• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1  /*
2   * Copyright (C) 2007 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 "fragment_shaders.cpp"
18  
19  FILE * fOut = NULL;
20  void ptSwap();
21  
22  static char gCurrentTestName[1024];
23  static uint32_t gWidth = 0;
24  static uint32_t gHeight = 0;
25  
checkGlError(const char * op)26  static void checkGlError(const char* op) {
27      for (GLint error = glGetError(); error; error
28              = glGetError()) {
29          ALOGE("after %s() glError (0x%x)\n", op, error);
30      }
31  }
32  
loadShader(GLenum shaderType,const char * pSource)33  GLuint loadShader(GLenum shaderType, const char* pSource) {
34      GLuint shader = glCreateShader(shaderType);
35      if (shader) {
36          glShaderSource(shader, 1, &pSource, NULL);
37          glCompileShader(shader);
38          GLint compiled = 0;
39          glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
40          if (!compiled) {
41              GLint infoLen = 0;
42              glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
43              if (infoLen) {
44                  char* buf = (char*) malloc(infoLen);
45                  if (buf) {
46                      glGetShaderInfoLog(shader, infoLen, NULL, buf);
47                      ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
48                      free(buf);
49                  }
50                  glDeleteShader(shader);
51                  shader = 0;
52              }
53          }
54      }
55      return shader;
56  }
57  
58  enum {
59      A_POS,
60      A_COLOR,
61      A_TEX0,
62      A_TEX1
63  };
64  
createProgram(const char * pVertexSource,const char * pFragmentSource)65  GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
66      GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
67      if (!vertexShader) {
68          return 0;
69      }
70  
71      GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
72      if (!pixelShader) {
73          return 0;
74      }
75  
76      GLuint program = glCreateProgram();
77      if (program) {
78          glAttachShader(program, vertexShader);
79          checkGlError("glAttachShader v");
80          glAttachShader(program, pixelShader);
81          checkGlError("glAttachShader p");
82  
83          glBindAttribLocation(program, A_POS, "a_pos");
84          glBindAttribLocation(program, A_COLOR, "a_color");
85          glBindAttribLocation(program, A_TEX0, "a_tex0");
86          glBindAttribLocation(program, A_TEX1, "a_tex1");
87          glLinkProgram(program);
88          GLint linkStatus = GL_FALSE;
89          glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
90          if (linkStatus != GL_TRUE) {
91              GLint bufLength = 0;
92              glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
93              if (bufLength) {
94                  char* buf = (char*) malloc(bufLength);
95                  if (buf) {
96                      glGetProgramInfoLog(program, bufLength, NULL, buf);
97                      ALOGE("Could not link program:\n%s\n", buf);
98                      free(buf);
99                  }
100              }
101              glDeleteProgram(program);
102              program = 0;
103          }
104      }
105      checkGlError("createProgram");
106      glUseProgram(program);
107      return program;
108  }
109  
getTime()110  uint64_t getTime() {
111      struct timespec t;
112      clock_gettime(CLOCK_MONOTONIC, &t);
113      return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
114  }
115  
116  uint64_t gTime;
startTimer()117  void startTimer() {
118      gTime = getTime();
119  }
120  
121  
endTimer(int count)122  static void endTimer(int count) {
123      uint64_t t2 = getTime();
124      double delta = ((double)(t2 - gTime)) / 1000000000;
125      double pixels = (gWidth * gHeight) * count;
126      double mpps = pixels / delta / 1000000;
127      double dc60 = ((double)count) / delta / 60;
128  
129      if (fOut) {
130          fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
131          fflush(fOut);
132      } else {
133          printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
134      }
135      ALOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
136  }
137  
138  
139  static const char gVertexShader[] =
140      "attribute vec4 a_pos;\n"
141      "attribute vec4 a_color;\n"
142      "attribute vec2 a_tex0;\n"
143      "attribute vec2 a_tex1;\n"
144      "varying vec4 v_color;\n"
145      "varying vec2 v_tex0;\n"
146      "varying vec2 v_tex1;\n"
147      "uniform vec2 u_texOff;\n"
148  
149      "void main() {\n"
150      "    v_color = a_color;\n"
151      "    v_tex0 = a_tex0;\n"
152      "    v_tex1 = a_tex1;\n"
153      "    v_tex0.x += u_texOff.x;\n"
154      "    v_tex1.y += u_texOff.y;\n"
155      "    gl_Position = a_pos;\n"
156      "}\n";
157  
setupVA()158  static void setupVA() {
159      static const float vtx[] = {
160          -1.0f,-1.0f,
161           1.0f,-1.0f,
162          -1.0f, 1.0f,
163           1.0f, 1.0f };
164      static const float color[] = {
165          1.0f,0.0f,1.0f,1.0f,
166          0.0f,0.0f,1.0f,1.0f,
167          1.0f,1.0f,0.0f,1.0f,
168          1.0f,1.0f,1.0f,1.0f };
169      static const float tex0[] = {
170          0.0f,0.0f,
171          1.0f,0.0f,
172          0.0f,1.0f,
173          1.0f,1.0f };
174      static const float tex1[] = {
175          1.0f,0.0f,
176          1.0f,1.0f,
177          0.0f,1.0f,
178          0.0f,0.0f };
179  
180      glEnableVertexAttribArray(A_POS);
181      glEnableVertexAttribArray(A_COLOR);
182      glEnableVertexAttribArray(A_TEX0);
183      glEnableVertexAttribArray(A_TEX1);
184  
185      glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
186      glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
187      glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
188      glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
189  }
190  
randUniform(int pgm,const char * var)191  static void randUniform(int pgm, const char *var) {
192      int loc = glGetUniformLocation(pgm, var);
193      if (loc >= 0) {
194          float x = ((float)rand()) / RAND_MAX;
195          float y = ((float)rand()) / RAND_MAX;
196          float z = ((float)rand()) / RAND_MAX;
197          float w = ((float)rand()) / RAND_MAX;
198          glUniform4f(loc, x, y, z, w);
199      }
200  }
201  
doLoop(bool warmup,int pgm,uint32_t passCount)202  static void doLoop(bool warmup, int pgm, uint32_t passCount) {
203      if (warmup) {
204          glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
205          glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
206          ptSwap();
207          glFinish();
208          return;
209      }
210  
211      startTimer();
212      glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
213      for (uint32_t ct=0; ct < passCount; ct++) {
214          int loc = glGetUniformLocation(pgm, "u_texOff");
215          glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
216  
217          randUniform(pgm, "u_color");
218          randUniform(pgm, "u_0");
219          randUniform(pgm, "u_1");
220          randUniform(pgm, "u_2");
221          randUniform(pgm, "u_3");
222          glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
223      }
224      ptSwap();
225      glFinish();
226      endTimer(passCount);
227  }
228  
229  
rgb(uint32_t r,uint32_t g,uint32_t b)230  static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
231  {
232      uint32_t ret = 0xff000000;
233      ret |= r & 0xff;
234      ret |= (g & 0xff) << 8;
235      ret |= (b & 0xff) << 16;
236      return ret;
237  }
238  
genTextures()239  void genTextures() {
240      uint32_t *m = (uint32_t *)malloc(1024*1024*4);
241      for (int y=0; y < 1024; y++){
242          for (int x=0; x < 1024; x++){
243              m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
244          }
245      }
246      glBindTexture(GL_TEXTURE_2D, 1);
247      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
248      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
249      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
250      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
251      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
252  
253      for (int y=0; y < 16; y++){
254          for (int x=0; x < 16; x++){
255              m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
256          }
257      }
258      glBindTexture(GL_TEXTURE_2D, 2);
259      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
260      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
261      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
262      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
263      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
264      free(m);
265  }
266  
doSingleTest(uint32_t pgmNum,int tex)267  static void doSingleTest(uint32_t pgmNum, int tex) {
268      const char *pgmTxt = gFragmentTests[pgmNum]->txt;
269      int pgm = createProgram(gVertexShader, pgmTxt);
270      if (!pgm) {
271          printf("error running test\n");
272          return;
273      }
274      int loc = glGetUniformLocation(pgm, "u_tex0");
275      if (loc >= 0) glUniform1i(loc, 0);
276      loc = glGetUniformLocation(pgm, "u_tex1");
277      if (loc >= 0) glUniform1i(loc, 1);
278  
279  
280      glActiveTexture(GL_TEXTURE0);
281      glBindTexture(GL_TEXTURE_2D, tex);
282      glActiveTexture(GL_TEXTURE1);
283      glBindTexture(GL_TEXTURE_2D, tex);
284      glActiveTexture(GL_TEXTURE0);
285  
286      glBlendFunc(GL_ONE, GL_ONE);
287      glDisable(GL_BLEND);
288      //sprintf(str2, "%i, %i, %i, %i, %i, 0",
289              //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
290      //doLoop(true, pgm, w, h, str2);
291      //doLoop(false, pgm, w, h, str2);
292  
293      glEnable(GL_BLEND);
294      sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
295      doLoop(true, pgm, 100);
296      doLoop(false, pgm, 100);
297  }
298  
299