// // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "TexSubImage.h" #include #include #include "shader_utils.h" std::string TexSubImageParams::name() const { std::stringstream strstr; strstr << "TexSubImage - " << BenchmarkParams::name() << " - " << imageWidth << "x" << imageHeight << " - " << subImageWidth << "x" << subImageHeight << " updates"; return strstr.str(); } TexSubImageBenchmark::TexSubImageBenchmark(const TexSubImageParams ¶ms) : SimpleBenchmark(params.name(), 512, 512, 2, params.requestedRenderer), mParams(params), mProgram(0), mPositionLoc(-1), mTexCoordLoc(-1), mSamplerLoc(-1), mTexture(0), mVertexBuffer(0), mIndexBuffer(0), mPixels(NULL) { assert(mParams.iterations > 0); mDrawIterations = mParams.iterations; } GLuint TexSubImageBenchmark::createTexture() { // Use tightly packed data glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Generate a texture object GLuint texture; glGenTextures(1, &texture); // Bind the texture object glBindTexture(GL_TEXTURE_2D, texture); glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, mParams.imageWidth, mParams.imageHeight); // Set the filtering mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); return texture; } bool TexSubImageBenchmark::initializeBenchmark() { const std::string vs = SHADER_SOURCE ( attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { gl_Position = a_position; v_texCoord = a_texCoord; } ); const std::string fs = SHADER_SOURCE ( precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); } ); mProgram = CompileProgram(vs, fs); if (!mProgram) { return false; } // Get the attribute locations mPositionLoc = glGetAttribLocation(mProgram, "a_position"); mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); // Get the sampler location mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); // Build the vertex buffer GLfloat vertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; glGenBuffers(1, &mVertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; glGenBuffers(1, &mIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // Load the texture mTexture = createTexture(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); mPixels = new GLubyte[mParams.subImageWidth * mParams.subImageHeight * 4]; // Fill the pixels structure with random data: for (int y = 0; y < mParams.subImageHeight; ++y) { for (int x = 0; x < mParams.subImageWidth; ++x) { int offset = (x + (y * mParams.subImageWidth)) * 4; mPixels[offset + 0] = rand() % 255; // Red mPixels[offset + 1] = rand() % 255; // Green mPixels[offset + 2] = rand() % 255; // Blue mPixels[offset + 3] = 255; // Alpha } } return true; } void TexSubImageBenchmark::destroyBenchmark() { glDeleteProgram(mProgram); glDeleteBuffers(1, &mVertexBuffer); glDeleteBuffers(1, &mIndexBuffer); glDeleteTextures(1, &mTexture); delete[] mPixels; } void TexSubImageBenchmark::beginDrawBenchmark() { // Set the viewport glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(mProgram); // Bind the buffers glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); // Load the vertex position glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0); // Load the texture coordinate glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(mPositionLoc); glEnableVertexAttribArray(mTexCoordLoc); // Bind the texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTexture); // Set the texture sampler to texture unit to 0 glUniform1i(mSamplerLoc, 0); } void TexSubImageBenchmark::drawBenchmark() { glTexSubImage2D(GL_TEXTURE_2D, 0, rand() % (mParams.imageWidth - mParams.subImageWidth), rand() % (mParams.imageHeight - mParams.subImageHeight), mParams.subImageWidth, mParams.subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, mPixels); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); }