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Unified Diff: client/deps/glbench/src/windowmanagercompositingtest.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/windowmanagercompositingtest.cc
diff --git a/client/deps/glbench/src/windowmanagercompositingtest.cc b/client/deps/glbench/src/windowmanagercompositingtest.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f394fdc29e98059bab70bc32066c591d20b93a07
--- /dev/null
+++ b/client/deps/glbench/src/windowmanagercompositingtest.cc
@@ -0,0 +1,420 @@
+// Copyright (c) 2010 The Chromium OS Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include <stdio.h>
+
+#include "main.h"
+#include "testbase.h"
+#include "utils.h"
+
+
+namespace glbench {
+
+const float kScreenScaleFactor = 1e6f * (WINDOW_WIDTH * WINDOW_HEIGHT) /
+ (1280.f * 768);
+
+class WindowManagerCompositingTest : public TestBase {
+ public:
+ WindowManagerCompositingTest(bool scissor)
+ : scissor_(scissor),
+ compositing_background_program_(0),
+ compositing_foreground_program_(0) {}
+ virtual ~WindowManagerCompositingTest() {}
+ virtual bool TestFunc(int iter);
+ virtual bool Run();
+
+ void InitializeCompositing();
+ void TeardownCompositing();
+ void InitBaseTexture();
+ void UpdateTexture();
+ void LoadTexture();
+
+ private:
+ bool scissor_;
+ uint32_t texture_base_[WINDOW_HEIGHT*WINDOW_WIDTH];
+ uint32_t texture_update_[WINDOW_HEIGHT*WINDOW_WIDTH];
+#ifndef USE_EGL
+ GLuint compositing_textures_[5];
+ GLuint compositing_background_program_;
+ GLuint compositing_foreground_program_;
+#endif
+ DISALLOW_COPY_AND_ASSIGN(WindowManagerCompositingTest);
+};
+
+TestBase* GetWindowManagerCompositingTest(bool enable_scissor) {
+ return new WindowManagerCompositingTest(enable_scissor);
+}
+
+bool WindowManagerCompositingTest::Run() {
+ const char* testname = "1280x768_fps_compositing";
+ if (scissor_) {
+ glScissor(0, 0, 1, 1);
+ glEnable(GL_SCISSOR_TEST);
+ testname = "1280x768_fps_no_fill_compositing";
+ }
+ InitializeCompositing();
+ RunTest(this, testname, kScreenScaleFactor, true);
+ TeardownCompositing();
+ return true;
+}
+
+bool WindowManagerCompositingTest::TestFunc(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);
+ }
+ return true;
+}
+
+#if I915_WORKAROUND
+#define V1 "gl_TexCoord[0]"
+#define V2 "gl_TexCoord[1]"
+#define V3 "gl_TexCoord[2]"
+#else
+#define V1 "v1"
+#define V2 "v2"
+#define V3 "v3"
+#endif
+
+const char *kBasicTextureVertexShader =
+ "attribute vec4 c1;"
+ "attribute vec4 c2;"
+ "varying vec2 v1;"
+ "void main() {"
+ " gl_Position = c1;"
+ " " V1 " = c2;"
+ "}";
+
+const char *kBasicTextureFragmentShader =
+ "uniform sampler2D texture_sampler;"
+ "varying vec2 v1;"
+ "void main() {"
+ " gl_FragColor = texture2D(texture_sampler, " V1 ".xy);"
+ "}";
+
+GLuint BasicTextureShaderProgram(GLuint vertex_buffer, GLuint texture_buffer) {
+ GLuint program = InitShaderProgram(kBasicTextureVertexShader,
+ kBasicTextureFragmentShader);
+
+ // Set up the texture sampler
+ int textureSampler = glGetUniformLocation(program, "texture_sampler");
+ glUniform1i(textureSampler, 0);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attribute
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
+const char *kDoubleTextureBlendVertexShader =
+ "attribute vec4 c1;"
+ "attribute vec4 c2;"
+ "attribute vec4 c3;"
+ "varying vec2 v1;"
+ "varying vec2 v2;"
+ "void main() {"
+ " gl_Position = c1;"
+ " " V1 " = c2;"
+ " " V2 " = c3;"
+ "}";
+
+const char *kDoubleTextureBlendFragmentShader =
+ "uniform sampler2D texture_sampler_0;"
+ "uniform sampler2D texture_sampler_1;"
+ "varying vec2 v1;"
+ "varying vec2 v2;"
+ "void main() {"
+ " vec4 one = texture2D(texture_sampler_0, " V1 ".xy);"
+ " vec4 two = texture2D(texture_sampler_1, " V2 ".xy);"
+ " gl_FragColor = mix(one, two, 0.5);"
+ "}";
+
+// This shader blends the three textures
+GLuint DoubleTextureBlendShaderProgram(GLuint vertex_buffer,
+ GLuint texture_buffer_0,
+ GLuint texture_buffer_1) {
+ GLuint program = InitShaderProgram(kDoubleTextureBlendVertexShader,
+ kDoubleTextureBlendFragmentShader);
+ // Set up the texture sampler
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
+ glUniform1i(textureSampler0, 0);
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
+ glUniform1i(textureSampler1, 1);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attributes
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c3");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
+const char *triple_texture_blend_vertex_shader =
+"attribute vec4 c1;"
+"attribute vec4 c2;"
+"attribute vec4 c3;"
+"attribute vec4 c4;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"varying vec2 v3;"
+"void main() {"
+" gl_Position = c1;"
+" " V1 " = c2;"
+" " V2 " = c3;"
+" " V3 " = c4;"
+"}";
+
+const char *triple_texture_blend_fragment_shader =
+"uniform sampler2D texture_sampler_0;"
+"uniform sampler2D texture_sampler_1;"
+"uniform sampler2D texture_sampler_2;"
+"varying vec2 v1;"
+"varying vec2 v2;"
+"varying vec2 v3;"
+"void main() {"
+" vec4 one = texture2D(texture_sampler_0, " V1 ".xy);"
+" vec4 two = texture2D(texture_sampler_1, " V2 ".xy);"
+" vec4 three = texture2D(texture_sampler_2, " V3 ".xy);"
+" gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);"
+"}";
+
+// This shader blends the three textures
+GLuint TripleTextureBlendShaderProgram(GLuint vertex_buffer,
+ GLuint texture_buffer_0,
+ GLuint texture_buffer_1,
+ GLuint texture_buffer_2) {
+ GLuint program =
+ InitShaderProgram(triple_texture_blend_vertex_shader,
+ triple_texture_blend_fragment_shader);
+
+ // Set up the texture sampler
+ int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
+ glUniform1i(textureSampler0, 0);
+ int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
+ glUniform1i(textureSampler1, 1);
+ int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2");
+ glUniform1i(textureSampler2, 2);
+
+ // Set up vertex attribute
+ int attribute_index = glGetAttribLocation(program, "c1");
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ // Set up texture attributes
+ attribute_index = glGetAttribLocation(program, "c2");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c3");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ attribute_index = glGetAttribLocation(program, "c4");
+ glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2);
+ glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+ glEnableVertexAttribArray(attribute_index);
+
+ return program;
+}
+
+#undef V1
+#undef V2
+#undef V3
+
+void WindowManagerCompositingTest::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 WindowManagerCompositingTest::TeardownCompositing() {
+ glDeleteProgram(compositing_background_program_);
+ glDeleteProgram(compositing_foreground_program_);
+}
+
+void WindowManagerCompositingTest::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 WindowManagerCompositingTest::UpdateTexture() {
+ memcpy(texture_update_, texture_base_, sizeof(texture_base_));
+}
+
+void WindowManagerCompositingTest::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_);
+}
+
+} // namespace glbench
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