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; |