1 /*
2 * Copyright (C) 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5 * in compliance with the License. You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software distributed under the License
10 * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11 * or implied. See the License for the specific language governing permissions and limitations under
12 * the License.
13 */
14 #include "PixelOutputRenderer.h"
15 #include <graphics/GLUtils.h>
16
17 #include <Trace.h>
18
19 static const int PO_NUM_VERTICES = 6;
20
21 static const float PO_VERTICES[PO_NUM_VERTICES * 3] = {
22 1.0f, 1.0f, -1.0f,
23 -1.0f, 1.0f, -1.0f,
24 -1.0f, -1.0f, -1.0f,
25 -1.0f, -1.0f, -1.0f,
26 1.0f, -1.0f, -1.0f,
27 1.0f, 1.0f, -1.0f };
28 static const float PO_TEX_COORDS[PO_NUM_VERTICES * 2] = {
29 1.0f, 1.0f,
30 0.0f, 1.0f,
31 0.0f, 0.0f,
32 0.0f, 0.0f,
33 1.0f, 0.0f,
34 1.0f, 1.0f };
35
36 static const char* PO_VERTEX =
37 "attribute vec4 a_Position;"
38 "attribute vec2 a_TexCoord;"
39 "varying vec2 v_TexCoord;"
40 "void main() {"
41 " v_TexCoord = a_TexCoord;"
42 " gl_Position = a_Position;"
43 "}";
44
45 static const char* PO_FRAGMENT =
46 "precision mediump float;"
47 "uniform sampler2D u_Texture;"
48 "varying vec2 v_TexCoord;"
49 "void main() {"
50 " gl_FragColor = texture2D(u_Texture, v_TexCoord);"
51 "}";
52
PixelOutputRenderer(ANativeWindow * window,bool offscreen,int workload)53 PixelOutputRenderer::PixelOutputRenderer(ANativeWindow* window, bool offscreen, int workload) :
54 Renderer(window, offscreen, workload) {
55 }
56
setUp()57 bool PixelOutputRenderer::setUp() {
58 SCOPED_TRACE();
59 if (!Renderer::setUp()) {
60 return false;
61 }
62
63 // Create program.
64 mProgramId = GLUtils::createProgram(&PO_VERTEX, &PO_FRAGMENT);
65 if (mProgramId == 0) {
66 return false;
67 }
68 // Bind attributes.
69 mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture");
70 mPositionHandle = glGetAttribLocation(mProgramId, "a_Position");
71 mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord");
72
73 // Setup texture.
74 mTextureId = GLUtils::genTexture(mWidth, mHeight, GLUtils::RANDOM_FILL);
75 if (mTextureId == 0) {
76 return false;
77 }
78 return true;
79 }
80
tearDown()81 bool PixelOutputRenderer::tearDown() {
82 SCOPED_TRACE();
83 if (mTextureId != 0) {
84 glDeleteTextures(1, &mTextureId);
85 mTextureId = 0;
86 }
87 if (!Renderer::tearDown()) {
88 return false;
89 }
90 return true;
91 }
92
drawWorkload()93 void PixelOutputRenderer::drawWorkload() {
94 SCOPED_TRACE();
95 glUseProgram(mProgramId);
96 // Set the background clear color to black.
97 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
98 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
99
100 // No culling of back faces
101 glDisable(GL_CULL_FACE);
102
103 // No depth testing
104 glDisable(GL_DEPTH_TEST);
105
106 // Enable blending
107 glEnable(GL_BLEND);
108 glBlendFunc(GL_ONE, GL_ONE);
109
110 glActiveTexture(GL_TEXTURE0);
111 // Bind the texture to this unit.
112 glBindTexture(GL_TEXTURE_2D, mTextureId);
113 // Tell the texture uniform sampler to use this texture in the shader by binding to texture
114 // unit 0.
115 glUniform1i(mTextureUniformHandle, 0);
116
117 glEnableVertexAttribArray(mPositionHandle);
118 glEnableVertexAttribArray(mTexCoordHandle);
119 glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, PO_VERTICES);
120 glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, PO_TEX_COORDS);
121
122 for (int i = 0; i < mWorkload; i++) {
123 glDrawArrays(GL_TRIANGLES, 0, PO_NUM_VERTICES);
124 }
125 }
126