Jason Sams | e448dd1 | 2010-07-09 15:34:32 -0700 | [diff] [blame^] | 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 <stdlib.h> |
| 18 | #include <stdio.h> |
| 19 | #include <time.h> |
| 20 | #include <sched.h> |
| 21 | #include <sys/resource.h> |
| 22 | |
| 23 | #include <GLES2/gl2.h> |
| 24 | #include <GLES2/gl2ext.h> |
| 25 | #include <utils/Timers.h> |
| 26 | #include <EGL/egl.h> |
| 27 | |
| 28 | |
| 29 | using namespace android; |
| 30 | |
| 31 | static void checkGlError(const char* op) { |
| 32 | for (GLint error = glGetError(); error; error |
| 33 | = glGetError()) { |
| 34 | fprintf(stderr, "after %s() glError (0x%x)\n", op, error); |
| 35 | } |
| 36 | } |
| 37 | |
| 38 | GLuint loadShader(GLenum shaderType, const char* pSource) { |
| 39 | GLuint shader = glCreateShader(shaderType); |
| 40 | if (shader) { |
| 41 | glShaderSource(shader, 1, &pSource, NULL); |
| 42 | glCompileShader(shader); |
| 43 | GLint compiled = 0; |
| 44 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| 45 | if (!compiled) { |
| 46 | GLint infoLen = 0; |
| 47 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); |
| 48 | if (infoLen) { |
| 49 | char* buf = (char*) malloc(infoLen); |
| 50 | if (buf) { |
| 51 | glGetShaderInfoLog(shader, infoLen, NULL, buf); |
| 52 | fprintf(stderr, "Could not compile shader %d:\n%s\n", |
| 53 | shaderType, buf); |
| 54 | free(buf); |
| 55 | } |
| 56 | glDeleteShader(shader); |
| 57 | shader = 0; |
| 58 | } |
| 59 | } |
| 60 | } |
| 61 | return shader; |
| 62 | } |
| 63 | |
| 64 | enum { |
| 65 | A_POS, |
| 66 | A_COLOR, |
| 67 | A_TEX0, |
| 68 | A_TEX1 |
| 69 | }; |
| 70 | |
| 71 | GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { |
| 72 | GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource); |
| 73 | if (!vertexShader) { |
| 74 | return 0; |
| 75 | } |
| 76 | |
| 77 | GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); |
| 78 | if (!pixelShader) { |
| 79 | return 0; |
| 80 | } |
| 81 | |
| 82 | GLuint program = glCreateProgram(); |
| 83 | if (program) { |
| 84 | glAttachShader(program, vertexShader); |
| 85 | checkGlError("glAttachShader v"); |
| 86 | glAttachShader(program, pixelShader); |
| 87 | checkGlError("glAttachShader p"); |
| 88 | |
| 89 | glBindAttribLocation(program, A_POS, "a_pos"); |
| 90 | glBindAttribLocation(program, A_COLOR, "a_color"); |
| 91 | glBindAttribLocation(program, A_TEX0, "a_tex0"); |
| 92 | glBindAttribLocation(program, A_TEX1, "a_tex1"); |
| 93 | glLinkProgram(program); |
| 94 | GLint linkStatus = GL_FALSE; |
| 95 | glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| 96 | if (linkStatus != GL_TRUE) { |
| 97 | GLint bufLength = 0; |
| 98 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); |
| 99 | if (bufLength) { |
| 100 | char* buf = (char*) malloc(bufLength); |
| 101 | if (buf) { |
| 102 | glGetProgramInfoLog(program, bufLength, NULL, buf); |
| 103 | printf("Could not link program:\n%s\n", buf); |
| 104 | free(buf); |
| 105 | } |
| 106 | } |
| 107 | glDeleteProgram(program); |
| 108 | program = 0; |
| 109 | } |
| 110 | } |
| 111 | checkGlError("createProgram"); |
| 112 | glUseProgram(program); |
| 113 | return program; |
| 114 | } |
| 115 | |
| 116 | uint64_t getTime() { |
| 117 | struct timespec t; |
| 118 | clock_gettime(CLOCK_MONOTONIC, &t); |
| 119 | return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000); |
| 120 | } |
| 121 | |
| 122 | uint64_t gTime; |
| 123 | void startTimer() { |
| 124 | gTime = getTime(); |
| 125 | } |
| 126 | |
| 127 | void endTimer(const char *str, int w, int h, double dc, int count) { |
| 128 | uint64_t t2 = getTime(); |
| 129 | double delta = ((double)(t2 - gTime)) / 1000000000; |
| 130 | double pixels = dc * (w * h) * count; |
| 131 | double mpps = pixels / delta / 1000000; |
| 132 | double dc60 = pixels / delta / (w * h) / 60; |
| 133 | |
| 134 | printf("test %s, Mpps %f, dc = %f\n", str, mpps, dc60); |
| 135 | } |
| 136 | |
| 137 | static const char gVertexShader[] = |
| 138 | "attribute vec4 a_pos;\n" |
| 139 | "attribute vec4 a_color;\n" |
| 140 | "attribute vec2 a_tex0;\n" |
| 141 | "attribute vec2 a_tex1;\n" |
| 142 | "varying vec4 v_color;\n" |
| 143 | "varying vec2 v_tex0;\n" |
| 144 | "varying vec2 v_tex1;\n" |
| 145 | |
| 146 | "void main() {\n" |
| 147 | " v_color = a_color;\n" |
| 148 | " v_tex0 = a_tex0;\n" |
| 149 | " v_tex1 = a_tex1;\n" |
| 150 | " gl_Position = a_pos;\n" |
| 151 | "}\n"; |
| 152 | |
| 153 | static const char gShaderPrefix[] = |
| 154 | "precision mediump float;\n" |
| 155 | "uniform vec4 u_color;\n" |
| 156 | "uniform vec4 u_0;\n" |
| 157 | "uniform vec4 u_1;\n" |
| 158 | "uniform vec4 u_2;\n" |
| 159 | "uniform vec4 u_3;\n" |
| 160 | "varying vec4 v_color;\n" |
| 161 | "varying vec2 v_tex0;\n" |
| 162 | "varying vec2 v_tex1;\n" |
| 163 | "uniform sampler2D u_tex0;\n" |
| 164 | "uniform sampler2D u_tex1;\n" |
| 165 | "void main() {\n"; |
| 166 | |
| 167 | static const char gShaderPostfix[] = |
| 168 | " gl_FragColor = c;\n" |
| 169 | "}\n"; |
| 170 | |
| 171 | |
| 172 | static char * append(char *d, const char *s) { |
| 173 | size_t len = strlen(s); |
| 174 | memcpy(d, s, len); |
| 175 | return d + len; |
| 176 | } |
| 177 | |
| 178 | static char * genShader( |
| 179 | bool useVarColor, |
| 180 | int texCount, |
| 181 | bool modulateFirstTex, |
| 182 | int extraMath) |
| 183 | { |
| 184 | char *str = (char *)calloc(16 * 1024, 1); |
| 185 | char *tmp = append(str, gShaderPrefix); |
| 186 | |
| 187 | if (modulateFirstTex || !texCount) { |
| 188 | if (useVarColor) { |
| 189 | tmp = append(tmp, " vec4 c = v_color;\n"); |
| 190 | } else { |
| 191 | tmp = append(tmp, " vec4 c = u_color;\n"); |
| 192 | } |
| 193 | } else { |
| 194 | tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n"); |
| 195 | } |
| 196 | |
| 197 | if (modulateFirstTex && texCount) { |
| 198 | tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n"); |
| 199 | } |
| 200 | if (texCount > 1) { |
| 201 | tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n"); |
| 202 | } |
| 203 | |
| 204 | if (extraMath > 0) { |
| 205 | tmp = append(tmp, " c *= u_0;\n"); |
| 206 | } |
| 207 | if (extraMath > 1) { |
| 208 | tmp = append(tmp, " c *= u_1;\n"); |
| 209 | } |
| 210 | if (extraMath > 2) { |
| 211 | tmp = append(tmp, " c *= u_2;\n"); |
| 212 | } |
| 213 | if (extraMath > 3) { |
| 214 | tmp = append(tmp, " c *= u_3;\n"); |
| 215 | } |
| 216 | |
| 217 | |
| 218 | tmp = append(tmp, gShaderPostfix); |
| 219 | tmp[0] = 0; |
| 220 | |
| 221 | //printf("%s", str); |
| 222 | return str; |
| 223 | } |
| 224 | |
| 225 | static void setupVA() { |
| 226 | static const float vtx[] = { |
| 227 | -2.0f,-1.0f, |
| 228 | 1.0f,-1.0f, |
| 229 | -2.0f, 1.0f, |
| 230 | 1.0f, 1.0f }; |
| 231 | static const float color[] = { |
| 232 | 1.0f,0.0f,1.0f,1.0f, |
| 233 | 0.0f,0.0f,1.0f,1.0f, |
| 234 | 1.0f,1.0f,0.0f,1.0f, |
| 235 | 1.0f,1.0f,1.0f,1.0f }; |
| 236 | static const float tex0[] = { |
| 237 | 0.0f,0.0f, |
| 238 | 1.0f,0.0f, |
| 239 | 1.0f,1.0f, |
| 240 | 0.0f,1.0f }; |
| 241 | static const float tex1[] = { |
| 242 | 1.0f,0.0f, |
| 243 | 1.0f,1.0f, |
| 244 | 0.0f,1.0f, |
| 245 | 0.0f,0.0f }; |
| 246 | |
| 247 | glEnableVertexAttribArray(A_POS); |
| 248 | glEnableVertexAttribArray(A_COLOR); |
| 249 | glEnableVertexAttribArray(A_TEX0); |
| 250 | glEnableVertexAttribArray(A_TEX1); |
| 251 | |
| 252 | glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx); |
| 253 | glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color); |
| 254 | glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0); |
| 255 | glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1); |
| 256 | } |
| 257 | |
| 258 | ////////////////////////// |
| 259 | |
| 260 | void ptSwap(); |
| 261 | |
| 262 | static void doLoop(uint32_t w, uint32_t h, const char *str) { |
| 263 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| 264 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| 265 | ptSwap(); |
| 266 | glFinish(); |
| 267 | |
| 268 | startTimer(); |
| 269 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| 270 | for (int ct=0; ct < 100; ct++) { |
| 271 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| 272 | } |
| 273 | ptSwap(); |
| 274 | glFinish(); |
| 275 | endTimer(str, w, h, 1, 100); |
| 276 | } |
| 277 | |
| 278 | static void doSingleTest(uint32_t w, uint32_t h, |
| 279 | bool useVarColor, |
| 280 | int texCount, |
| 281 | bool modulateFirstTex, |
| 282 | int extraMath, |
| 283 | int tex0, int tex1) { |
| 284 | char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath); |
| 285 | int pgm = createProgram(gVertexShader, pgmTxt); |
| 286 | if (!pgm) { |
| 287 | printf("error running test\n"); |
| 288 | return; |
| 289 | } |
| 290 | int loc = glGetUniformLocation(pgm, "u_tex0"); |
| 291 | //printf("loc = %i \n", loc); |
| 292 | if (loc >= 0) glUniform1i(loc, 0); |
| 293 | loc = glGetUniformLocation(pgm, "u_tex1"); |
| 294 | if (loc >= 0) glUniform1i(loc, 1); |
| 295 | |
| 296 | loc = glGetUniformLocation(pgm, "u_color"); |
| 297 | if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f); |
| 298 | |
| 299 | loc = glGetUniformLocation(pgm, "u_0"); |
| 300 | if (loc >= 0) glUniform4f(loc, 1.f, 0.4f, 0.6f, 0.8f); |
| 301 | |
| 302 | loc = glGetUniformLocation(pgm, "u_1"); |
| 303 | if (loc >= 0) glUniform4f(loc, 0.7f, 0.8f, 0.6f, 0.8f); |
| 304 | |
| 305 | loc = glGetUniformLocation(pgm, "u_2"); |
| 306 | if (loc >= 0) glUniform4f(loc, 0.9f, 0.6f, 0.7f, 1.0f); |
| 307 | |
| 308 | loc = glGetUniformLocation(pgm, "u_3"); |
| 309 | if (loc >= 0) glUniform4f(loc, 0.88f, 0.2f, 0.4f, 0.2f); |
| 310 | |
| 311 | glActiveTexture(GL_TEXTURE0); |
| 312 | glBindTexture(GL_TEXTURE_2D, tex0); |
| 313 | glActiveTexture(GL_TEXTURE1); |
| 314 | glBindTexture(GL_TEXTURE_2D, tex1); |
| 315 | glActiveTexture(GL_TEXTURE0); |
| 316 | |
| 317 | char str2[1024]; |
| 318 | |
| 319 | glBlendFunc(GL_ONE, GL_ONE); |
| 320 | glDisable(GL_BLEND); |
| 321 | sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=0", |
| 322 | useVarColor, texCount, modulateFirstTex, extraMath, tex0); |
| 323 | doLoop(w, h, str2); |
| 324 | |
| 325 | glEnable(GL_BLEND); |
| 326 | sprintf(str2, "Test varColor=%i, texCount=%i, modulate=%i, extraMath=%i, texSize=%i, blend=1", |
| 327 | useVarColor, texCount, modulateFirstTex, extraMath, tex0); |
| 328 | doLoop(w, h, str2); |
| 329 | } |
| 330 | |
| 331 | void genTextures() { |
| 332 | uint32_t *m = (uint32_t *)malloc(1024*1024*4); |
| 333 | for (int y=0; y < 1024; y++){ |
| 334 | for (int x=0; x < 1024; x++){ |
| 335 | m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16); |
| 336 | } |
| 337 | } |
| 338 | glBindTexture(GL_TEXTURE_2D, 1); |
| 339 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m); |
| 340 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 341 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 342 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 343 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 344 | |
| 345 | for (int y=0; y < 16; y++){ |
| 346 | for (int x=0; x < 16; x++){ |
| 347 | m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20); |
| 348 | } |
| 349 | } |
| 350 | glBindTexture(GL_TEXTURE_2D, 2); |
| 351 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m); |
| 352 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 353 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 354 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 355 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 356 | |
| 357 | } |
| 358 | |
| 359 | bool doTest(uint32_t w, uint32_t h) { |
| 360 | setupVA(); |
| 361 | genTextures(); |
| 362 | |
| 363 | for (int texCount = 0; texCount < 3; texCount++) { |
| 364 | for (int extraMath = 0; extraMath < 5; extraMath++) { |
| 365 | |
| 366 | doSingleTest(w, h, false, texCount, false, extraMath, 1, 1); |
| 367 | doSingleTest(w, h, true, texCount, false, extraMath, 1, 1); |
| 368 | if (texCount) { |
| 369 | doSingleTest(w, h, false, texCount, true, extraMath, 1, 1); |
| 370 | doSingleTest(w, h, true, texCount, true, extraMath, 1, 1); |
| 371 | |
| 372 | doSingleTest(w, h, false, texCount, false, extraMath, 2, 2); |
| 373 | doSingleTest(w, h, true, texCount, false, extraMath, 2, 2); |
| 374 | doSingleTest(w, h, false, texCount, true, extraMath, 2, 2); |
| 375 | doSingleTest(w, h, true, texCount, true, extraMath, 2, 2); |
| 376 | } |
| 377 | } |
| 378 | } |
| 379 | |
| 380 | exit(0); |
| 381 | return true; |
| 382 | } |