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Unified Diff: client/deps/glbench/src/main.cc

Issue 2123013: Split tests into individual files. Got rid of globals by converting them to classes. (Closed) Base URL: ssh://git@chromiumos-git//autotest.git
Patch Set: addressed comments Created 10 years, 7 months ago
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Index: client/deps/glbench/src/main.cc
diff --git a/client/deps/glbench/src/main.cc b/client/deps/glbench/src/main.cc
index 1a46ed04a83c11fd552895b8a5820b963e821ed3..5f9a43132ccb1baa62e893563660e90cc96da0c0 100644
--- a/client/deps/glbench/src/main.cc
+++ b/client/deps/glbench/src/main.cc
@@ -11,828 +11,18 @@
#include "base/logging.h"
#include "main.h"
-#include "shaders.h"
#include "utils.h"
#include "yuv2rgb.h"
+#include "all_tests.h"
+#include "testbase.h"
+
const int enabled_tests_max = 8;
+// TODO: fix enabled_tests.
const char *enabled_tests[enabled_tests_max+1] = {NULL};
int seconds_to_run = 0;
-// Runs Bench on a test function f and prints out results. Bench function
-// returns the slope and bias of a linear model relating the argument passed to
-// f and time it took f to run. Normally the argument of f is assumed to be
-// number of iterations an operation is executed.
-//
-// coefficient is multiplied (if inverse is false) or divided (if inverse is
-// true) by the slope and the result is printed.
-//
-// The test will not run if enabled_tests is nonempty and no string in
-// enabled_tests is contained in name.
-//
-// Examples:
-// coefficient = width * height (measured in pixels), inverse = true
-// returns the throughput in megapixels per second;
-//
-// coefficient = 1, inverse = false
-// returns number of operations per second.
-void RunTest(BenchFunc f, const char *name, float coefficient, bool inverse) {
- float slope;
- int64_t bias;
-
- if (enabled_tests[0]) {
- bool found = false;
- for (const char **e = enabled_tests; *e; e++)
- if (strstr(name, *e)) {
- found = true;
- break;
- }
- if (!found)
- return;
- }
-
- GLenum err = glGetError();
- if (err != 0) {
- printf("# %s failed, glGetError returned 0x%x.\n", name, err);
- // float() in python will happily parse Nan.
- printf("%s: Nan\n", name);
- } else {
- if (Bench(f, &slope, &bias)) {
- printf("%s: %g\n", name, coefficient * (inverse ? 1.f / slope : slope));
- } else {
- printf("# %s is too slow, returning zero.\n", name);
- printf("%s: 0\n", name);
- }
- }
-}
-
-static int arg1 = 0;
-static void *arg2 = NULL;
-
-void SwapTestFunc(int iter) {
- for (int i = 0 ; i < iter; ++i) {
- SwapBuffers();
- }
-}
-
-void SwapTest() {
- RunTest(SwapTestFunc, "us_swap_swap", 1.f, false);
-}
-
-void ClearTestFunc(int iter) {
- GLbitfield mask = arg1;
- glClear(mask);
- glFlush(); // Kick GPU as soon as possible
- for (int i = 0 ; i < iter-1; ++i) {
- glClear(mask);
- }
-}
-
-
-void ClearTest() {
- arg1 = GL_COLOR_BUFFER_BIT;
- RunTest(ClearTestFunc, "mpixels_sec_clear_color", g_width * g_height, true);
-
- arg1 = GL_DEPTH_BUFFER_BIT;
- RunTest(ClearTestFunc, "mpixels_sec_clear_depth", g_width * g_height, true);
-
- arg1 = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
- RunTest(ClearTestFunc, "mpixels_sec_clear_colordepth",
- g_width * g_height, true);
-
- arg1 = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
- RunTest(ClearTestFunc, "mpixels_sec_clear_depthstencil",
- g_width * g_height, true);
-
- arg1 = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
- RunTest(ClearTestFunc, "mpixels_sec_clear_colordepthstencil",
- g_width * g_height, true);
-}
-
-
-GLuint SetupVBO(GLenum target, GLsizeiptr size, const GLvoid *data) {
- GLuint buf = ~0;
- glGenBuffers(1, &buf);
- glBindBuffer(target, buf);
- glBufferData(target, size, data, GL_STATIC_DRAW);
- CHECK(!glGetError());
- return buf;
-}
-
-
-GLuint SetupTexture(GLsizei size_log2) {
- GLsizei size = 1 << size_log2;
- GLuint name = ~0;
- glGenTextures(1, &name);
- glBindTexture(GL_TEXTURE_2D, name);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- unsigned char *pixels = new unsigned char[size * size * 4];
- if (!pixels)
- return 0;
-
- for (GLint level = 0; size > 0; level++, size /= 2) {
- unsigned char *p = pixels;
- for (int i = 0; i < size; i++) {
- for (int j = 0; j < size; j++) {
- *p++ = level %3 != 0 ? (i ^ j) << level : 0;
- *p++ = level %3 != 1 ? (i ^ j) << level : 0;
- *p++ = level %3 != 2 ? (i ^ j) << level : 0;
- *p++ = 255;
- }
- }
- if (size == 1) {
- unsigned char *p = pixels;
- *p++ = 255;
- *p++ = 255;
- *p++ = 255;
- *p++ = 255;
- }
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, size, size, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- }
- delete[] pixels;
- return name;
-}
-
-
-static void DrawArraysTestFunc(int iter);
-static void FillRateTestNormal(const char *name, float coeff=1.f);
-
-#ifndef USE_EGL
-static void FillRateTestBlendDepth(const char *name);
-
-void FillRateTest() {
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- glDisable(GL_DEPTH_TEST);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- GLfloat buffer_vertex[8] = {
- -1.f, -1.f,
- 1.f, -1.f,
- -1.f, 1.f,
- 1.f, 1.f,
- };
- GLfloat buffer_texture[8] = {
- 0.f, 0.f,
- 1.f, 0.f,
- 0.f, 1.f,
- 1.f, 1.f,
- };
- glEnableClientState(GL_VERTEX_ARRAY);
-
- GLuint vbo_vertex = SetupVBO(GL_ARRAY_BUFFER,
- sizeof(buffer_vertex), buffer_vertex);
- glVertexPointer(2, GL_FLOAT, 0, 0);
-
- GLuint vbo_texture = SetupVBO(GL_ARRAY_BUFFER,
- sizeof(buffer_texture), buffer_texture);
- glTexCoordPointer(2, GL_FLOAT, 0, 0);
-
- glColor4f(1.f, 0.f, 0.f, 1.f);
- FillRateTestNormal("fill_solid");
- FillRateTestBlendDepth("fill_solid");
-
- glColor4f(1.f, 1.f, 1.f, 1.f);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_TEXTURE_2D);
-
- GLuint texture = SetupTexture(9);
- FillRateTestNormal("fill_tex_nearest");
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- FillRateTestNormal("fill_tex_bilinear");
-
- // lod = 0.5
- glScalef(0.7071f, 0.7071f, 1.f);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_NEAREST);
- FillRateTestNormal("fill_tex_trilinear_nearest_05", 0.7071f * 0.7071f);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- FillRateTestNormal("fill_tex_trilinear_linear_05", 0.7071f * 0.7071f);
-
- // lod = 0.4
- glLoadIdentity();
- glScalef(0.758f, 0.758f, 1.f);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- FillRateTestNormal("fill_tex_trilinear_linear_04", 0.758f * 0.758f);
-
- // lod = 0.1
- glLoadIdentity();
- glScalef(0.933f, 0.933f, 1.f);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- FillRateTestNormal("fill_tex_trilinear_linear_01", 0.933f * 0.933f);
-
- glDeleteBuffers(1, &vbo_vertex);
- glDeleteBuffers(1, &vbo_texture);
- glDeleteTextures(1, &texture);
-}
-#endif
-
-
-static void FillRateTestNormal(const char *name, float coeff) {
- const int buffer_len = 64;
- char buffer[buffer_len];
- snprintf(buffer, buffer_len, "mpixels_sec_%s", name);
- RunTest(DrawArraysTestFunc, buffer, coeff * g_width * g_height, true);
-}
-
-#ifndef USE_EGL
-static void FillRateTestBlendDepth(const char *name) {
- const int buffer_len = 64;
- char buffer[buffer_len];
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- snprintf(buffer, buffer_len, "mpixels_sec_%s_blended", name);
- RunTest(DrawArraysTestFunc, buffer, g_width * g_height, true);
- glDisable(GL_BLEND);
-
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_NOTEQUAL);
- snprintf(buffer, buffer_len, "mpixels_sec_%s_depth_neq", name);
- RunTest(DrawArraysTestFunc, buffer, g_width * g_height, true);
- glDepthFunc(GL_NEVER);
- snprintf(buffer, buffer_len, "mpixels_sec_%s_depth_never", name);
- RunTest(DrawArraysTestFunc, buffer, g_width * g_height, true);
- glDisable(GL_DEPTH_TEST);
-}
-#endif
-
-
-static void DrawArraysTestFunc(int iter) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glFlush();
- for (int i = 0; i < iter-1; ++i) {
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
-}
-
-
-static void DrawElementsTestFunc(int iter) {
- glDrawElements(GL_TRIANGLES, arg1, GL_UNSIGNED_INT, 0);
- glFlush();
- for (int i = 0 ; i < iter-1; ++i) {
- glDrawElements(GL_TRIANGLES, arg1, GL_UNSIGNED_INT, 0);
- }
-}
-
-// Generates a tautological lattice.
-static void CreateLattice(GLfloat **vertices, GLsizeiptr *size,
- GLfloat size_x, GLfloat size_y,
- int width, int height)
-{
- GLfloat *vptr = *vertices = new GLfloat[2 * (width + 1) * (height + 1)];
- for (int j = 0; j <= height; j++) {
- for (int i = 0; i <= width; i++) {
- *vptr++ = i * size_x;
- *vptr++ = j * size_y;
- }
- }
- *size = (vptr - *vertices) * sizeof(GLfloat);
-}
-
-// Generates a mesh of 2*width*height triangles. The ratio of front facing to
-// back facing triangles is culled_ratio/RAND_MAX. Returns the number of
-// vertices in the mesh.
-static int CreateMesh(GLuint **indices, GLsizeiptr *size,
- int width, int height, int culled_ratio) {
- srand(0);
-
- GLuint *iptr = *indices = new GLuint[2 * 3 * (width * height)];
- const int swath_height = 4;
-
- CHECK(width % swath_height == 0 && height % swath_height == 0);
-
- for (int j = 0; j < height; j += swath_height) {
- for (int i = 0; i < width; i++) {
- for (int j2 = 0; j2 < swath_height; j2++) {
- GLuint first = (j + j2) * (width + 1) + i;
- GLuint second = first + 1;
- GLuint third = first + (width + 1);
- GLuint fourth = third + 1;
-
- bool flag = rand() < culled_ratio;
- *iptr++ = first;
- *iptr++ = flag ? second : third;
- *iptr++ = flag ? third : second;
-
- *iptr++ = fourth;
- *iptr++ = flag ? third : second;
- *iptr++ = flag ? second : third;
- }
- }
- }
- *size = (iptr - *indices) * sizeof(GLuint);
-
- return iptr - *indices;
-}
-
-#ifndef USE_EGL
-void TriangleSetupTest() {
- glViewport(-g_width, -g_height, g_width*2, g_height*2);
-
- // Larger meshes make this test too slow for devices that do 1 mtri/sec.
- GLint width = 64;
- GLint height = 64;
-
- GLfloat *vertices = NULL;
- GLsizeiptr vertex_buffer_size = 0;
- CreateLattice(&vertices, &vertex_buffer_size, 1.f / g_width, 1.f / g_height,
- width, height);
- GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
- vertex_buffer_size, vertices);
- glVertexPointer(2, GL_FLOAT, 0, 0);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- GLuint *indices = NULL;
- GLuint index_buffer = 0;
- GLsizeiptr index_buffer_size = 0;
-
- {
- arg1 = CreateMesh(&indices, &index_buffer_size, width, height, 0);
-
- index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
- index_buffer_size, indices);
- RunTest(DrawElementsTestFunc, "mtri_sec_triangle_setup", arg1 / 3, true);
- glEnable(GL_CULL_FACE);
- RunTest(DrawElementsTestFunc, "mtri_sec_triangle_setup_all_culled",
- arg1 / 3, true);
- glDisable(GL_CULL_FACE);
-
- glDeleteBuffers(1, &index_buffer);
- delete[] indices;
- }
-
- {
- glColor4f(0.f, 1.f, 1.f, 1.f);
- arg1 = CreateMesh(&indices, &index_buffer_size, width, height,
- RAND_MAX / 2);
-
- index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
- index_buffer_size, indices);
- glEnable(GL_CULL_FACE);
- RunTest(DrawElementsTestFunc, "mtri_sec_triangle_setup_half_culled",
- arg1 / 3, true);
-
- glDeleteBuffers(1, &index_buffer);
- delete[] indices;
- }
-
- glDeleteBuffers(1, &vertex_buffer);
- delete[] vertices;
-}
-#endif
-
-
-void AttributeFetchShaderTest() {
- GLint width = 64;
- GLint height = 64;
-
- glViewport(-g_width, -g_height, g_width*2, g_height*2);
-
- GLfloat *vertices = NULL;
- GLsizeiptr vertex_buffer_size = 0;
- CreateLattice(&vertices, &vertex_buffer_size, 1.f / g_width, 1.f / g_height,
- width, height);
- GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
- vertex_buffer_size, vertices);
-
- GLuint *indices = NULL;
- GLuint index_buffer = 0;
- GLsizeiptr index_buffer_size = 0;
-
- // Everything will be back-face culled.
- arg1 = CreateMesh(&indices, &index_buffer_size, width, height, 0);
- index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
- index_buffer_size, indices);
-
- glEnable(GL_CULL_FACE);
-
- GLuint vertex_buffers[8];
- for (GLuint i = 0; i < sizeof(vertex_buffers)/sizeof(vertex_buffers[0]); i++)
- vertex_buffers[i] = vertex_buffer;
-
- ShaderProgram program = AttributeFetchShaderProgram(1, vertex_buffers);
- RunTest(DrawElementsTestFunc,
- "mvtx_sec_attribute_fetch_shader", arg1, true);
- glDeleteProgram(program);
-
- program = AttributeFetchShaderProgram(2, vertex_buffers);
- RunTest(DrawElementsTestFunc,
- "mvtx_sec_attribute_fetch_shader_2_attr", arg1, true);
- glDeleteProgram(program);
-
- program = AttributeFetchShaderProgram(4, vertex_buffers);
- RunTest(DrawElementsTestFunc,
- "mvtx_sec_attribute_fetch_shader_4_attr", arg1, true);
- glDeleteProgram(program);
-
- program = AttributeFetchShaderProgram(8, vertex_buffers);
- RunTest(DrawElementsTestFunc,
- "mvtx_sec_attribute_fetch_shader_8_attr", arg1, true);
- glDeleteProgram(program);
-
- glDeleteBuffers(1, &index_buffer);
- delete[] indices;
-
- glDeleteBuffers(1, &vertex_buffer);
- delete[] vertices;
-}
-
-
-void VaryingsAndDdxyShaderTest() {
- glViewport(-g_width, -g_height, g_width*2, g_height*2);
-
- const int c = 4;
- GLfloat *vertices = NULL;
- GLsizeiptr vertex_buffer_size = 0;
- CreateLattice(&vertices, &vertex_buffer_size, 1.f / c, 1.f / c, c, c);
- GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
- vertex_buffer_size, vertices);
-
- GLuint *indices = NULL;
- GLuint index_buffer = 0;
- GLsizeiptr index_buffer_size = 0;
-
- arg1 = CreateMesh(&indices, &index_buffer_size, c, c, 0);
- index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
- index_buffer_size, indices);
-
- ShaderProgram program = VaryingsShaderProgram(1, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_varyings_shader_1", g_width * g_height, true);
- glDeleteProgram(program);
-
- program = VaryingsShaderProgram(2, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_varyings_shader_2", g_width * g_height, true);
- glDeleteProgram(program);
-
- program = VaryingsShaderProgram(4, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_varyings_shader_4", g_width * g_height, true);
- glDeleteProgram(program);
-
- program = VaryingsShaderProgram(8, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_varyings_shader_8", g_width * g_height, true);
- glDeleteProgram(program);
-
- program = DdxDdyShaderProgram(true, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_ddx_shader", g_width * g_height, true);
- glDeleteProgram(program);
-
- program = DdxDdyShaderProgram(false, vertex_buffer);
- RunTest(DrawElementsTestFunc,
- "mpixels_sec_ddy_shader", g_width * g_height, true);
- glDeleteProgram(program);
-
- glDeleteBuffers(1, &index_buffer);
- delete[] indices;
-
- glDeleteBuffers(1, &vertex_buffer);
- delete[] vertices;
-}
-
-
-void YuvToRgbShaderTestHelper(int type, const char *name) {
- size_t size = 0;
- GLuint texture[2];
- ShaderProgram program = 0;
- GLuint vertex_buffer = 0;
- GLfloat vertices[8] = {
- 0.f, 0.f,
- 1.f, 0.f,
- 0.f, 1.f,
- 1.f, 1.f,
- };
- char evenodd[2] = {0, 255};
- const int pixel_height = YUV2RGB_HEIGHT * 2 / 3;
-
- char *pixels = static_cast<char *>(MmapFile(YUV2RGB_NAME, &size));
- if (!pixels) {
- printf("# Could not open image file: %s\n", YUV2RGB_NAME);
- goto done;
- }
- if (size != YUV2RGB_SIZE) {
- printf("# Image file of wrong size, got %d, expected %d\n",
- static_cast<int>(size), YUV2RGB_SIZE);
- goto done;
- }
-
- glGenTextures(2, texture);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, YUV2RGB_WIDTH, YUV2RGB_HEIGHT,
- 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 2, 1,
- 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, evenodd);
-
- glViewport(-YUV2RGB_WIDTH, -pixel_height, YUV2RGB_WIDTH*2, pixel_height * 2);
- vertex_buffer = SetupVBO(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
-
- program = YuvToRgbShaderProgram(type, vertex_buffer,
- YUV2RGB_WIDTH, pixel_height);
-
- if (program) {
- float coeff = 1.f *
- (YUV2RGB_WIDTH < g_width ?
- static_cast<float>(YUV2RGB_WIDTH) / g_width : 1.f) *
- (pixel_height < g_height ?
- static_cast<float>(pixel_height) / g_height : 1.f);
- FillRateTestNormal(name, coeff);
- } else {
- printf("# Could not set up YUV shader.\n");
- }
-
-done:
- glDeleteProgram(program);
- glDeleteTextures(2, texture);
- glDeleteBuffers(1, &vertex_buffer);
- munmap(pixels, size);
-}
-
-void YuvToRgbShaderTest1() {
- YuvToRgbShaderTestHelper(1, "yuv_shader_1");
-}
-
-void YuvToRgbShaderTest2() {
- YuvToRgbShaderTestHelper(2, "yuv_shader_2");
-}
-
-static uint32_t texture_base[WINDOW_HEIGHT*WINDOW_WIDTH];
-static uint32_t texture_update[WINDOW_HEIGHT*WINDOW_WIDTH];
-#ifndef USE_EGL
-static GLuint compositing_textures[5];
-static ShaderProgram compositing_background_program = 0;
-static ShaderProgram compositing_foreground_program = 0;
-#endif
-
-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);
-}
-
-#ifndef USE_EGL
-// 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);
- glVertexPointer(2, GL_FLOAT, 0, 0);
-
- 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, 0);
- 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");
- }
-
- glVertexPointer(2, GL_FLOAT, 0, 0);
-}
-
-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();
-}
-#endif
-
-void ReadPixelTestFunc(int iter) {
- glReadPixels(0, 0, g_width, g_height, GL_RGBA, GL_UNSIGNED_BYTE, arg2);
- CHECK(glGetError() == 0);
- for (int i = 0; i < iter; i++)
- glReadPixels(0, 0, g_width, g_height, GL_RGBA, GL_UNSIGNED_BYTE, arg2);
-}
-
-// TODO: better test names.
-void ReadPixelTest() {
- // One GL_RGBA pixel takes 4 bytes.
- const int row_size = g_width * 4;
- // Default GL_PACK_ALIGNMENT is 4, round up pixel row size to multiple of 4.
- // This is a no-op because row_size is already divisible by 4.
- // One is added so that we can test reads into unaligned location.
- char* pixels = new char[((row_size + 3) & ~3) * g_height + 1];
-
- arg2 = pixels;
- RunTest(ReadPixelTestFunc, "mpixels_sec_pixel_read",
- g_width * g_height, true);
-
- // Reducing GL_PACK_ALIGNMENT can only make rows smaller. No need to
- // reallocate the buffer.
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- RunTest(ReadPixelTestFunc, "mpixels_sec_pixel_read_2",
- g_width * g_height, true);
-
- arg2 = static_cast<void*>(pixels + 1);
- RunTest(ReadPixelTestFunc, "mpixels_sec_pixel_read_3",
- g_width * g_height, true);
-
- delete[] pixels;
-}
// TODO: use proper command line parsing library.
static void ParseArgs(int argc, char *argv[]) {
@@ -866,33 +56,27 @@ int main(int argc, char *argv[]) {
return 1;
}
- void (*test[])() = {
- SwapTest,
- ClearTest,
- AttributeFetchShaderTest,
- VaryingsAndDdxyShaderTest,
- YuvToRgbShaderTest1,
- YuvToRgbShaderTest2,
-#ifndef USE_EGL
- FillRateTest,
- TriangleSetupTest,
- NoFillWindowManagerCompositingTest,
- WindowManagerCompositingTest,
-#endif
- ReadPixelTest,
+ glbench::TestBase* tests[] = {
+ glbench::GetSwapTest(),
+ glbench::GetClearTest(),
+ glbench::GetFillRateTest(),
+ glbench::GetYuvToRgbTest(1, "yuv_shader_1"),
+ glbench::GetYuvToRgbTest(2, "yuv_shader_2"),
+ glbench::GetReadPixelTest(),
+ glbench::GetTriangleSetupTest(),
+ glbench::GetAttributeFetchShaderTest(),
+ glbench::GetVaryingsAndDdxyShaderTest(),
+ glbench::GetWindowManagerCompositingTest(false),
+ glbench::GetWindowManagerCompositingTest(true),
};
- uint64_t done = GetUTime() + 1000000ULL * seconds_to_run;
- do {
- for (unsigned int i = 0; i < sizeof(test) / sizeof(*test); i++) {
- InitContext();
- test[i]();
- GLenum err = glGetError();
- if (err != 0)
- printf("# glGetError returned non-zero: 0x%x\n", err);
- DestroyContext();
- }
- } while (GetUTime() < done);
+ for (unsigned int i = 0; i < arraysize(tests); i++) {
+ InitContext();
+ tests[i]->Run();
+ DestroyContext();
+ delete tests[i];
+ tests[i] = NULL;
+ }
return 0;
}
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