity(&m2);
293 //_math_matrix_set_identity(&m3);
294
295
296 //_math_matrix_ortho(&m0, 0, 480, 0, 800, 0.1, 1);
297 _math_matrix_perspective(&m0, 60, (float)width / height, 0.1f, 100);
298 //float ratio = (float)width / height;
299 //_math_matrix_frustum(&m0, -ratio, ratio, -1, 1, 3, 7);
300
301 _math_matrix_lookat(&m1, 0, 0, -6,
302 0, 0, 2,
303 0, 1, 0);
304
305 //_math_matrix_scale(&m0, 0.2, 0.2, 0.2);
306 //_math_matrix_translate(&m2, 1, 1, 1);
307 _math_matrix_rotate(&m2, i * 2, 1, 2, 3);
308 //_math_matrix_rotate(&m2, i, 0, 0, 1);
309
310 // matrix on the right is applied to vector first
311 _math_matrix_mul_matrix(&m3, &m1, &m2);
312 _math_matrix_mul_matrix(&m4, &m0, &m3);
313
314
315 float t = i * 0.6f;
316 if (program) {
317 ggl->ShaderUniformMatrix(program, 4, 4, uMatrixLoc, 1, GL_FALSE, m4.m);
318 ggl->ShaderUniformMatrix(program, 4, 4, uRotMLoc, 1, GL_FALSE, m2.m);
319 ggl->ShaderUniform(program, uTLoc, 1, &t, GL_FLOAT);
320 }
321
322 //ggl->EnableDisable(ggl, GL_BLEND, true);
323 //ggl->EnableDisable(ggl, GL_BLEND, false);
324 //ggl->EnableDisable(ggl, GL_BLEND, (i + 1) % 2);
325 //ggl->EnableDisable(ggl, GL_STENCIL_TEST, i / 2 % 2);
326 //ggl->BlendColor(ggl,(float)i / 10, (float) i / 15, (float)i < 20, 1);
327
328 for (unsigned j = 0; j < sizeof(indices) / sizeof(*indices); j += 3)
329 ggl->DrawTriangle(ggl, vertices + indices[j], vertices + indices[j+1], vertices + indices[j+2]);
330
331 // including clear, depth, and other ops, direct ScanLine calls are 4% faster than DrawTriangle
332 // X86 memcpy is 0.60ms vs 4.90ms for 480*800 fs texturing
333 // Nexus One memcpy is 8.7ms vs 71ms for 480*800 fs texturing
334 // Nexus One fixed point 480*800 fs texturing is 61ms
335 // texture * vtexcoord is 70ms, floating texture * vtexcoord is 170ms
336 //memcpy(((GGLContext *)ggl)->frameSurface.data, ((GGLContext *)ggl)->textureState.textures[0].levels[0], width * height * 4);
337
338 // ggl->DrawTriangle(ggl, &v0, &v1, &v2);
339 // ggl->DrawTriangle(ggl, &v2, &v3, &v0);
340
341 // VertexOutput tl = {0, Vector4(0,0,0,1), Vector4(0,0,0,1)};
342 // VertexOutput tr = {0, Vector4(portWidth - 1,0,0,1), Vector4(1,0,0,1)};
343 // VertexOutput bl = {0, Vector4(0, portHeight-1,0,1), Vector4(0,1,0,1)};
344 // VertexOutput br = {0, Vector4(portWidth - 1, portHeight - 1,0,1), Vector4(1,1,0,1)};
345 // ggl->RasterTrapezoid(ggl, &tl, &tr, &bl, &br);
346 //
347 // for (unsigned y = 0; y < portHeight; y++)
348 // {
349 // VertexOutput vo0 = {0, Vector4(0,y,0,1), Vector4(0,float(y) / (portHeight - 1),0,1)};
350 // VertexOutput vo1 = {0, Vector4(portWidth - 1,y,0,1), Vector4(1,float(y) / (portHeight - 1),0,1)};
351 // ggl->ScanLine(ggl, &vo0, &vo1);
352 // }
353
354 //#if !USE_LLVM_TEXTURE_SAMPLER
355 // extern const GGLContext * textureGGLContext;
356 // textureGGLContext = (GGLContext *)ggl;
357 //#endif
358 // for (unsigned y = 0; y < height; y++)
359 // for (unsigned x = 0; x < width; x++)
360 // {
361 // const unsigned index = y * width + x;
362 //// ((unsigned *)frameSurface.data)[index] = ((unsigned *)textureGGLContext->textureState.textures[0].levels[0])[index];
363 // Vector4 tc(float(x) / (width - 1), float(y) / (height - 1), 0, 0);
364 // unsigned color[4];
365 // tex2d_int32<GGL_PIXEL_FORMAT_RGBA_8888>(color, (const float *)&tc, 0);
366 // ((unsigned *)frameSurface.data)[index] = color[0];
367 // }
368 //#if !USE_LLVM_TEXTURE_SAMPLER
369 // textureGGLContext = NULL;
370 //#endif
371
372 frames++;
373 if (scale > 1)
374 for (int y = portHeight - 1; y >= 0; y--)
375 for (int x = portWidth - 1; x >= 0; x--) {
376 unsigned pixel = ((unsigned *)frameSurface.data)[y * width + x];
377 for (unsigned xx = 0; xx < scale; xx++)
378 for (unsigned yy = 0; yy < scale; yy++)
379 ((unsigned *)frameSurface.data)[(y * scale + yy) * width + x * scale + xx] = pixel;
380 }
381
382 #if defined __arm__ && DRAW_TO_SCREEN
383 frameSurface.data = PresentDrawingSurface();
384 ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, &frameSurface);
385 #endif
386 //puts("frame completed, press ENTER"); getchar();
387 }
388
389 /*
390 #ifndef __arm__
391 __attribute__ ((aligned (16))) // LLVM generates movaps on X86, needs 16 bytes align
392 #endif
393 float data [64];
394 ShaderFunction_t function = ((GGLContext *)ggl)->glCtx->Shader.CurrentProgram->GLVMFP->function;
395 float * inputs = data;
396 float * outputs = data + 24;
397 float * constants = data + 48;
398 const unsigned wd = 200, ht = 200;
399 for (unsigned y = 0; y < ht; y++)
400 for (unsigned x = 0; x < wd; x++)
401 {
402 inputs[4] = ((float)x) / wd;
403 inputs[5] = ((float)y) / ht;
404 inputs[6] = 0;
405 inputs[7] = 1;
406 constants[0] = 0.0f;
407 function(inputs, outputs, constants);
408 unsigned r = outputs[0] * 255;
409 unsigned g = outputs[1] * 255;
410 unsigned b = outputs[2] * 255;
411 unsigned a = outputs[3] * 255;
412 ((unsigned *)frameSurface.data)[y * width + x] = (a << 24) | (b << 16) | (g << 8) | r;
413 }
414 printf("gl_FragColor=%.2f, %.2f, %.2f %.2f \n", outputs[0], outputs[1], outputs[2], outputs[3]);
415 frames = 1;
416 //*/
417
418 float elapsed = (float)(clock() - c0) / CLOCKS_PER_SEC;
419 printf ("\n *** test_scan elapsed CPU time: %fs \n *** fps=%.2f, tpf=%.2fms \n",
420 elapsed, frames / elapsed, elapsed / frames * 1000);
421 #if USE_16BPP_TEXTURE
422 puts("USE_16BPP_TEXTURE");
423 #endif
424 #ifdef __arm__
425 SaveBMP("/sdcard/mesa.bmp", (unsigned *)frameSurface.data, frameSurface.width, frameSurface.height);
426 #else
427 SaveBMP("mesa.bmp", (unsigned *)frameSurface.data, frameSurface.width, frameSurface.height);
428 #endif
429
430 ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, NULL);
431 #if defined __arm__ && DRAW_TO_SCREEN
432 DisposeDrawingSurface();
433 #else
434 free(frameSurface.data);
435 #endif
436
437 ggl->SetBuffer(ggl, GL_DEPTH_BUFFER_BIT, NULL);
438 free(depthSurface.data);
439
440 ggl->SetBuffer(ggl, GL_STENCIL_BUFFER_BIT, NULL);
441 free(stencilSurface.data);
442
443 if (program)
444 ggl->ShaderProgramDelete(ggl, program);
445
446 free(texture.levels);
447
448 DestroyGGLInterface(ggl);
449 ggl = NULL;
450 }
451
452 extern "C" int cmain(int,char**);
453
454 #include "llvm/LLVMContext.h"
455
456 void GLContextDctr();
457
458 extern "C" void hieralloc_report(const void *, FILE *);
459 extern "C" void hieralloc_report_brief(const void *, FILE *);
460
main(int argc,char * const argv[])461 int main (int argc, char * const argv[])
462 {
463 cmain(0,NULL);
464
465 // contextless_test();
466
467 // contextless_test();
468
469 test_scan();
470
471 // hieralloc_report(NULL, stdout);
472 hieralloc_report_brief(NULL, stdout);
473 puts("mesa done");
474 return 0;
475 }
476