5b11920b1a
Change-Id: I26f76452ac49e2890b14d133c065493d8df0fb4a
299 lines
8.9 KiB
C++
299 lines
8.9 KiB
C++
/*
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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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#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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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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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 = (gWidth * gHeight) * count;
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double mpps = pixels / delta / 1000000;
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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", gCurrentTestName, mpps, dc60);
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fflush(fOut);
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} else {
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printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
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}
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ALOGI("%s, %f, %f\r\n", gCurrentTestName, 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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"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 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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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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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 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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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 (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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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(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] = 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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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] = 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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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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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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