| Index: bench/GLInstancedArraysBench.cpp
|
| diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp
|
| index a6b46b7d5a1b1f9e71c8f516520bfa727f593bd4..d171d8fde6f7fc0e3475928ddd2a85abfff390eb 100644
|
| --- a/bench/GLInstancedArraysBench.cpp
|
| +++ b/bench/GLInstancedArraysBench.cpp
|
| @@ -8,14 +8,14 @@
|
| #include "Benchmark.h"
|
| #include "SkCanvas.h"
|
| #include "SkImageEncoder.h"
|
| +
|
| #if SK_SUPPORT_GPU
|
| -#include "GrTest.h"
|
| +#include "GLBench.h"
|
| #include "gl/GrGLGLSL.h"
|
| #include "gl/GrGLInterface.h"
|
| #include "gl/GrGLShaderVar.h"
|
| #include "gl/GrGLUtil.h"
|
| #include "glsl/GrGLSLCaps.h"
|
| -#include <stdio.h>
|
|
|
| /*
|
| * This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this
|
| @@ -26,40 +26,8 @@
|
| * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
|
| * issued.
|
| */
|
| -class GLInstancedArraysBench : public Benchmark {
|
| -public:
|
| - GLInstancedArraysBench() : fTexture(0) {}
|
|
|
| -protected:
|
| - void onPerCanvasPreDraw(SkCanvas* canvas) override;
|
| - virtual void setup(const GrGLContext*)=0;
|
| - void onPerCanvasPostDraw(SkCanvas* canvas) override;
|
| - virtual void teardown(const GrGLInterface*)=0;
|
| -
|
| - static const GrGLuint kScreenWidth = 800;
|
| - static const GrGLuint kScreenHeight = 600;
|
| - static const uint32_t kNumTri = 10000;
|
| - static const uint32_t kVerticesPerTri = 3;
|
| - static const uint32_t kDrawMultiplier = 512;
|
| -
|
| -private:
|
| - GrGLuint fTexture;
|
| - typedef Benchmark INHERITED;
|
| -};
|
| -
|
| -#if 0
|
| -class GLGpuPosInstancedArraysBench : public GLInstancedArraysBench {
|
| -protected:
|
| - const char* onGetName() override {
|
| - return "GLInstancedArraysBench_gpupos";
|
| - }
|
| -
|
| - void setup(const GrGLContext*) override;
|
| - void onDraw(const int loops, SkCanvas* canvas) override;
|
| -};
|
| -#endif
|
| -
|
| -class GLCpuPosInstancedArraysBench : public GLInstancedArraysBench {
|
| +class GLCpuPosInstancedArraysBench : public GLBench {
|
| public:
|
| /*
|
| * Clients can decide to use either:
|
| @@ -92,14 +60,16 @@ protected:
|
| return fName.c_str();
|
| }
|
|
|
| + const GrGLContext* onGetGLContext(const GrGLContext*) override;
|
| void setup(const GrGLContext*) override;
|
| - void onDraw(const int loops, SkCanvas* canvas) override;
|
| + void glDraw(const int loops, const GrGLContext*) override;
|
| void teardown(const GrGLInterface*) override;
|
|
|
| private:
|
| void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
|
| void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
|
| void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
|
| + GrGLuint setupShader(const GrGLContext*);
|
|
|
| static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
|
| SkString name("GLInstancedArraysBench");
|
| @@ -118,112 +88,24 @@ private:
|
| return name;
|
| }
|
|
|
| + static const GrGLuint kScreenWidth = 800;
|
| + static const GrGLuint kScreenHeight = 600;
|
| + static const uint32_t kNumTri = 10000;
|
| + static const uint32_t kVerticesPerTri = 3;
|
| + static const uint32_t kDrawMultiplier = 512;
|
| +
|
| SkString fName;
|
| VboSetup fVboSetup;
|
| uint32_t fDrawDiv;
|
| SkTArray<GrGLuint> fBuffers;
|
| GrGLuint fProgram;
|
| GrGLuint fVAO;
|
| + GrGLuint fTexture;
|
| };
|
|
|
| -static const GrGLContext* get_gl_context(SkCanvas* canvas) {
|
| - // This bench exclusively tests GL calls directly
|
| - if (NULL == canvas->getGrContext()) {
|
| - return NULL;
|
| - }
|
| - GrContext* context = canvas->getGrContext();
|
| -
|
| - GrTestTarget tt;
|
| - context->getTestTarget(&tt);
|
| - if (!tt.target()) {
|
| - SkDebugf("Couldn't get Gr test target.");
|
| - return NULL;
|
| - }
|
| -
|
| - const GrGLContext* ctx = tt.glContext();
|
| - if (!ctx) {
|
| - SkDebugf("Couldn't get an interface\n");
|
| - return NULL;
|
| - }
|
| -
|
| - // We only care about gpus with drawArraysInstanced support
|
| - if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
|
| - return NULL;
|
| - }
|
| - return ctx;
|
| -}
|
| -
|
| -void GLInstancedArraysBench::onPerCanvasPreDraw(SkCanvas* canvas) {
|
| - // This bench exclusively tests GL calls directly
|
| - const GrGLContext* ctx = get_gl_context(canvas);
|
| - if (!ctx) {
|
| - return;
|
| - }
|
| - this->setup(ctx);
|
| -}
|
| -
|
| -void GLInstancedArraysBench::onPerCanvasPostDraw(SkCanvas* canvas) {
|
| - // This bench exclusively tests GL calls directly
|
| - const GrGLContext* ctx = get_gl_context(canvas);
|
| - if (!ctx) {
|
| - return;
|
| - }
|
| -
|
| - const GrGLInterface* gl = ctx->interface();
|
| -
|
| - // teardown
|
| - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
|
| - GR_GL_CALL(gl, BindVertexArray(0));
|
| - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
|
| - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
|
| - GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
|
| -
|
| - this->teardown(gl);
|
| -}
|
| -
|
| ///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
| -// TODO move all of the gpu positioning stuff to a new file
|
| -#ifdef GPU_POS
|
| -static const char* gpu_vertex_shader =
|
| - "layout (location = 0) in vec2 position;\n"
|
| - "layout (location = 1) in vec3 color;\n"
|
| - "layout (location = 2) in mat3 offset;\n"
|
| -
|
| - "out vec3 fColor;\n"
|
| -
|
| - "void main()\n"
|
| - "{\n"
|
| - "gl_Position = vec4(offset * vec3(position, 1.0f), 1.f);\n"
|
| - "fColor = color;\n"
|
| - "}\n";
|
| -#endif
|
| -
|
| -static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
|
| - GrGLuint shader;
|
| - // Create the shader object
|
| - GR_GL_CALL_RET(gl, shader, CreateShader(type));
|
| -
|
| - // Load the shader source
|
| - GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
|
| -
|
| - // Compile the shader
|
| - GR_GL_CALL(gl, CompileShader(shader));
|
| -
|
| - // Check for compile time errors
|
| - GrGLint success;
|
| - GrGLchar infoLog[512];
|
| - GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
|
| - if (!success)
|
| - {
|
| - GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
|
| - SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
|
| - }
|
| -
|
| - return shader;
|
| -}
|
| -
|
| -static GrGLuint compile_shader(const GrGLContext* ctx) {
|
| +GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
|
| const char* version = GrGLGetGLSLVersionDecl(*ctx);
|
|
|
| // setup vertex shader
|
| @@ -247,7 +129,6 @@ static GrGLuint compile_shader(const GrGLContext* ctx) {
|
| "}\n");
|
|
|
| const GrGLInterface* gl = ctx->interface();
|
| - GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHADER);
|
|
|
| // setup fragment shader
|
| GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
|
| @@ -273,112 +154,11 @@ static GrGLuint compile_shader(const GrGLContext* ctx) {
|
| "%s = vec4(o_color, 1.0f);\n"
|
| "}\n", fsOutName);
|
|
|
| - GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT_SHADER);
|
| -
|
| - GrGLint shaderProgram;
|
| - GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
|
| - GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
|
| - GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
|
| - GR_GL_CALL(gl, LinkProgram(shaderProgram));
|
| -
|
| - // Check for linking errors
|
| - GrGLint success;
|
| - GrGLchar infoLog[512];
|
| - GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
|
| - if (!success) {
|
| - GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
|
| - SkDebugf("Linker Error: %s\n", infoLog);
|
| - }
|
| - GR_GL_CALL(gl, DeleteShader(vertexShader));
|
| - GR_GL_CALL(gl, DeleteShader(fragmentShader));
|
| -
|
| - return shaderProgram;
|
| -}
|
| -
|
| -//#define DUMP_IMAGES
|
| -#ifdef DUMP_IMAGES
|
| -static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
|
| - const char* filename) {
|
| - // read back pixels
|
| - uint32_t readback[screenWidth * screenHeight];
|
| - GR_GL_CALL(gl, ReadPixels(0, // x
|
| - 0, // y
|
| - screenWidth, // width
|
| - screenHeight, // height
|
| - GR_GL_RGBA, //format
|
| - GR_GL_UNSIGNED_BYTE, //type
|
| - readback));
|
| -
|
| - // dump png
|
| - SkBitmap bm;
|
| - if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
|
| - SkDebugf("couldn't allocate bitmap\n");
|
| - return;
|
| - }
|
| -
|
| - bm.setPixels(readback);
|
| -
|
| - if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100)) {
|
| - SkDebugf("------ failed to encode %s\n", filename);
|
| - remove(filename); // remove any partial file
|
| - return;
|
| - }
|
| -}
|
| -#endif
|
| -
|
| -static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
|
| - //Setup framebuffer
|
| - GrGLuint texture;
|
| - GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
|
| - GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
|
| - GR_GL_CALL(gl, GenTextures(1, &texture));
|
| - GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
|
| - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
|
| - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
|
| - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
|
| - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
|
| - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
|
| - GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
|
| - 0, //level
|
| - GR_GL_RGBA8, //internal format
|
| - screenWidth, // width
|
| - screenHeight, // height
|
| - 0, //border
|
| - GR_GL_RGBA, //format
|
| - GR_GL_UNSIGNED_BYTE, // type
|
| - NULL));
|
| -
|
| - // bind framebuffer
|
| - GrGLuint framebuffer;
|
| - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
|
| - GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
|
| - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
|
| - GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
|
| - GR_GL_COLOR_ATTACHMENT0,
|
| - GR_GL_TEXTURE_2D,
|
| - texture, 0));
|
| - GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
|
| - GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
|
| + return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str());
|
| }
|
|
|
| template<typename Func>
|
| static void setup_matrices(int numQuads, Func f) {
|
| -#if 0
|
| - float max = sqrt(numQuads);
|
| - float pos = 1.f / (2 * max);
|
| - GrGLfloat offset = pos * 2;
|
| - for(GrGLint row = 0; row < max; row++) {
|
| - for(GrGLint col = 0; col < max; col++) {
|
| - SkScalar xOffset = col / max * 2.f - 1.f + offset;
|
| - SkScalar yOffset = row / max * 2.f - 1.f + offset;
|
| - SkMatrix translation;
|
| - SkRandom random;
|
| - translation.setScale(pos, pos);
|
| - translation.postTranslate(xOffset, yOffset);
|
| - f(translation);
|
| - }
|
| - }
|
| -#endif
|
| // We draw a really small triangle so we are not fill rate limited
|
| for (int i = 0 ; i < numQuads; i++) {
|
| SkMatrix m = SkMatrix::I();
|
| @@ -387,115 +167,15 @@ static void setup_matrices(int numQuads, Func f) {
|
| }
|
| }
|
|
|
| -#ifdef GPU_POS
|
| -void GLGpuPosInstancedArraysBench::setup(const GrGLInterface* gl) {
|
| - setup_framebuffer(gl, kScreenWidth, kScreenHeight);
|
| -
|
| - // compile and use shaders
|
| - GrGLint shaderProgram = compile_shader(gl, gpu_vertex_shader, fragment_shader);
|
| -
|
| - // translations
|
| - int index = 0;
|
| - GrGLfloat viewMatrices[fNumQuads * fSkMatrixNumCells];
|
| - setup_matrices(fNumQuads, [&index, &viewMatrices](const SkMatrix& m) {
|
| - GrGLGetMatrix<3>(&viewMatrices[index], m);
|
| - index += fSkMatrixNumCells;
|
| - });
|
| -
|
| - // Constants for our various shader programs
|
| - GrGLfloat quad_vertices[] = {
|
| - // Positions // Colors
|
| - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
| - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
| - -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
| -
|
| - -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
| - 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
| - 1.0f, 1.0f, 0.0f, 1.0f, 1.0f
|
| - };
|
| -
|
| - // update vertex data
|
| - GrGLuint quadVAO, quadVBO;
|
| - GR_GL_CALL(gl, GenVertexArrays(1, &quadVAO));
|
| - GR_GL_CALL(gl, GenBuffers(1, &quadVBO));
|
| - GR_GL_CALL(gl, BindVertexArray(quadVAO));
|
| - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, quadVBO));
|
| - GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
| - GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)0));
|
| - GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
| - GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)(2 * sizeof(GrGLfloat))));
|
| - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GR_GL_STATIC_DRAW));
|
| -
|
| - // Also set instance data
|
| - GrGLuint instanceVBO;
|
| - GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
|
| - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
|
| - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(GrGLfloat) * fSkMatrixNumCells * fNumQuads,
|
| - &viewMatrices[0], GR_GL_STATIC_DRAW));
|
| - GR_GL_CALL(gl, EnableVertexAttribArray(2));
|
| - GR_GL_CALL(gl, EnableVertexAttribArray(3));
|
| - GR_GL_CALL(gl, EnableVertexAttribArray(4));
|
| - GR_GL_CALL(gl, VertexAttribPointer(2, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)0));
|
| - GR_GL_CALL(gl, VertexAttribPointer(3, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(3 * sizeof(GrGLfloat))));
|
| - GR_GL_CALL(gl, VertexAttribPointer(4, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(6 * sizeof(GrGLfloat))));
|
| - GR_GL_CALL(gl, VertexAttribDivisor(2, 1));
|
| - GR_GL_CALL(gl, VertexAttribDivisor(3, 1));
|
| - GR_GL_CALL(gl, VertexAttribDivisor(4, 1));
|
| -
|
| - // draw
|
| - GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
|
| - GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
|
| -
|
| - // set us up to draw
|
| - GR_GL_CALL(gl, UseProgram(shaderProgram));
|
| - GR_GL_CALL(gl, BindVertexArray(quadVAO));
|
| -}
|
| -
|
| -void GLGpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
|
| - const GrGLInterface* gl = get_interface(canvas);
|
| - if (!gl) {
|
| - return;
|
| - }
|
| -
|
| - GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, 6, fNumQuads));
|
| -
|
| -#ifdef DUMP_IMAGES
|
| - const char* filename = "out.png";
|
| - dump_image(gl, kScreenWidth, kScreenHeight, filename);
|
| -#endif
|
| - SkFAIL("done\n");
|
| -}
|
| +///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
| -static uint32_t setup_quad_index_buffer(const GrGLInterface* gl) {
|
| - static const int kMaxQuads = 1;//1 << 12; // max possible: (1 << 14) - 1;
|
| - GR_STATIC_ASSERT(4 * kMaxQuads <= 65535);
|
| - static const uint16_t kPattern[] = { 0, 1, 2, 0, 2, 3 };
|
| - static const int kPatternSize = 6;
|
| - static const int kVertCount = 4;
|
| - static const int kIndicesCount = kPatternSize * kMaxQuads;
|
| - int size = kPatternSize * kMaxQuads * sizeof(uint16_t);
|
| -
|
| - uint16_t* data = SkNEW_ARRAY(uint16_t, kMaxQuads * kPatternSize);
|
| -
|
| - for (int i = 0; i < kMaxQuads; ++i) {
|
| - int baseIdx = i * kPatternSize;
|
| - uint16_t baseVert = (uint16_t)(i * kVertCount);
|
| - for (int j = 0; j < kPatternSize; ++j) {
|
| - data[baseIdx+j] = baseVert + kPattern[j];
|
| - }
|
| +const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
|
| + // We only care about gpus with drawArraysInstanced support
|
| + if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
|
| + return NULL;
|
| }
|
| -
|
| - GrGLuint quadIBO;
|
| - GR_GL_CALL(gl, GenBuffers(1, &quadIBO));
|
| - GR_GL_CALL(gl, BindBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, quadIBO));
|
| - GR_GL_CALL(gl, BufferData(GR_GL_ELEMENT_ARRAY_BUFFER, size, data, GR_GL_STATIC_DRAW));
|
| -
|
| - SkDELETE_ARRAY(data);
|
| - return kIndicesCount;
|
| + return ctx;
|
| }
|
| -#endif
|
| -
|
| -///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
| void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
|
| const SkMatrix* viewMatrices) {
|
| @@ -623,9 +303,9 @@ void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
|
|
|
| void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
|
| const GrGLInterface* gl = ctx->interface();
|
| - setup_framebuffer(gl, kScreenWidth, kScreenHeight);
|
| + fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
|
|
|
| - fProgram = compile_shader(ctx);
|
| + fProgram = this->setupShader(ctx);
|
|
|
| // setup matrices
|
| int index = 0;
|
| @@ -659,12 +339,7 @@ void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
|
| GR_GL_CALL(gl, BindVertexArray(fVAO));
|
| }
|
|
|
| -void GLCpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
|
| - const GrGLContext* ctx = get_gl_context(canvas);
|
| - if (!ctx) {
|
| - return;
|
| - }
|
| -
|
| +void GLCpuPosInstancedArraysBench::glDraw(const int loops, const GrGLContext* ctx) {
|
| const GrGLInterface* gl = ctx->interface();
|
|
|
| uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
|
| @@ -685,15 +360,20 @@ void GLCpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
|
| }
|
| }
|
|
|
| -#ifdef DUMP_IMAGES
|
| +#if 0
|
| //const char* filename = "/data/local/tmp/out.png";
|
| SkString filename("out");
|
| filename.appendf("_%s.png", this->getName());
|
| - dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
| + DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
| #endif
|
| }
|
|
|
| void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
|
| + GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
|
| + GR_GL_CALL(gl, BindVertexArray(0));
|
| + GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
|
| + GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
|
| + GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
|
| GR_GL_CALL(gl, DeleteProgram(fProgram));
|
| GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
|
| GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
|
|
|