Remove points from fixed function.
Add basic GL performance test.

Change-Id: I421a41b6683b2c5f70045cdd0f610a6939105fee
diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp
new file mode 100644
index 0000000..ef85807
--- /dev/null
+++ b/opengl/tests/gl_perf/filltest.cpp
@@ -0,0 +1,382 @@
+/*
+ * Copyright (C) 2007 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <time.h>
+#include <sched.h>
+#include <sys/resource.h>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+#include <utils/Timers.h>
+#include <EGL/egl.h>
+
+
+using namespace android;
+
+static void checkGlError(const char* op) {
+    for (GLint error = glGetError(); error; error
+            = glGetError()) {
+        fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
+    }
+}
+
+GLuint loadShader(GLenum shaderType, const char* pSource) {
+    GLuint shader = glCreateShader(shaderType);
+    if (shader) {
+        glShaderSource(shader, 1, &pSource, NULL);
+        glCompileShader(shader);
+        GLint compiled = 0;
+        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+        if (!compiled) {
+            GLint infoLen = 0;
+            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
+            if (infoLen) {
+                char* buf = (char*) malloc(infoLen);
+                if (buf) {
+                    glGetShaderInfoLog(shader, infoLen, NULL, buf);
+                    fprintf(stderr, "Could not compile shader %d:\n%s\n",
+                            shaderType, buf);
+                    free(buf);
+                }
+                glDeleteShader(shader);
+                shader = 0;
+            }
+        }
+    }
+    return shader;
+}
+
+enum {
+    A_POS,
+    A_COLOR,
+    A_TEX0,
+    A_TEX1
+};
+
+GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
+    GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
+    if (!vertexShader) {
+        return 0;
+    }
+
+    GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
+    if (!pixelShader) {
+        return 0;
+    }
+
+    GLuint program = glCreateProgram();
+    if (program) {
+        glAttachShader(program, vertexShader);
+        checkGlError("glAttachShader v");
+        glAttachShader(program, pixelShader);
+        checkGlError("glAttachShader p");
+
+        glBindAttribLocation(program, A_POS, "a_pos");
+        glBindAttribLocation(program, A_COLOR, "a_color");
+        glBindAttribLocation(program, A_TEX0, "a_tex0");
+        glBindAttribLocation(program, A_TEX1, "a_tex1");
+        glLinkProgram(program);
+        GLint linkStatus = GL_FALSE;
+        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+        if (linkStatus != GL_TRUE) {
+            GLint bufLength = 0;
+            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
+            if (bufLength) {
+                char* buf = (char*) malloc(bufLength);
+                if (buf) {
+                    glGetProgramInfoLog(program, bufLength, NULL, buf);
+                    printf("Could not link program:\n%s\n", buf);
+                    free(buf);
+                }
+            }
+            glDeleteProgram(program);
+            program = 0;
+        }
+    }
+    checkGlError("createProgram");
+    glUseProgram(program);
+    return program;
+}
+
+uint64_t getTime() {
+    struct timespec t;
+    clock_gettime(CLOCK_MONOTONIC, &t);
+    return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
+}
+
+uint64_t gTime;
+void startTimer() {
+    gTime = getTime();
+}
+
+void endTimer(const char *str, int w, int h, double dc, int count) {
+    uint64_t t2 = getTime();
+    double delta = ((double)(t2 - gTime)) / 1000000000;
+    double pixels = dc * (w * h) * count;
+    double mpps = pixels / delta / 1000000;
+    double dc60 = pixels / delta / (w * h) / 60;
+
+    printf("test %s, Mpps %f, dc = %f\n", str, mpps, dc60);
+}
+
+static const char gVertexShader[] =
+    "attribute vec4 a_pos;\n"
+    "attribute vec4 a_color;\n"
+    "attribute vec2 a_tex0;\n"
+    "attribute vec2 a_tex1;\n"
+    "varying vec4 v_color;\n"
+    "varying vec2 v_tex0;\n"
+    "varying vec2 v_tex1;\n"
+
+    "void main() {\n"
+    "    v_color = a_color;\n"
+    "    v_tex0 = a_tex0;\n"
+    "    v_tex1 = a_tex1;\n"
+    "    gl_Position = a_pos;\n"
+    "}\n";
+
+static const char gShaderPrefix[] =
+    "precision mediump float;\n"
+    "uniform vec4 u_color;\n"
+    "uniform vec4 u_0;\n"
+    "uniform vec4 u_1;\n"
+    "uniform vec4 u_2;\n"
+    "uniform vec4 u_3;\n"
+    "varying vec4 v_color;\n"
+    "varying vec2 v_tex0;\n"
+    "varying vec2 v_tex1;\n"
+    "uniform sampler2D u_tex0;\n"
+    "uniform sampler2D u_tex1;\n"
+    "void main() {\n";
+
+static const char gShaderPostfix[] =
+    "  gl_FragColor = c;\n"
+    "}\n";
+
+
+static char * append(char *d, const char *s) {
+    size_t len = strlen(s);
+    memcpy(d, s, len);
+    return d + len;
+}
+
+static char * genShader(
+    bool useVarColor,
+    int texCount,
+    bool modulateFirstTex,
+    int extraMath)
+{
+    char *str = (char *)calloc(16 * 1024, 1);
+    char *tmp = append(str, gShaderPrefix);
+
+    if (modulateFirstTex || !texCount) {
+        if (useVarColor) {
+            tmp = append(tmp, "  vec4 c = v_color;\n");
+        } else {
+            tmp = append(tmp, "  vec4 c = u_color;\n");
+        }
+    } else {
+        tmp = append(tmp, "  vec4 c = texture2D(u_tex0, v_tex0);\n");
+    }
+
+    if (modulateFirstTex && texCount) {
+        tmp = append(tmp, "  c *= texture2D(u_tex0, v_tex0);\n");
+    }
+    if (texCount > 1) {
+        tmp = append(tmp, "  c *= texture2D(u_tex1, v_tex1);\n");
+    }
+
+    if (extraMath > 0) {
+        tmp = append(tmp, "  c *= u_0;\n");
+    }
+    if (extraMath > 1) {
+        tmp = append(tmp, "  c *= u_1;\n");
+    }
+    if (extraMath > 2) {
+        tmp = append(tmp, "  c *= u_2;\n");
+    }
+    if (extraMath > 3) {
+        tmp = append(tmp, "  c *= u_3;\n");
+    }
+
+
+    tmp = append(tmp, gShaderPostfix);
+    tmp[0] = 0;
+
+    //printf("%s", str);
+    return str;
+}
+
+static void setupVA() {
+    static const float vtx[] = {
+        -2.0f,-1.0f,
+         1.0f,-1.0f,
+        -2.0f, 1.0f,
+         1.0f, 1.0f };
+    static const float color[] = {
+        1.0f,0.0f,1.0f,1.0f,
+        0.0f,0.0f,1.0f,1.0f,
+        1.0f,1.0f,0.0f,1.0f,
+        1.0f,1.0f,1.0f,1.0f };
+    static const float tex0[] = {
+        0.0f,0.0f,
+        1.0f,0.0f,
+        1.0f,1.0f,
+        0.0f,1.0f };
+    static const float tex1[] = {
+        1.0f,0.0f,
+        1.0f,1.0f,
+        0.0f,1.0f,
+        0.0f,0.0f };
+
+    glEnableVertexAttribArray(A_POS);
+    glEnableVertexAttribArray(A_COLOR);
+    glEnableVertexAttribArray(A_TEX0);
+    glEnableVertexAttribArray(A_TEX1);
+
+    glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
+    glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
+    glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
+    glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
+}
+
+//////////////////////////
+
+void ptSwap();
+
+static void doLoop(uint32_t w, uint32_t h, const char *str) {
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    ptSwap();
+    glFinish();
+
+    startTimer();
+    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+    for (int ct=0; ct < 100; ct++) {
+        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+    }
+    ptSwap();
+    glFinish();
+    endTimer(str, w, h, 1, 100);
+}
+
+static void doSingleTest(uint32_t w, uint32_t h,
+                         bool useVarColor,
+                         int texCount,
+                         bool modulateFirstTex,
+                         int extraMath,
+                         int tex0, int tex1) {
+    char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
+    int pgm = createProgram(gVertexShader, pgmTxt);
+    if (!pgm) {
+        printf("error running test\n");
+        return;
+    }
+    int loc = glGetUniformLocation(pgm, "u_tex0");
+    //printf("loc = %i \n", loc);
+    if (loc >= 0) glUniform1i(loc, 0);
+    loc = glGetUniformLocation(pgm, "u_tex1");
+    if (loc >= 0) glUniform1i(loc, 1);
+
+    loc = glGetUniformLocation(pgm, "u_color");
+    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
+
+    loc = glGetUniformLocation(pgm, "u_0");
+    if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f);
+
+    loc = glGetUniformLocation(pgm, "u_1");
+    if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f);
+
+    loc = glGetUniformLocation(pgm, "u_2");
+    if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f);
+
+    loc = glGetUniformLocation(pgm, "u_3");
+    if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f);
+
+    glActiveTexture(GL_TEXTURE0);
+    glBindTexture(GL_TEXTURE_2D, tex0);
+    glActiveTexture(GL_TEXTURE1);
+    glBindTexture(GL_TEXTURE_2D, tex1);
+    glActiveTexture(GL_TEXTURE0);
+
+    char str2[1024];
+
+    glBlendFunc(GL_ONE, GL_ONE);
+    glDisable(GL_BLEND);
+    sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=0",
+            useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+    doLoop(w, h, str2);
+
+    glEnable(GL_BLEND);
+    sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=1",
+            useVarColor, texCount, modulateFirstTex, extraMath, tex0);
+    doLoop(w, h, str2);
+}
+
+void genTextures() {
+    uint32_t *m = (uint32_t *)malloc(1024*1024*4);
+    for (int y=0; y < 1024; y++){
+        for (int x=0; x < 1024; x++){
+            m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
+        }
+    }
+    glBindTexture(GL_TEXTURE_2D, 1);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+    for (int y=0; y < 16; y++){
+        for (int x=0; x < 16; x++){
+            m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
+        }
+    }
+    glBindTexture(GL_TEXTURE_2D, 2);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+}
+
+bool doTest(uint32_t w, uint32_t h) {
+    setupVA();
+    genTextures();
+
+    for (int texCount = 0; texCount < 3; texCount++) {
+        for (int extraMath = 0; extraMath < 5; extraMath++) {
+
+            doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
+            doSingleTest(w, h, true, texCount, false, extraMath, 1, 1);
+            if (texCount) {
+                doSingleTest(w, h, false, texCount, true, extraMath, 1, 1);
+                doSingleTest(w, h, true, texCount, true, extraMath, 1, 1);
+
+                doSingleTest(w, h, false, texCount, false, extraMath, 2, 2);
+                doSingleTest(w, h, true, texCount, false, extraMath, 2, 2);
+                doSingleTest(w, h, false, texCount, true, extraMath, 2, 2);
+                doSingleTest(w, h, true, texCount, true, extraMath, 2, 2);
+            }
+        }
+    }
+
+    exit(0);
+    return true;
+}