| /* |
| * 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); |
| |
| } |
| |
| |