| Index: client/deps/glbench/src/main.cc
|
| diff --git a/client/deps/glbench/src/main.cc b/client/deps/glbench/src/main.cc
|
| index 08c19bd0680fa3faa0346c3dc5112ee6b3b22246..0d42ca85772a97b0761beaf2f81421ca65de129d 100644
|
| --- a/client/deps/glbench/src/main.cc
|
| +++ b/client/deps/glbench/src/main.cc
|
| @@ -70,7 +70,6 @@ void RunTest(BenchFunc f, const char *name, float coefficient, bool inverse) {
|
| static int arg1 = 0;
|
| static void *arg2 = NULL;
|
|
|
| -
|
| void SwapTestFunc(int iter) {
|
| for (int i = 0 ; i < iter; ++i) {
|
| SwapBuffers();
|
| @@ -81,7 +80,6 @@ void SwapTest() {
|
| RunTest(SwapTestFunc, "us_swap_swap", 1.f, false);
|
| }
|
|
|
| -
|
| void ClearTestFunc(int iter) {
|
| GLbitfield mask = arg1;
|
| glClear(mask);
|
| @@ -577,6 +575,230 @@ void YuvToRgbShaderTest2() {
|
| YuvToRgbShaderTestHelper(2, "yuv_shader_2");
|
| }
|
|
|
| +static GLuint compositing_textures[5];
|
| +static uint32_t texture_base[WINDOW_HEIGHT*WINDOW_WIDTH];
|
| +static uint32_t texture_update[WINDOW_HEIGHT*WINDOW_WIDTH];
|
| +static ShaderProgram compositing_background_program = 0;
|
| +static ShaderProgram compositing_foreground_program = 0;
|
| +
|
| +void InitBaseTexture() {
|
| + for (int y = 0; y < WINDOW_HEIGHT; y++) {
|
| + for (int x = 0; x < WINDOW_WIDTH; x++) {
|
| + // This color is gray, half alpha.
|
| + texture_base[y*WINDOW_WIDTH+x] = 0x80808080;
|
| + }
|
| + }
|
| +}
|
| +
|
| +// UpdateTexture simulates Chrome updating tab contents.
|
| +// We cause a bunch of read and write cpu memory bandwidth.
|
| +// It's a very rough approximation.
|
| +void UpdateTexture() {
|
| + memcpy(texture_update, texture_base, sizeof(texture_base));
|
| +}
|
| +
|
| +void LoadTexture() {
|
| + // Use GL_RGBA for compatibility with GLES2.0.
|
| + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
| + WINDOW_WIDTH, WINDOW_HEIGHT, 0,
|
| + GL_RGBA, GL_UNSIGNED_BYTE, texture_update);
|
| +}
|
| +
|
| +// Test how fast we can do full-screen compositing of images
|
| +// continuously updated from the CPU.
|
| +// This tests both GPU compositing performance and also
|
| +// CPU -> GPU data transfer speed.
|
| +// It is a basic perf test to make sure we have enough performance
|
| +// to run a compositing window manager.
|
| +void CompositingTestFunc(int iter) {
|
| + for (int i = 0 ; i < iter; ++i) {
|
| + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
| +
|
| + // Draw the background
|
| + glDisable(GL_BLEND);
|
| + glDisable(GL_DEPTH_TEST);
|
| + // We have to blend three textures, but we use multi-texture for this
|
| + // blending, not fb blend, to avoid the external memory traffic
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[0]);
|
| + glActiveTexture(GL_TEXTURE1);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[1]);
|
| + glActiveTexture(GL_TEXTURE2);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[2]);
|
| + // Set up the texture coordinate arrays
|
| + glClientActiveTexture(GL_TEXTURE0);
|
| + glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + glClientActiveTexture(GL_TEXTURE1);
|
| + glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + glClientActiveTexture(GL_TEXTURE2);
|
| + glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + // Use the right shader
|
| + glUseProgram(compositing_background_program);
|
| + // Draw the quad
|
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| +
|
| + // Set up one texture coordinate array
|
| + glClientActiveTexture(GL_TEXTURE0);
|
| + glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + glClientActiveTexture(GL_TEXTURE1);
|
| + glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + glClientActiveTexture(GL_TEXTURE2);
|
| + glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + // Use the right shader
|
| + glUseProgram(compositing_foreground_program);
|
| +
|
| + // Compositing is blending, so we shall blend.
|
| + glEnable(GL_BLEND);
|
| + // Depth test is on for window occlusion
|
| + glEnable(GL_DEPTH_TEST);
|
| +
|
| + // Draw window number one
|
| + // This update acts like a chrome webkit sw rendering update.
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[3]);
|
| + UpdateTexture();
|
| + // TODO(papakipos): this LoadTexture is likely doing more CPU memory copies
|
| + // than we would like.
|
| + LoadTexture();
|
| + // TODO(papakipos): add color interpolation here, and modulate
|
| + // texture against it.
|
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| +
|
| + // Draw window number two
|
| + // This is a static window, so we don't update it.
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[4]);
|
| + // TODO(papakipos): add color interpolation here, and modulate
|
| + // texture against it.
|
| + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
| + }
|
| +}
|
| +
|
| +void InitializeCompositing() {
|
| + InitBaseTexture();
|
| +
|
| + glClearColor(0.f, 0.f, 0.f, 0.f);
|
| + glDisable(GL_DEPTH_TEST);
|
| + glDisable(GL_BLEND);
|
| + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
| + glDepthFunc(GL_LEQUAL);
|
| +
|
| + glGenTextures(5, compositing_textures);
|
| + glActiveTexture(GL_TEXTURE0);
|
| + for (int i = 0; i < 5; i++) {
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[i]);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
| + GL_LINEAR);
|
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
| + GL_LINEAR);
|
| + }
|
| +
|
| + glColor4f(1.f, 1.f, 1.f, 1.f);
|
| +
|
| + // Set up the vertex arrays for drawing textured quads later on.
|
| + glEnableClientState(GL_VERTEX_ARRAY);
|
| + GLfloat buffer_vertex[8] = {
|
| + -1.f, -1.f,
|
| + 1.f, -1.f,
|
| + -1.f, 1.f,
|
| + 1.f, 1.f,
|
| + };
|
| + GLuint vbo_vertex = SetupVBO(GL_ARRAY_BUFFER,
|
| + sizeof(buffer_vertex), buffer_vertex);
|
| + if (!vbo_vertex)
|
| + printf("# Not Using VBO!\n");
|
| + glVertexPointer(2, GL_FLOAT, 0, vbo_vertex ? 0 : buffer_vertex);
|
| +
|
| + GLfloat buffer_texture[8] = {
|
| + 0.f, 0.f,
|
| + 1.f, 0.f,
|
| + 0.f, 1.f,
|
| + 1.f, 1.f,
|
| + };
|
| + GLuint vbo_texture = SetupVBO(GL_ARRAY_BUFFER,
|
| + sizeof(buffer_texture), buffer_texture);
|
| + for (int i = 0; i < 3; i++) {
|
| + glClientActiveTexture(GL_TEXTURE0 + i);
|
| + glTexCoordPointer(2, GL_FLOAT, 0, vbo_texture ? 0 : buffer_texture);
|
| + glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
| + }
|
| +
|
| + // Set up the static background textures.
|
| + UpdateTexture();
|
| + UpdateTexture();
|
| + UpdateTexture();
|
| + // Load these textures into bound texture ids and keep using them
|
| + // from there to avoid having to reload this texture every frame
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[0]);
|
| + LoadTexture();
|
| + glActiveTexture(GL_TEXTURE1);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[1]);
|
| + LoadTexture();
|
| + glActiveTexture(GL_TEXTURE2);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[2]);
|
| + LoadTexture();
|
| +
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[3]);
|
| + UpdateTexture();
|
| + LoadTexture();
|
| +
|
| + glActiveTexture(GL_TEXTURE0);
|
| + glBindTexture(GL_TEXTURE_2D, compositing_textures[4]);
|
| + UpdateTexture();
|
| + LoadTexture();
|
| +
|
| + // Set up vertex & fragment shaders.
|
| + compositing_background_program =
|
| + TripleTextureBlendShaderProgram(vbo_vertex,
|
| + vbo_texture, vbo_texture, vbo_texture);
|
| + compositing_foreground_program =
|
| + BasicTextureShaderProgram(vbo_vertex, vbo_texture);
|
| + if ((!compositing_background_program) ||
|
| + (!compositing_foreground_program)) {
|
| + printf("# Could not set up compositing shader.\n");
|
| + }
|
| +
|
| + if (!vbo_vertex)
|
| + printf("# Not Using VBO!\n");
|
| + glVertexPointer(2, GL_FLOAT, 0, vbo_vertex ? 0 : buffer_vertex);
|
| +}
|
| +
|
| +void TeardownCompositing() {
|
| + glDeleteProgram(compositing_background_program);
|
| + glDeleteProgram(compositing_foreground_program);
|
| +}
|
| +
|
| +// Notes on the window manager compositing test:
|
| +// Depth
|
| +// Depth complexity = 3: background, active window, static window
|
| +// Background: may be a tex-blend of three images (2.5d effect)
|
| +// The windows -- at most two, fullscreen
|
| +// Depth test is on, passing most of the time.
|
| +// A lot of texture min-filtering -- not modelled
|
| +// One of the two windows is getting live browser frame updates -- not mod
|
| +// The live window runs at x/2 and y/2 size -- not modelled
|
| +// The two windows are modulated by color interpolation to get gradient
|
| +static float screen_scale_factor = (1e6f*
|
| + (WINDOW_WIDTH*WINDOW_HEIGHT)/
|
| + (1280.f*768));
|
| +
|
| +void WindowManagerCompositingTest() {
|
| + InitializeCompositing();
|
| + RunTest(CompositingTestFunc, "1280x768_fps_compositing",
|
| + screen_scale_factor, true);
|
| + TeardownCompositing();
|
| +}
|
| +
|
| +void NoFillWindowManagerCompositingTest() {
|
| + glScissor(0, 0, 1, 1);
|
| + glEnable(GL_SCISSOR_TEST);
|
| + InitializeCompositing();
|
| + RunTest(CompositingTestFunc, "1280x768_fps_no_fill_compositing",
|
| + screen_scale_factor, true);
|
| + TeardownCompositing();
|
| +}
|
|
|
| // TODO: get resources file from a command line option or something.
|
| // TODO: use proper command line parsing library.
|
| @@ -620,6 +842,8 @@ int main(int argc, char *argv[]) {
|
| VaryingsAndDdxyShaderTest,
|
| YuvToRgbShaderTest1,
|
| YuvToRgbShaderTest2,
|
| + NoFillWindowManagerCompositingTest,
|
| + WindowManagerCompositingTest,
|
| };
|
|
|
| uint64_t done = GetUTime() + 1000000ULL * seconds_to_run;
|
|
|