Update filltest.
Change-Id: I37f2bde9898046eafb6431519dae78bf6f368f05
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316
opengl/tests/gl_perf/fill_common.cpp
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316
opengl/tests/gl_perf/fill_common.cpp
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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FILE * fOut = NULL;
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void ptSwap();
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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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LOGE("after %s() glError (0x%x)\n", op, error);
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}
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}
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GLuint loadShader(GLenum shaderType, const char* pSource) {
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GLuint shader = glCreateShader(shaderType);
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if (shader) {
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glShaderSource(shader, 1, &pSource, NULL);
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glCompileShader(shader);
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(shader, infoLen, NULL, buf);
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LOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
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free(buf);
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}
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glDeleteShader(shader);
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shader = 0;
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}
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}
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}
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return shader;
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}
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enum {
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A_POS,
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A_COLOR,
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A_TEX0,
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A_TEX1
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};
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GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
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GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
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if (!vertexShader) {
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return 0;
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}
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GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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if (!pixelShader) {
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return 0;
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}
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GLuint program = glCreateProgram();
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if (program) {
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glAttachShader(program, vertexShader);
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checkGlError("glAttachShader v");
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glAttachShader(program, pixelShader);
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checkGlError("glAttachShader p");
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glBindAttribLocation(program, A_POS, "a_pos");
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glBindAttribLocation(program, A_COLOR, "a_color");
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glBindAttribLocation(program, A_TEX0, "a_tex0");
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glBindAttribLocation(program, A_TEX1, "a_tex1");
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glLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = (char*) malloc(bufLength);
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if (buf) {
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glGetProgramInfoLog(program, bufLength, NULL, buf);
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LOGE("Could not link program:\n%s\n", buf);
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free(buf);
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}
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}
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glDeleteProgram(program);
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program = 0;
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}
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}
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checkGlError("createProgram");
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glUseProgram(program);
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return program;
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}
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uint64_t getTime() {
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struct timespec t;
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clock_gettime(CLOCK_MONOTONIC, &t);
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return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
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}
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uint64_t gTime;
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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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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 mpps = pixels / delta / 1000000;
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double dc60 = pixels / delta / (w * h) / 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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fflush(fOut);
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} else {
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printf("%s, %f, %f\n", str, mpps, dc60);
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}
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LOGI("%s, %f, %f\r\n", str, mpps, dc60);
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}
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static const char gVertexShader[] =
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"attribute vec4 a_pos;\n"
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"attribute vec4 a_color;\n"
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"attribute vec2 a_tex0;\n"
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"attribute vec2 a_tex1;\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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"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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" 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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1.0f,-1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f };
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static const float color[] = {
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1.0f,0.0f,1.0f,1.0f,
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0.0f,0.0f,1.0f,1.0f,
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1.0f,1.0f,0.0f,1.0f,
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1.0f,1.0f,1.0f,1.0f };
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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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static const float tex1[] = {
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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,0.0f };
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glEnableVertexAttribArray(A_POS);
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glEnableVertexAttribArray(A_COLOR);
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glEnableVertexAttribArray(A_TEX0);
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glEnableVertexAttribArray(A_TEX1);
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glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
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glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
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glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
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glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
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}
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static void randUniform(int pgm, const char *var) {
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int loc = glGetUniformLocation(pgm, var);
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if (loc >= 0) {
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float x = ((float)rand()) / RAND_MAX;
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float y = ((float)rand()) / RAND_MAX;
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float z = ((float)rand()) / RAND_MAX;
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float w = ((float)rand()) / RAND_MAX;
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glUniform4f(loc, x, y, z, w);
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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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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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glFinish();
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return;
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}
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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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randUniform(pgm, "u_color");
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randUniform(pgm, "u_0");
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randUniform(pgm, "u_1");
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randUniform(pgm, "u_2");
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randUniform(pgm, "u_3");
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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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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}
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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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}
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}
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glBindTexture(GL_TEXTURE_2D, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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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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}
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}
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glBindTexture(GL_TEXTURE_2D, 2);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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}
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#include <GLES2/gl2ext.h>
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#include <utils/Timers.h>
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#include <EGL/egl.h>
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#include <utils/Log.h>
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using namespace android;
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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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fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
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}
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}
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GLuint loadShader(GLenum shaderType, const char* pSource) {
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GLuint shader = glCreateShader(shaderType);
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if (shader) {
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glShaderSource(shader, 1, &pSource, NULL);
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glCompileShader(shader);
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(shader, infoLen, NULL, buf);
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fprintf(stderr, "Could not compile shader %d:\n%s\n",
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shaderType, buf);
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free(buf);
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}
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glDeleteShader(shader);
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shader = 0;
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}
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}
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}
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return shader;
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}
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enum {
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A_POS,
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A_COLOR,
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A_TEX0,
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A_TEX1
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};
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GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
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GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
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if (!vertexShader) {
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return 0;
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}
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GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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if (!pixelShader) {
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return 0;
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}
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GLuint program = glCreateProgram();
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if (program) {
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glAttachShader(program, vertexShader);
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checkGlError("glAttachShader v");
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glAttachShader(program, pixelShader);
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checkGlError("glAttachShader p");
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glBindAttribLocation(program, A_POS, "a_pos");
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glBindAttribLocation(program, A_COLOR, "a_color");
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glBindAttribLocation(program, A_TEX0, "a_tex0");
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glBindAttribLocation(program, A_TEX1, "a_tex1");
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glLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = (char*) malloc(bufLength);
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if (buf) {
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glGetProgramInfoLog(program, bufLength, NULL, buf);
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printf("Could not link program:\n%s\n", buf);
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free(buf);
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}
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}
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glDeleteProgram(program);
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program = 0;
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}
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}
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checkGlError("createProgram");
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glUseProgram(program);
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return program;
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}
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uint64_t getTime() {
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struct timespec t;
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clock_gettime(CLOCK_MONOTONIC, &t);
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return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
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}
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uint64_t gTime;
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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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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 mpps = pixels / delta / 1000000;
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double dc60 = pixels / delta / (w * h) / 60;
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printf("%s, %f, %f\n", str, mpps, dc60);
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}
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static const char gVertexShader[] =
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"attribute vec4 a_pos;\n"
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"attribute vec4 a_color;\n"
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"attribute vec2 a_tex0;\n"
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"attribute vec2 a_tex1;\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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"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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" 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"
|
||||
"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);
|
||||
}
|
||||
#include "fill_common.cpp"
|
||||
|
||||
static void doSingleTest(uint32_t w, uint32_t h,
|
||||
bool useVarColor,
|
||||
@ -289,26 +46,10 @@ static void doSingleTest(uint32_t w, uint32_t h,
|
||||
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);
|
||||
@ -319,42 +60,16 @@ static void doSingleTest(uint32_t w, uint32_t h,
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDisable(GL_BLEND);
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 0",
|
||||
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
doLoop(w, h, str2);
|
||||
//sprintf(str2, "%i, %i, %i, %i, %i, 0",
|
||||
//useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
//doLoop(true, pgm, w, h, str2);
|
||||
//doLoop(false, pgm, w, h, str2);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 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);
|
||||
|
||||
doLoop(true, pgm, w, h, str2);
|
||||
doLoop(false, pgm, w, h, str2);
|
||||
}
|
||||
|
||||
bool doTest(uint32_t w, uint32_t h) {
|
||||
@ -363,7 +78,7 @@ bool doTest(uint32_t w, uint32_t h) {
|
||||
|
||||
printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n");
|
||||
|
||||
for (int texCount = 0; texCount < 3; texCount++) {
|
||||
for (int texCount = 0; texCount < 2; texCount++) {
|
||||
for (int extraMath = 0; extraMath < 5; extraMath++) {
|
||||
|
||||
doSingleTest(w, h, false, texCount, false, extraMath, 1, 1);
|
||||
|
@ -13,243 +13,8 @@
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
FILE * out;
|
||||
#include "../../gl_perf/fill_common.cpp"
|
||||
|
||||
static void printGLString(const char *name, GLenum s) {
|
||||
const char *v = (const char *) glGetString(s);
|
||||
LOGI("GL %s = %s\n", name, v);
|
||||
}
|
||||
|
||||
static void checkGlError(const char* op) {
|
||||
for (GLint error = glGetError(); error; error
|
||||
= glGetError()) {
|
||||
LOGI("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);
|
||||
LOGE("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);
|
||||
LOGE("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;
|
||||
|
||||
LOGI("%s, %f, %f\n", str, mpps, dc60);
|
||||
if (out) {
|
||||
fprintf(out, "%s, %f, %f\r\n", str, mpps, dc60);
|
||||
fflush(out);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
//LOGI("%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);
|
||||
}
|
||||
|
||||
//////////////////////////
|
||||
|
||||
@ -269,23 +34,10 @@ bool done;
|
||||
|
||||
char saveBuf[1024];
|
||||
|
||||
static void doLoop(uint32_t w, uint32_t h, const char *str) {
|
||||
int doLoopState = stateClock % doLoopStates;
|
||||
// LOGI("doLoop %d\n", doLoopState);
|
||||
switch(doLoopState) {
|
||||
case 0:
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
break;
|
||||
case 1:
|
||||
strcpy(saveBuf, str);
|
||||
startTimer();
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
for (int ct=0; ct < 100; ct++) {
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
int pgm;
|
||||
|
||||
void ptSwap() {
|
||||
}
|
||||
|
||||
static void doSingleTest(uint32_t w, uint32_t h,
|
||||
@ -299,32 +51,16 @@ static void doSingleTest(uint32_t w, uint32_t h,
|
||||
switch (doSingleTestState) {
|
||||
case 0: {
|
||||
char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath);
|
||||
int pgm = createProgram(gVertexShader, pgmTxt);
|
||||
pgm = createProgram(gVertexShader, pgmTxt);
|
||||
if (!pgm) {
|
||||
LOGE("error running test\n");
|
||||
return;
|
||||
}
|
||||
int loc = glGetUniformLocation(pgm, "u_tex0");
|
||||
//LOGI("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);
|
||||
@ -337,7 +73,8 @@ static void doSingleTest(uint32_t w, uint32_t h,
|
||||
char str2[1024];
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 0",
|
||||
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
doLoop(w, h, str2);
|
||||
|
||||
doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
|
||||
}
|
||||
break;
|
||||
case 1: {
|
||||
@ -345,39 +82,12 @@ static void doSingleTest(uint32_t w, uint32_t h,
|
||||
glEnable(GL_BLEND);
|
||||
sprintf(str2, "%i, %i, %i, %i, %i, 1",
|
||||
useVarColor, texCount, modulateFirstTex, extraMath, tex0);
|
||||
doLoop(w, h, str2);
|
||||
doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
void doTest(uint32_t w, uint32_t h) {
|
||||
int testState = stateClock / (doLoopStates * doSingleTestStates);
|
||||
@ -399,9 +109,9 @@ void doTest(uint32_t w, uint32_t h) {
|
||||
}
|
||||
if (texCount >= 3) {
|
||||
LOGI("done\n");
|
||||
if (out) {
|
||||
fclose(out);
|
||||
out = NULL;
|
||||
if (fOut) {
|
||||
fclose(fOut);
|
||||
fOut = NULL;
|
||||
}
|
||||
done = true;
|
||||
return;
|
||||
@ -454,19 +164,19 @@ JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_init(JNIEnv * env, jobj
|
||||
setupVA();
|
||||
genTextures();
|
||||
const char* fileName = "/sdcard/glperf.csv";
|
||||
if (out != NULL) {
|
||||
if (fOut != NULL) {
|
||||
LOGI("Closing partially written output.n");
|
||||
fclose(out);
|
||||
out = NULL;
|
||||
fclose(fOut);
|
||||
fOut = NULL;
|
||||
}
|
||||
LOGI("Writing to: %s\n",fileName);
|
||||
out = fopen(fileName, "w");
|
||||
if (out == NULL) {
|
||||
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 (out) fprintf(out,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
|
||||
if (fOut) fprintf(fOut,"varColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\r\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user