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      1 /*
      2  * Copyright (C) 2007 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "fragment_shaders.cpp"
     18 
     19 FILE * fOut = NULL;
     20 void ptSwap();
     21 
     22 static char gCurrentTestName[1024];
     23 static uint32_t gWidth = 0;
     24 static uint32_t gHeight = 0;
     25 
     26 static void checkGlError(const char* op) {
     27     for (GLint error = glGetError(); error; error
     28             = glGetError()) {
     29         ALOGE("after %s() glError (0x%x)\n", op, error);
     30     }
     31 }
     32 
     33 GLuint loadShader(GLenum shaderType, const char* pSource) {
     34     GLuint shader = glCreateShader(shaderType);
     35     if (shader) {
     36         glShaderSource(shader, 1, &pSource, NULL);
     37         glCompileShader(shader);
     38         GLint compiled = 0;
     39         glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
     40         if (!compiled) {
     41             GLint infoLen = 0;
     42             glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
     43             if (infoLen) {
     44                 char* buf = (char*) malloc(infoLen);
     45                 if (buf) {
     46                     glGetShaderInfoLog(shader, infoLen, NULL, buf);
     47                     ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
     48                     free(buf);
     49                 }
     50                 glDeleteShader(shader);
     51                 shader = 0;
     52             }
     53         }
     54     }
     55     return shader;
     56 }
     57 
     58 enum {
     59     A_POS,
     60     A_COLOR,
     61     A_TEX0,
     62     A_TEX1
     63 };
     64 
     65 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
     66     GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
     67     if (!vertexShader) {
     68         return 0;
     69     }
     70 
     71     GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
     72     if (!pixelShader) {
     73         return 0;
     74     }
     75 
     76     GLuint program = glCreateProgram();
     77     if (program) {
     78         glAttachShader(program, vertexShader);
     79         checkGlError("glAttachShader v");
     80         glAttachShader(program, pixelShader);
     81         checkGlError("glAttachShader p");
     82 
     83         glBindAttribLocation(program, A_POS, "a_pos");
     84         glBindAttribLocation(program, A_COLOR, "a_color");
     85         glBindAttribLocation(program, A_TEX0, "a_tex0");
     86         glBindAttribLocation(program, A_TEX1, "a_tex1");
     87         glLinkProgram(program);
     88         GLint linkStatus = GL_FALSE;
     89         glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
     90         if (linkStatus != GL_TRUE) {
     91             GLint bufLength = 0;
     92             glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
     93             if (bufLength) {
     94                 char* buf = (char*) malloc(bufLength);
     95                 if (buf) {
     96                     glGetProgramInfoLog(program, bufLength, NULL, buf);
     97                     ALOGE("Could not link program:\n%s\n", buf);
     98                     free(buf);
     99                 }
    100             }
    101             glDeleteProgram(program);
    102             program = 0;
    103         }
    104     }
    105     checkGlError("createProgram");
    106     glUseProgram(program);
    107     return program;
    108 }
    109 
    110 uint64_t getTime() {
    111     struct timespec t;
    112     clock_gettime(CLOCK_MONOTONIC, &t);
    113     return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
    114 }
    115 
    116 uint64_t gTime;
    117 void startTimer() {
    118     gTime = getTime();
    119 }
    120 
    121 
    122 static void endTimer(int count) {
    123     uint64_t t2 = getTime();
    124     double delta = ((double)(t2 - gTime)) / 1000000000;
    125     double pixels = (gWidth * gHeight) * count;
    126     double mpps = pixels / delta / 1000000;
    127     double dc60 = ((double)count) / delta / 60;
    128 
    129     if (fOut) {
    130         fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
    131         fflush(fOut);
    132     } else {
    133         printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
    134     }
    135     ALOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
    136 }
    137 
    138 
    139 static const char gVertexShader[] =
    140     "attribute vec4 a_pos;\n"
    141     "attribute vec4 a_color;\n"
    142     "attribute vec2 a_tex0;\n"
    143     "attribute vec2 a_tex1;\n"
    144     "varying vec4 v_color;\n"
    145     "varying vec2 v_tex0;\n"
    146     "varying vec2 v_tex1;\n"
    147     "uniform vec2 u_texOff;\n"
    148 
    149     "void main() {\n"
    150     "    v_color = a_color;\n"
    151     "    v_tex0 = a_tex0;\n"
    152     "    v_tex1 = a_tex1;\n"
    153     "    v_tex0.x += u_texOff.x;\n"
    154     "    v_tex1.y += u_texOff.y;\n"
    155     "    gl_Position = a_pos;\n"
    156     "}\n";
    157 
    158 static void setupVA() {
    159     static const float vtx[] = {
    160         -1.0f,-1.0f,
    161          1.0f,-1.0f,
    162         -1.0f, 1.0f,
    163          1.0f, 1.0f };
    164     static const float color[] = {
    165         1.0f,0.0f,1.0f,1.0f,
    166         0.0f,0.0f,1.0f,1.0f,
    167         1.0f,1.0f,0.0f,1.0f,
    168         1.0f,1.0f,1.0f,1.0f };
    169     static const float tex0[] = {
    170         0.0f,0.0f,
    171         1.0f,0.0f,
    172         0.0f,1.0f,
    173         1.0f,1.0f };
    174     static const float tex1[] = {
    175         1.0f,0.0f,
    176         1.0f,1.0f,
    177         0.0f,1.0f,
    178         0.0f,0.0f };
    179 
    180     glEnableVertexAttribArray(A_POS);
    181     glEnableVertexAttribArray(A_COLOR);
    182     glEnableVertexAttribArray(A_TEX0);
    183     glEnableVertexAttribArray(A_TEX1);
    184 
    185     glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
    186     glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
    187     glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
    188     glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
    189 }
    190 
    191 static void randUniform(int pgm, const char *var) {
    192     GLint loc = glGetUniformLocation(pgm, var);
    193     if (loc >= 0) {
    194         float x = ((float)rand()) / RAND_MAX;
    195         float y = ((float)rand()) / RAND_MAX;
    196         float z = ((float)rand()) / RAND_MAX;
    197         float w = ((float)rand()) / RAND_MAX;
    198         glUniform4f(loc, x, y, z, w);
    199     }
    200 }
    201 
    202 static void doLoop(bool warmup, int pgm, uint32_t passCount) {
    203     if (warmup) {
    204         glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    205         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    206         ptSwap();
    207         glFinish();
    208         return;
    209     }
    210 
    211     startTimer();
    212     glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    213     for (uint32_t ct=0; ct < passCount; ct++) {
    214         GLint loc = glGetUniformLocation(pgm, "u_texOff");
    215         glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
    216 
    217         randUniform(pgm, "u_color");
    218         randUniform(pgm, "u_0");
    219         randUniform(pgm, "u_1");
    220         randUniform(pgm, "u_2");
    221         randUniform(pgm, "u_3");
    222         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    223     }
    224     ptSwap();
    225     glFinish();
    226     endTimer(passCount);
    227 }
    228 
    229 
    230 static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
    231 {
    232     uint32_t ret = 0xff000000;
    233     ret |= r & 0xff;
    234     ret |= (g & 0xff) << 8;
    235     ret |= (b & 0xff) << 16;
    236     return ret;
    237 }
    238 
    239 void genTextures() {
    240     uint32_t *m = (uint32_t *)malloc(1024*1024*4);
    241     for (int y=0; y < 1024; y++){
    242         for (int x=0; x < 1024; x++){
    243             m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
    244         }
    245     }
    246     glBindTexture(GL_TEXTURE_2D, 1);
    247     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
    248     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    249     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    250     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    251     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    252 
    253     for (int y=0; y < 16; y++){
    254         for (int x=0; x < 16; x++){
    255             m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
    256         }
    257     }
    258     glBindTexture(GL_TEXTURE_2D, 2);
    259     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
    260     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    261     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    262     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    263     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    264     free(m);
    265 }
    266 
    267 static void doSingleTest(uint32_t pgmNum, int tex) {
    268     const char *pgmTxt = gFragmentTests[pgmNum]->txt;
    269     int pgm = createProgram(gVertexShader, pgmTxt);
    270     if (!pgm) {
    271         printf("error running test\n");
    272         return;
    273     }
    274     GLint loc = glGetUniformLocation(pgm, "u_tex0");
    275     if (loc >= 0) glUniform1i(loc, 0);
    276     loc = glGetUniformLocation(pgm, "u_tex1");
    277     if (loc >= 0) glUniform1i(loc, 1);
    278 
    279 
    280     glActiveTexture(GL_TEXTURE0);
    281     glBindTexture(GL_TEXTURE_2D, tex);
    282     glActiveTexture(GL_TEXTURE1);
    283     glBindTexture(GL_TEXTURE_2D, tex);
    284     glActiveTexture(GL_TEXTURE0);
    285 
    286     glBlendFunc(GL_ONE, GL_ONE);
    287     glDisable(GL_BLEND);
    288     //sprintf(str2, "%i, %i, %i, %i, %i, 0",
    289             //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
    290     //doLoop(true, pgm, w, h, str2);
    291     //doLoop(false, pgm, w, h, str2);
    292 
    293     glEnable(GL_BLEND);
    294     sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
    295     doLoop(true, pgm, 100);
    296     doLoop(false, pgm, 100);
    297 }
    298 
    299