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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES 2.0 Module
3  * -------------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Texture format performance tests.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "es2pTextureCases.hpp"
25 #include "glsShaderPerformanceCase.hpp"
26 #include "tcuTextureUtil.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "gluTexture.hpp"
29 #include "gluStrUtil.hpp"
30 
31 #include "deStringUtil.hpp"
32 
33 #include "glwEnums.hpp"
34 #include "glwFunctions.hpp"
35 
36 namespace deqp
37 {
38 namespace gles2
39 {
40 namespace Performance
41 {
42 
43 using namespace gls;
44 using namespace glw; // GL types
45 using tcu::Vec2;
46 using tcu::Vec3;
47 using tcu::Vec4;
48 using tcu::IVec4;
49 using std::string;
50 using std::vector;
51 using tcu::TestLog;
52 
Texture2DRenderCase(Context & context,const char * name,const char * description,deUint32 format,deUint32 dataType,deUint32 wrapS,deUint32 wrapT,deUint32 minFilter,deUint32 magFilter,const tcu::Mat3 & coordTransform,int numTextures,bool powerOfTwo)53 Texture2DRenderCase::Texture2DRenderCase (Context&			context,
54 										  const char*		name,
55 										  const char*		description,
56 										  deUint32			format,
57 										  deUint32			dataType,
58 										  deUint32			wrapS,
59 										  deUint32			wrapT,
60 										  deUint32			minFilter,
61 										  deUint32			magFilter,
62 										  const tcu::Mat3&	coordTransform,
63 										  int				numTextures,
64 										  bool				powerOfTwo)
65 	: ShaderPerformanceCase	(context.getTestContext(), context.getRenderContext(), name, description, CASETYPE_FRAGMENT)
66 	, m_format				(format)
67 	, m_dataType			(dataType)
68 	, m_wrapS				(wrapS)
69 	, m_wrapT				(wrapT)
70 	, m_minFilter			(minFilter)
71 	, m_magFilter			(magFilter)
72 	, m_coordTransform		(coordTransform)
73 	, m_numTextures			(numTextures)
74 	, m_powerOfTwo			(powerOfTwo)
75 {
76 }
77 
~Texture2DRenderCase(void)78 Texture2DRenderCase::~Texture2DRenderCase (void)
79 {
80 	for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
81 		delete *i;
82 	m_textures.clear();
83 }
84 
roundDownToPowerOfTwo(int val)85 static inline int roundDownToPowerOfTwo (int val)
86 {
87 	DE_ASSERT(val >= 0);
88 	int l0 = deClz32(val);
89 	return val & ~((1<<(31-l0))-1);
90 }
91 
init(void)92 void Texture2DRenderCase::init (void)
93 {
94 	TestLog& log = m_testCtx.getLog();
95 
96 	int width	= m_renderCtx.getRenderTarget().getWidth();
97 	int height	= m_renderCtx.getRenderTarget().getHeight();
98 
99 	if (m_powerOfTwo)
100 	{
101 		width	= roundDownToPowerOfTwo(width);
102 		height	= roundDownToPowerOfTwo(height);
103 	}
104 
105 	bool mipmaps = m_minFilter == GL_NEAREST_MIPMAP_NEAREST ||
106 				   m_minFilter == GL_NEAREST_MIPMAP_LINEAR	||
107 				   m_minFilter == GL_LINEAR_MIPMAP_NEAREST	||
108 				   m_minFilter == GL_LINEAR_MIPMAP_LINEAR;
109 
110 	DE_ASSERT(m_powerOfTwo || (!mipmaps && m_wrapS == GL_CLAMP_TO_EDGE && m_wrapT == GL_CLAMP_TO_EDGE));
111 
112 	Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
113 	Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
114 	Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
115 	Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
116 
117 	m_attributes.push_back(AttribSpec("a_coords", Vec4(p00.x(), p00.y(), 0.0f, 0.0f),
118 												  Vec4(p10.x(), p10.y(), 0.0f, 0.0f),
119 												  Vec4(p01.x(), p01.y(), 0.0f, 0.0f),
120 												  Vec4(p11.x(), p11.y(), 0.0f, 0.0f)));
121 
122 	log << TestLog::Message << "Size: " << width << "x" << height << TestLog::EndMessage;
123 	log << TestLog::Message << "Format: " <<glu::getTextureFormatName(m_format) << " " << glu::getTypeName(m_dataType) << TestLog::EndMessage;
124 	log << TestLog::Message << "Coords: " << p00 << ", " << p10 << ", " << p01 << ", " << p11 << TestLog::EndMessage;
125 	log << TestLog::Message << "Wrap: " << glu::getTextureWrapModeStr(m_wrapS) << " / " << glu::getTextureWrapModeStr(m_wrapT) << TestLog::EndMessage;
126 	log << TestLog::Message << "Filter: " << glu::getTextureFilterStr(m_minFilter) << " / " << glu::getTextureFilterStr(m_magFilter) << TestLog::EndMessage;
127 	log << TestLog::Message << "Mipmaps: " << (mipmaps ? "true" : "false") << TestLog::EndMessage;
128 	log << TestLog::Message << "Using additive blending." << TestLog::EndMessage;
129 
130 	// Use same viewport size as texture size.
131 	setViewportSize(width, height);
132 
133 	m_vertShaderSource =
134 		"attribute highp vec4 a_position;\n"
135 		"attribute mediump vec2 a_coords;\n"
136 		"varying mediump vec2 v_coords;\n"
137 		"void main (void)\n"
138 		"{\n"
139 		"	gl_Position = a_position;\n"
140 		"	v_coords = a_coords;\n"
141 		"}\n";
142 
143 	std::ostringstream fragSrc;
144 	fragSrc << "varying mediump vec2 v_coords;\n";
145 
146 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
147 		fragSrc << "uniform sampler2D u_sampler" << texNdx << ";\n";
148 
149 	fragSrc << "void main (void)\n"
150 			<< "{\n";
151 
152 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
153 		fragSrc << "\t" << (texNdx == 0 ? "lowp vec4 r = " : "r += ") << "texture2D(u_sampler" << texNdx << ", v_coords);\n";
154 
155 	fragSrc << "	gl_FragColor = r;\n"
156 			<< "}\n";
157 
158 	m_fragShaderSource = fragSrc.str();
159 
160 	m_textures.reserve(m_numTextures);
161 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
162 	{
163 		static const IVec4 swizzles[] = { IVec4(0,1,2,3), IVec4(1,2,3,0), IVec4(2,3,0,1), IVec4(3,0,1,2),
164 										  IVec4(3,2,1,0), IVec4(2,1,0,3), IVec4(1,0,3,2), IVec4(0,3,2,1) };
165 		const IVec4& sw = swizzles[texNdx % DE_LENGTH_OF_ARRAY(swizzles)];
166 
167 		glu::Texture2D* texture = new glu::Texture2D(m_renderCtx, m_format, m_dataType, width, height);
168 		m_textures.push_back(texture);
169 
170 		// Fill levels.
171 		int numLevels = mipmaps ? texture->getRefTexture().getNumLevels() : 1;
172 		for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
173 		{
174 			texture->getRefTexture().allocLevel(levelNdx);
175 			tcu::fillWithComponentGradients(texture->getRefTexture().getLevel(levelNdx),
176 											Vec4(0.0f, 0.0f, 0.0f, 0.0f).swizzle(sw[0], sw[1], sw[2], sw[3]),
177 											Vec4(1.0f, 1.0f, 1.0f, 1.0f).swizzle(sw[0], sw[1], sw[2], sw[3]));
178 		}
179 
180 		texture->upload();
181 	}
182 
183 	ShaderPerformanceCase::init();
184 }
185 
deinit(void)186 void Texture2DRenderCase::deinit (void)
187 {
188 	for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
189 		delete *i;
190 	m_textures.clear();
191 
192 	ShaderPerformanceCase::deinit();
193 }
194 
setupProgram(deUint32 program)195 void Texture2DRenderCase::setupProgram (deUint32 program)
196 {
197 	const glw::Functions& gl = m_renderCtx.getFunctions();
198 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
199 	{
200 		int samplerLoc = gl.getUniformLocation(program, (string("u_sampler") + de::toString(texNdx)).c_str());
201 		gl.uniform1i(samplerLoc, texNdx);
202 	}
203 }
204 
setupRenderState(void)205 void Texture2DRenderCase::setupRenderState (void)
206 {
207 	const glw::Functions& gl = m_renderCtx.getFunctions();
208 
209 	// Setup additive blending.
210 	gl.enable(GL_BLEND);
211 	gl.blendFunc(GL_ONE, GL_ONE);
212 	gl.blendEquation(GL_FUNC_ADD);
213 
214 	// Setup textures.
215 	for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
216 	{
217 		gl.activeTexture(GL_TEXTURE0 + texNdx);
218 		gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture());
219 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,	m_minFilter);
220 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,	m_magFilter);
221 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,		m_wrapS);
222 		gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,		m_wrapT);
223 	}
224 }
225 
226 
227 } // Performance
228 } // gles2
229 } // deqp
230