From 7920987182de225959a3bf40f36fd5ee23204cae Mon Sep 17 00:00:00 2001 From: Jason Sams Date: Tue, 20 Jul 2010 19:37:58 -0700 Subject: [PATCH] Update filltest. Change-Id: I37f2bde9898046eafb6431519dae78bf6f368f05 --- opengl/tests/gl_perf/fill_common.cpp | 316 +++++++++++++++++++++++ opengl/tests/gl_perf/filltest.cpp | 303 +--------------------- opengl/tests/gl_perfapp/jni/gl_code.cpp | 326 ++---------------------- 3 files changed, 343 insertions(+), 602 deletions(-) create mode 100644 opengl/tests/gl_perf/fill_common.cpp diff --git a/opengl/tests/gl_perf/fill_common.cpp b/opengl/tests/gl_perf/fill_common.cpp new file mode 100644 index 000000000..36db1b021 --- /dev/null +++ b/opengl/tests/gl_perf/fill_common.cpp @@ -0,0 +1,316 @@ +/* + * Copyright (C) 2007 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +FILE * fOut = NULL; +void ptSwap(); + +static void checkGlError(const char* op) { + for (GLint error = glGetError(); error; error + = glGetError()) { + LOGE("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; + + if (fOut) { + fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60); + fflush(fOut); + } else { + printf("%s, %f, %f\n", str, mpps, dc60); + } + LOGI("%s, %f, %f\r\n", str, mpps, dc60); +} + + +static const char gVertexShader[] = + "attribute vec4 a_pos;\n" + "attribute vec4 a_color;\n" + "attribute vec2 a_tex0;\n" + "attribute vec2 a_tex1;\n" + "varying vec4 v_color;\n" + "varying vec2 v_tex0;\n" + "varying vec2 v_tex1;\n" + + "void main() {\n" + " v_color = a_color;\n" + " v_tex0 = a_tex0;\n" + " v_tex1 = a_tex1;\n" + " gl_Position = a_pos;\n" + "}\n"; + +static const char gShaderPrefix[] = + "precision mediump float;\n" + "uniform vec4 u_color;\n" + "uniform vec4 u_0;\n" + "uniform vec4 u_1;\n" + "uniform vec4 u_2;\n" + "uniform vec4 u_3;\n" + "varying vec4 v_color;\n" + "varying vec2 v_tex0;\n" + "varying vec2 v_tex1;\n" + "uniform sampler2D u_tex0;\n" + "uniform sampler2D u_tex1;\n" + "void main() {\n"; + +static const char gShaderPostfix[] = + " gl_FragColor = c;\n" + "}\n"; + + +static char * append(char *d, const char *s) { + size_t len = strlen(s); + memcpy(d, s, len); + return d + len; +} + +static char * genShader( + bool useVarColor, + int texCount, + bool modulateFirstTex, + int extraMath) +{ + char *str = (char *)calloc(16 * 1024, 1); + char *tmp = append(str, gShaderPrefix); + + if (modulateFirstTex || !texCount) { + if (useVarColor) { + tmp = append(tmp, " vec4 c = v_color;\n"); + } else { + tmp = append(tmp, " vec4 c = u_color;\n"); + } + } else { + tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n"); + } + + if (modulateFirstTex && texCount) { + tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n"); + } + if (texCount > 1) { + tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n"); + } + + if (extraMath > 0) { + tmp = append(tmp, " c *= u_0;\n"); + } + if (extraMath > 1) { + tmp = append(tmp, " c += u_1;\n"); + } + if (extraMath > 2) { + tmp = append(tmp, " c *= u_2;\n"); + } + if (extraMath > 3) { + tmp = append(tmp, " c += u_3;\n"); + } + + + tmp = append(tmp, gShaderPostfix); + tmp[0] = 0; + + //printf("%s", str); + return str; +} + +static void setupVA() { + static const float vtx[] = { + -1.0f,-1.0f, + 1.0f,-1.0f, + -1.0f, 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); +} + +static void randUniform(int pgm, const char *var) { + int loc = glGetUniformLocation(pgm, var); + if (loc >= 0) { + float x = ((float)rand()) / RAND_MAX; + float y = ((float)rand()) / RAND_MAX; + float z = ((float)rand()) / RAND_MAX; + float w = ((float)rand()) / RAND_MAX; + glUniform4f(loc, x, y, z, w); + } +} + +static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) { + if (clear) { + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + ptSwap(); + glFinish(); + return; + } + + startTimer(); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); + for (int ct=0; ct < 100; ct++) { + randUniform(pgm, "u_color"); + randUniform(pgm, "u_0"); + randUniform(pgm, "u_1"); + randUniform(pgm, "u_2"); + randUniform(pgm, "u_3"); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + } + ptSwap(); + glFinish(); + endTimer(str, w, h, 1, 100); +} + +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); + +} + + diff --git a/opengl/tests/gl_perf/filltest.cpp b/opengl/tests/gl_perf/filltest.cpp index eb398ecdb..0dd4e22ec 100644 --- a/opengl/tests/gl_perf/filltest.cpp +++ b/opengl/tests/gl_perf/filltest.cpp @@ -25,256 +25,13 @@ #include #include #include +#include using namespace android; -static void checkGlError(const char* op) { - for (GLint error = glGetError(); error; error - = glGetError()) { - fprintf(stderr, "after %s() glError (0x%x)\n", op, error); - } -} -GLuint loadShader(GLenum shaderType, const char* pSource) { - GLuint shader = glCreateShader(shaderType); - if (shader) { - glShaderSource(shader, 1, &pSource, NULL); - glCompileShader(shader); - GLint compiled = 0; - glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); - if (!compiled) { - GLint infoLen = 0; - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); - if (infoLen) { - char* buf = (char*) malloc(infoLen); - if (buf) { - glGetShaderInfoLog(shader, infoLen, NULL, buf); - fprintf(stderr, "Could not compile shader %d:\n%s\n", - shaderType, buf); - free(buf); - } - glDeleteShader(shader); - shader = 0; - } - } - } - return shader; -} - -enum { - A_POS, - A_COLOR, - A_TEX0, - A_TEX1 -}; - -GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { - GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource); - if (!vertexShader) { - return 0; - } - - GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); - if (!pixelShader) { - return 0; - } - - GLuint program = glCreateProgram(); - if (program) { - glAttachShader(program, vertexShader); - checkGlError("glAttachShader v"); - glAttachShader(program, pixelShader); - checkGlError("glAttachShader p"); - - glBindAttribLocation(program, A_POS, "a_pos"); - glBindAttribLocation(program, A_COLOR, "a_color"); - glBindAttribLocation(program, A_TEX0, "a_tex0"); - glBindAttribLocation(program, A_TEX1, "a_tex1"); - glLinkProgram(program); - GLint linkStatus = GL_FALSE; - glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); - if (linkStatus != GL_TRUE) { - GLint bufLength = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); - if (bufLength) { - char* buf = (char*) malloc(bufLength); - if (buf) { - glGetProgramInfoLog(program, bufLength, NULL, buf); - printf("Could not link program:\n%s\n", buf); - free(buf); - } - } - glDeleteProgram(program); - program = 0; - } - } - checkGlError("createProgram"); - glUseProgram(program); - return program; -} - -uint64_t getTime() { - struct timespec t; - clock_gettime(CLOCK_MONOTONIC, &t); - return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000); -} - -uint64_t gTime; -void startTimer() { - gTime = getTime(); -} - -void endTimer(const char *str, int w, int h, double dc, int count) { - uint64_t t2 = getTime(); - double delta = ((double)(t2 - gTime)) / 1000000000; - double pixels = dc * (w * h) * count; - double mpps = pixels / delta / 1000000; - double dc60 = pixels / delta / (w * h) / 60; - - printf("%s, %f, %f\n", str, mpps, dc60); -} - -static const char gVertexShader[] = - "attribute vec4 a_pos;\n" - "attribute vec4 a_color;\n" - "attribute vec2 a_tex0;\n" - "attribute vec2 a_tex1;\n" - "varying vec4 v_color;\n" - "varying vec2 v_tex0;\n" - "varying vec2 v_tex1;\n" - - "void main() {\n" - " v_color = a_color;\n" - " v_tex0 = a_tex0;\n" - " v_tex1 = a_tex1;\n" - " gl_Position = a_pos;\n" - "}\n"; - -static const char gShaderPrefix[] = - "precision mediump float;\n" - "uniform vec4 u_color;\n" - "uniform vec4 u_0;\n" - "uniform vec4 u_1;\n" - "uniform vec4 u_2;\n" - "uniform vec4 u_3;\n" - "varying vec4 v_color;\n" - "varying vec2 v_tex0;\n" - "varying vec2 v_tex1;\n" - "uniform sampler2D u_tex0;\n" - "uniform sampler2D u_tex1;\n" - "void main() {\n"; - -static const char gShaderPostfix[] = - " gl_FragColor = c;\n" - "}\n"; - - -static char * append(char *d, const char *s) { - size_t len = strlen(s); - memcpy(d, s, len); - return d + len; -} - -static char * genShader( - bool useVarColor, - int texCount, - bool modulateFirstTex, - int extraMath) -{ - char *str = (char *)calloc(16 * 1024, 1); - char *tmp = append(str, gShaderPrefix); - - if (modulateFirstTex || !texCount) { - if (useVarColor) { - tmp = append(tmp, " vec4 c = v_color;\n"); - } else { - tmp = append(tmp, " vec4 c = u_color;\n"); - } - } else { - tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n"); - } - - if (modulateFirstTex && texCount) { - tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n"); - } - if (texCount > 1) { - tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n"); - } - - if (extraMath > 0) { - tmp = append(tmp, " c *= u_0;\n"); - } - if (extraMath > 1) { - tmp = append(tmp, " c *= u_1;\n"); - } - if (extraMath > 2) { - tmp = append(tmp, " c *= u_2;\n"); - } - if (extraMath > 3) { - tmp = append(tmp, " c *= u_3;\n"); - } - - - tmp = append(tmp, gShaderPostfix); - tmp[0] = 0; - - //printf("%s", str); - return str; -} - -static void setupVA() { - static const float vtx[] = { - -2.0f,-1.0f, - 1.0f,-1.0f, - -2.0f, 1.0f, - 1.0f, 1.0f }; - static const float color[] = { - 1.0f,0.0f,1.0f,1.0f, - 0.0f,0.0f,1.0f,1.0f, - 1.0f,1.0f,0.0f,1.0f, - 1.0f,1.0f,1.0f,1.0f }; - static const float tex0[] = { - 0.0f,0.0f, - 1.0f,0.0f, - 1.0f,1.0f, - 0.0f,1.0f }; - static const float tex1[] = { - 1.0f,0.0f, - 1.0f,1.0f, - 0.0f,1.0f, - 0.0f,0.0f }; - - glEnableVertexAttribArray(A_POS); - glEnableVertexAttribArray(A_COLOR); - glEnableVertexAttribArray(A_TEX0); - glEnableVertexAttribArray(A_TEX1); - - glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx); - glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color); - glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0); - glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1); -} - -////////////////////////// - -void ptSwap(); - -static void doLoop(uint32_t w, uint32_t h, const char *str) { - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - ptSwap(); - glFinish(); - - startTimer(); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); - for (int ct=0; ct < 100; ct++) { - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } - ptSwap(); - glFinish(); - endTimer(str, w, h, 1, 100); -} +#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); diff --git a/opengl/tests/gl_perfapp/jni/gl_code.cpp b/opengl/tests/gl_perfapp/jni/gl_code.cpp index 020d848fd..e643292c9 100644 --- a/opengl/tests/gl_perfapp/jni/gl_code.cpp +++ b/opengl/tests/gl_perfapp/jni/gl_code.cpp @@ -13,243 +13,8 @@ #include #include -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"); } }