Rework gl perf test to focus on important use cases.
Change-Id: I82825dbe3b24a520b79f6b05d01f37e1b5008b62
This commit is contained in:
parent
fc92bdc7f7
commit
74b28e45c3
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@ -14,9 +14,15 @@
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* limitations under the License.
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*/
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#include "fragment_shaders.cpp"
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FILE * fOut = NULL;
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void ptSwap();
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static char gCurrentTestName[1024];
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static uint32_t gWidth = 0;
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static uint32_t gHeight = 0;
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static void checkGlError(const char* op) {
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for (GLint error = glGetError(); error; error
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= glGetError()) {
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@ -112,20 +118,21 @@ void startTimer() {
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gTime = getTime();
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}
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void endTimer(const char *str, int w, int h, double dc, int count) {
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static void endTimer(int count) {
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uint64_t t2 = getTime();
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double delta = ((double)(t2 - gTime)) / 1000000000;
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double pixels = dc * (w * h) * count;
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double pixels = (gWidth * gHeight) * count;
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double mpps = pixels / delta / 1000000;
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double dc60 = pixels / delta / (w * h) / 60;
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double dc60 = ((double)count) / delta / 60;
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if (fOut) {
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fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60);
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fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
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fflush(fOut);
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} else {
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printf("%s, %f, %f\n", str, mpps, dc60);
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printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
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}
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LOGI("%s, %f, %f\r\n", str, mpps, dc60);
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LOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
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}
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@ -137,86 +144,17 @@ static const char gVertexShader[] =
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"varying vec4 v_color;\n"
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"varying vec2 v_tex0;\n"
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"varying vec2 v_tex1;\n"
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"uniform vec2 u_texOff;\n"
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"void main() {\n"
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" v_color = a_color;\n"
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" v_tex0 = a_tex0;\n"
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" v_tex1 = a_tex1;\n"
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" v_tex0.x += u_texOff.x;\n"
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" v_tex1.y += u_texOff.y;\n"
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" gl_Position = a_pos;\n"
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"}\n";
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static const char gShaderPrefix[] =
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"precision mediump float;\n"
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"uniform vec4 u_color;\n"
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"uniform vec4 u_0;\n"
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"uniform vec4 u_1;\n"
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"uniform vec4 u_2;\n"
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"uniform vec4 u_3;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_tex0;\n"
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"varying vec2 v_tex1;\n"
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"uniform sampler2D u_tex0;\n"
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"uniform sampler2D u_tex1;\n"
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"void main() {\n";
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static const char gShaderPostfix[] =
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" gl_FragColor = c;\n"
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"}\n";
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static char * append(char *d, const char *s) {
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size_t len = strlen(s);
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memcpy(d, s, len);
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return d + len;
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}
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static char * genShader(
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bool useVarColor,
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int texCount,
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bool modulateFirstTex,
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int extraMath)
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{
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char *str = (char *)calloc(16 * 1024, 1);
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char *tmp = append(str, gShaderPrefix);
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if (modulateFirstTex || !texCount) {
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if (useVarColor) {
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tmp = append(tmp, " vec4 c = v_color;\n");
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} else {
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tmp = append(tmp, " vec4 c = u_color;\n");
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}
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} else {
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tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n");
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}
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if (modulateFirstTex && texCount) {
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tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n");
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}
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if (texCount > 1) {
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tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n");
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}
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if (extraMath > 0) {
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tmp = append(tmp, " c *= u_0;\n");
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}
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if (extraMath > 1) {
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tmp = append(tmp, " c += u_1;\n");
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}
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if (extraMath > 2) {
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tmp = append(tmp, " c *= u_2;\n");
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}
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if (extraMath > 3) {
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tmp = append(tmp, " c += u_3;\n");
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}
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tmp = append(tmp, gShaderPostfix);
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tmp[0] = 0;
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//printf("%s", str);
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return str;
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}
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static void setupVA() {
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static const float vtx[] = {
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-1.0f,-1.0f,
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@ -231,8 +169,8 @@ static void setupVA() {
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static const float tex0[] = {
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0.0f,0.0f,
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1.0f,0.0f,
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1.0f,1.0f,
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0.0f,1.0f };
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0.0f,1.0f,
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1.0f,1.0f };
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static const float tex1[] = {
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1.0f,0.0f,
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1.0f,1.0f,
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@ -261,8 +199,8 @@ static void randUniform(int pgm, const char *var) {
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}
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}
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static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) {
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if (clear) {
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static void doLoop(bool warmup, int pgm, uint32_t passCount) {
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if (warmup) {
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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ptSwap();
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@ -272,7 +210,10 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str)
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startTimer();
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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for (int ct=0; ct < 100; ct++) {
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for (uint32_t ct=0; ct < passCount; ct++) {
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int loc = glGetUniformLocation(pgm, "u_texOff");
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glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
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randUniform(pgm, "u_color");
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randUniform(pgm, "u_0");
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randUniform(pgm, "u_1");
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@ -282,14 +223,24 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str)
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}
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ptSwap();
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glFinish();
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endTimer(str, w, h, 1, 100);
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endTimer(passCount);
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}
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static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
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{
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uint32_t ret = 0xff000000;
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ret |= r & 0xff;
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ret |= (g & 0xff) << 8;
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ret |= (b & 0xff) << 16;
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return ret;
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}
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void genTextures() {
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uint32_t *m = (uint32_t *)malloc(1024*1024*4);
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for (int y=0; y < 1024; y++){
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for (int x=0; x < 1024; x++){
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m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16);
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m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
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}
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}
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glBindTexture(GL_TEXTURE_2D, 1);
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@ -301,7 +252,7 @@ void genTextures() {
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for (int y=0; y < 16; y++){
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for (int x=0; x < 16; x++){
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m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20);
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m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
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}
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}
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glBindTexture(GL_TEXTURE_2D, 2);
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@ -310,7 +261,38 @@ void genTextures() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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free(m);
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}
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static void doSingleTest(uint32_t pgmNum, int tex) {
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const char *pgmTxt = gFragmentTests[pgmNum]->txt;
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int pgm = createProgram(gVertexShader, pgmTxt);
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if (!pgm) {
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printf("error running test\n");
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return;
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}
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int loc = glGetUniformLocation(pgm, "u_tex0");
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if (loc >= 0) glUniform1i(loc, 0);
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loc = glGetUniformLocation(pgm, "u_tex1");
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if (loc >= 0) glUniform1i(loc, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, tex);
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glActiveTexture(GL_TEXTURE0);
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_BLEND);
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//sprintf(str2, "%i, %i, %i, %i, %i, 0",
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//useVarColor, texCount, modulateFirstTex, extraMath, tex0);
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//doLoop(true, pgm, w, h, str2);
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//doLoop(false, pgm, w, h, str2);
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glEnable(GL_BLEND);
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sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
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doLoop(true, pgm, 100);
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doLoop(false, pgm, 100);
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}
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@ -33,65 +33,19 @@ using namespace android;
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#include "fill_common.cpp"
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static void doSingleTest(uint32_t w, uint32_t h,
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bool useVarColor,
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int texCount,
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bool modulateFirstTex,
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int extraMath,
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int tex0, int tex1) {
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char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
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int pgm = createProgram(gVertexShader, pgmTxt);
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if (!pgm) {
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printf("error running test\n");
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return;
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}
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int loc = glGetUniformLocation(pgm, "u_tex0");
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if (loc >= 0) glUniform1i(loc, 0);
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loc = glGetUniformLocation(pgm, "u_tex1");
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if (loc >= 0) glUniform1i(loc, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, tex1);
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glActiveTexture(GL_TEXTURE0);
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char str2[1024];
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_BLEND);
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//sprintf(str2, "%i, %i, %i, %i, %i, 0",
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//useVarColor, texCount, modulateFirstTex, extraMath, tex0);
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//doLoop(true, pgm, w, h, str2);
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//doLoop(false, pgm, w, h, str2);
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glEnable(GL_BLEND);
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sprintf(str2, "%i, %i, %i, %i, %i, 1",
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useVarColor, texCount, modulateFirstTex, extraMath, tex0);
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doLoop(true, pgm, w, h, str2);
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doLoop(false, pgm, w, h, str2);
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}
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bool doTest(uint32_t w, uint32_t h) {
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gWidth = w;
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gHeight = h;
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setupVA();
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genTextures();
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printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
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for (int texCount = 0; texCount < 2; texCount++) {
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for (int extraMath = 0; extraMath < 5; extraMath++) {
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doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
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doSingleTest(w, h, true, texCount, false, extraMath, 1, 1);
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if (texCount) {
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doSingleTest(w, h, false, texCount, true, extraMath, 1, 1);
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doSingleTest(w, h, true, texCount, true, extraMath, 1, 1);
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doSingleTest(w, h, false, texCount, false, extraMath, 2, 2);
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doSingleTest(w, h, true, texCount, false, extraMath, 2, 2);
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doSingleTest(w, h, false, texCount, true, extraMath, 2, 2);
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doSingleTest(w, h, true, texCount, true, extraMath, 2, 2);
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}
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for (uint32_t num = 0; num < gFragmentTestCount; num++) {
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doSingleTest(num, 2);
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if (gFragmentTests[num]->texCount) {
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doSingleTest(num, 1);
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}
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}
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@ -0,0 +1,139 @@
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typedef struct FragmentTestRec {
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const char * name;
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uint32_t texCount;
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const char * txt;
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} FragmentTest;
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static FragmentTest fpFill = {
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"Solid color", 0,
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"precision mediump float;\n"
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"uniform vec4 u_color;\n"
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"void main() {\n"
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" gl_FragColor = u_color;\n"
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"}\n"
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};
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static FragmentTest fpGradient = {
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"Solid gradient", 0,
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"precision mediump float;\n"
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"varying lowp vec4 v_color;\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n"
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};
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static FragmentTest fpCopyTex = {
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"Texture copy", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"uniform sampler2D u_tex0;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(u_tex0, v_tex0);\n"
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"}\n"
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};
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static FragmentTest fpCopyTexGamma = {
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"Texture copy with gamma", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"uniform sampler2D u_tex0;\n"
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"void main() {\n"
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" vec4 t = texture2D(u_tex0, v_tex0);\n"
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" t.rgb = pow(t.rgb, vec3(1.4, 1.4, 1.4));\n"
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" gl_FragColor = t;\n"
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"}\n"
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};
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static FragmentTest fpTexSpec = {
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"Texture spec", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"uniform sampler2D u_tex0;\n"
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"void main() {\n"
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" vec4 t = texture2D(u_tex0, v_tex0);\n"
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" float simSpec = dot(gl_FragCoord.xyz, gl_FragCoord.xyz);\n"
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" simSpec = pow(clamp(simSpec, 0.1, 1.0), 40.0);\n"
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" gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n"
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"}\n"
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};
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static FragmentTest fpDepTex = {
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"Dependent Lookup", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"uniform sampler2D u_tex0;\n"
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"void main() {\n"
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" vec4 t = texture2D(u_tex0, v_tex0);\n"
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" t += texture2D(u_tex0, t.xy);\n"
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" gl_FragColor = t;\n"
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"}\n"
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};
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static FragmentTest fpModulateConstantTex = {
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"Texture modulate constant", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"uniform sampler2D u_tex0;\n"
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"uniform vec4 u_color;\n"
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"void main() {\n"
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" lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
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" c *= u_color;\n"
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" gl_FragColor = c;\n"
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"}\n"
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};
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static FragmentTest fpModulateVaryingTex = {
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"Texture modulate gradient", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"varying lowp vec4 v_color;\n"
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"uniform sampler2D u_tex0;\n"
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"void main() {\n"
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" lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
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" c *= v_color;\n"
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" gl_FragColor = c;\n"
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"}\n"
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};
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static FragmentTest fpModulateVaryingConstantTex = {
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"Texture modulate gradient constant", 1,
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"precision mediump float;\n"
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"varying vec2 v_tex0;\n"
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"varying lowp vec4 v_color;\n"
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"uniform sampler2D u_tex0;\n"
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"uniform vec4 u_color;\n"
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"void main() {\n"
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" lowp vec4 c = texture2D(u_tex0, v_tex0);\n"
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" c *= v_color;\n"
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" c *= u_color;\n"
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" gl_FragColor = c;\n"
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"}\n"
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};
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static FragmentTest *gFragmentTests[] = {
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&fpFill,
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&fpGradient,
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&fpCopyTex,
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&fpCopyTexGamma,
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&fpTexSpec,
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&fpDepTex,
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&fpModulateConstantTex,
|
||||
&fpModulateVaryingTex,
|
||||
&fpModulateVaryingConstantTex,
|
||||
|
||||
};
|
||||
|
||||
static const size_t gFragmentTestCount = sizeof(gFragmentTests) / sizeof(gFragmentTests[0]);
|
|
@ -32,82 +32,17 @@ bool done;
|
|||
|
||||
// Saves the parameters of the test (so we can print them out when we finish the timing.)
|
||||
|
||||
char saveBuf[1024];
|
||||
|
||||
|
||||
int pgm;
|
||||
|
||||
void ptSwap() {
|
||||
}
|
||||
|
||||
static void doSingleTest(uint32_t w, uint32_t h,
|
||||
bool useVarColor,
|
||||
int texCount,
|
||||
bool modulateFirstTex,
|
||||
int extraMath,
|
||||
int tex0, int tex1) {
|
||||
int doSingleTestState = (stateClock / doLoopStates) % doSingleTestStates;
|
||||
// LOGI("doSingleTest %d\n", doSingleTestState);
|
||||
switch (doSingleTestState) {
|
||||
case 0: {
|
||||
char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
|
||||
pgm = createProgram(gVertexShader, pgmTxt);
|
||||
if (!pgm) {
|
||||
LOGE("error running test\n");
|
||||
return;
|
||||
}
|
||||
int loc = glGetUniformLocation(pgm, "u_tex0");
|
||||
if (loc >= 0) glUniform1i(loc, 0);
|
||||
loc = glGetUniformLocation(pgm, "u_tex1");
|
||||
if (loc >= 0) glUniform1i(loc, 1);
|
||||
void doTest() {
|
||||
uint32_t testNum = stateClock >> 2;
|
||||
int texSize = ((stateClock >> 1) & 0x1) + 1;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, tex0);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, tex1);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDisable(GL_BLEND);
|
||||
char str2[1024];
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 0",
|
||||
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
|
||||
doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
|
||||
}
|
||||
break;
|
||||
case 1: {
|
||||
char str2[1024];
|
||||
glEnable(GL_BLEND);
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 1",
|
||||
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void doTest(uint32_t w, uint32_t h) {
|
||||
int testState = stateClock / (doLoopStates * doSingleTestStates);
|
||||
int texCount;
|
||||
int extraMath;
|
||||
int testSubState;
|
||||
const int extraMathCount = 5;
|
||||
const int texCount0SubTestCount = 2;
|
||||
const int texCountNSubTestCount = 8;
|
||||
|
||||
if ( testState < extraMathCount * texCount0SubTestCount) {
|
||||
texCount = 0; // Only 10 tests for texCount 0
|
||||
extraMath = (testState / texCount0SubTestCount) % extraMathCount;
|
||||
testSubState = testState % texCount0SubTestCount;
|
||||
} else {
|
||||
texCount = 1 + (testState - extraMathCount * texCount0SubTestCount) / (extraMathCount * texCountNSubTestCount);
|
||||
extraMath = (testState / texCountNSubTestCount) % extraMathCount;
|
||||
testSubState = testState % texCountNSubTestCount;
|
||||
}
|
||||
if (texCount >= 3) {
|
||||
if (testNum >= gFragmentTestCount) {
|
||||
LOGI("done\n");
|
||||
if (fOut) {
|
||||
fclose(fOut);
|
||||
|
@ -117,36 +52,10 @@ void doTest(uint32_t w, uint32_t h) {
|
|||
return;
|
||||
}
|
||||
|
||||
|
||||
// LOGI("doTest %d %d %d\n", texCount, extraMath, testSubState);
|
||||
|
||||
switch(testSubState) {
|
||||
case 0:
|
||||
doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
|
||||
break;
|
||||
case 1:
|
||||
doSingleTest(w, h, true, texCount, false, extraMath, 1, 1);
|
||||
break;
|
||||
case 2:
|
||||
doSingleTest(w, h, false, texCount, true, extraMath, 1, 1);
|
||||
break;
|
||||
case 3:
|
||||
doSingleTest(w, h, true, texCount, true, extraMath, 1, 1);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
doSingleTest(w, h, false, texCount, false, extraMath, 2, 2);
|
||||
break;
|
||||
case 5:
|
||||
doSingleTest(w, h, true, texCount, false, extraMath, 2, 2);
|
||||
break;
|
||||
case 6:
|
||||
doSingleTest(w, h, false, texCount, true, extraMath, 2, 2);
|
||||
break;
|
||||
case 7:
|
||||
doSingleTest(w, h, true, texCount, true, extraMath, 2, 2);
|
||||
break;
|
||||
}
|
||||
// for (uint32_t num = 0; num < gFragmentTestCount; num++) {
|
||||
doSingleTest(testNum, texSize);
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
|
@ -156,27 +65,27 @@ extern "C" {
|
|||
|
||||
JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_init(JNIEnv * env, jobject obj, jint width, jint height)
|
||||
{
|
||||
gWidth = width;
|
||||
gHeight = height;
|
||||
if (!done) {
|
||||
w = width;
|
||||
h = height;
|
||||
stateClock = 0;
|
||||
done = false;
|
||||
setupVA();
|
||||
genTextures();
|
||||
const char* fileName = "/sdcard/glperf.csv";
|
||||
stateClock = 0;
|
||||
done = false;
|
||||
setupVA();
|
||||
genTextures();
|
||||
const char* fileName = "/sdcard/glperf.csv";
|
||||
if (fOut != NULL) {
|
||||
LOGI("Closing partially written output.n");
|
||||
fclose(fOut);
|
||||
fOut = NULL;
|
||||
}
|
||||
LOGI("Writing to: %s\n",fileName);
|
||||
fOut = fopen(fileName, "w");
|
||||
if (fOut == NULL) {
|
||||
LOGE("Could not open: %s\n", fileName);
|
||||
}
|
||||
LOGI("Writing to: %s\n",fileName);
|
||||
fOut = fopen(fileName, "w");
|
||||
if (fOut == NULL) {
|
||||
LOGE("Could not open: %s\n", fileName);
|
||||
}
|
||||
|
||||
LOGI("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
|
||||
if (fOut) fprintf(fOut,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
|
||||
LOGI("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
|
||||
if (fOut) fprintf(fOut,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -184,11 +93,11 @@ JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_step(JNIEnv * env, jobj
|
|||
{
|
||||
if (! done) {
|
||||
if (stateClock > 0 && ((stateClock & 1) == 0)) {
|
||||
endTimer(saveBuf, w, h, 1, 100);
|
||||
//endTimer(100);
|
||||
}
|
||||
doTest(w, h);
|
||||
doTest();
|
||||
stateClock++;
|
||||
} else {
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue