| 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
|
|
|