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 
checkGlError(const char * op)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 
loadShader(GLenum shaderType,const char * pSource)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 
createProgram(const char * pVertexSource,const char * pFragmentSource)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 
getTime()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;
startTimer()117 void startTimer() {
118     gTime = getTime();
119 }
120 
121 
endTimer(int count)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 
setupVA()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 
randUniform(int pgm,const char * var)191 static void randUniform(int pgm, const char *var) {
192     GLint loc = glGetUniformLocation(pgm, var);
193     if (loc >= 0) {
194         float x = ((float)rand()) / (float)RAND_MAX;
195         float y = ((float)rand()) / (float)RAND_MAX;
196         float z = ((float)rand()) / (float)RAND_MAX;
197         float w = ((float)rand()) / (float)RAND_MAX;
198         glUniform4f(loc, x, y, z, w);
199     }
200 }
201 
doLoop(bool warmup,int pgm,uint32_t passCount)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 
rgb(uint32_t r,uint32_t g,uint32_t b)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 
genTextures()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 
doSingleTest(uint32_t pgmNum,int tex)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