| 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;
|
| }
|
|
|