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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkMatrix.h" | 8 #include "SkMatrix.h" |
9 #include "SkPoint.h" | 9 #include "SkPoint.h" |
10 #include "SkString.h" | 10 #include "SkString.h" |
11 | 11 |
12 #if SK_SUPPORT_GPU | 12 #if SK_SUPPORT_GPU |
13 #include "GLBench.h" | 13 #include "GLBench.h" |
14 #include "gl/GrGLContext.h" | 14 #include "gl/GrGLContext.h" |
15 #include "gl/GrGLGLSL.h" | |
16 #include "gl/GrGLInterface.h" | 15 #include "gl/GrGLInterface.h" |
17 #include "gl/GrGLUtil.h" | 16 #include "gl/GrGLUtil.h" |
| 17 #include "glsl/GrGLSL.h" |
18 #include "glsl/GrGLSLCaps.h" | 18 #include "glsl/GrGLSLCaps.h" |
19 #include "glsl/GrGLSLShaderVar.h" | 19 #include "glsl/GrGLSLShaderVar.h" |
20 | 20 |
21 #include <stdio.h> | 21 #include <stdio.h> |
22 | 22 |
23 /** | 23 /** |
24 * This is a GL benchmark for comparing the performance of using vec4 or float f
or coverage in GLSL. | 24 * This is a GL benchmark for comparing the performance of using vec4 or float f
or coverage in GLSL. |
25 * The generated shader code from this bench will draw several overlapping circl
es, one in each | 25 * The generated shader code from this bench will draw several overlapping circl
es, one in each |
26 * stage, to simulate coverage calculations. The number of circles (i.e. the nu
mber of stages) can | 26 * stage, to simulate coverage calculations. The number of circles (i.e. the nu
mber of stages) can |
27 * be set as a parameter. | 27 * be set as a parameter. |
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86 CoverageSetup fCoverageSetup; | 86 CoverageSetup fCoverageSetup; |
87 uint32_t fNumStages; | 87 uint32_t fNumStages; |
88 GrGLuint fVboId; | 88 GrGLuint fVboId; |
89 GrGLuint fProgram; | 89 GrGLuint fProgram; |
90 GrGLuint fFboTextureId; | 90 GrGLuint fFboTextureId; |
91 }; | 91 }; |
92 | 92 |
93 ////////////////////////////////////////////////////////////////////////////////
/////////////////// | 93 ////////////////////////////////////////////////////////////////////////////////
/////////////////// |
94 | 94 |
95 GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) { | 95 GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) { |
96 const char* version = ctx->caps()->glslCaps()->versionDeclString(); | 96 const GrGLSLCaps* glslCaps = ctx->caps()->glslCaps(); |
| 97 const char* version = glslCaps->versionDeclString(); |
97 | 98 |
98 // this shader draws fNumStages overlapping circles of increasing opacity (c
overage) and | 99 // this shader draws fNumStages overlapping circles of increasing opacity (c
overage) and |
99 // decreasing size, with the center of each subsequent circle closer to the
bottom-right | 100 // decreasing size, with the center of each subsequent circle closer to the
bottom-right |
100 // corner of the screen than the previous circle. | 101 // corner of the screen than the previous circle. |
101 | 102 |
102 // set up vertex shader; this is a trivial vertex shader that passes through
position and color | 103 // set up vertex shader; this is a trivial vertex shader that passes through
position and color |
103 GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttri
bute_TypeModifier); | 104 GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttri
bute_TypeModifier); |
104 GrGLSLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryi
ngOut_TypeModifier); | 105 GrGLSLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryi
ngOut_TypeModifier); |
105 GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_T
ypeModifier); | 106 GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_T
ypeModifier); |
106 GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_
TypeModifier); | 107 GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_
TypeModifier); |
107 | 108 |
108 SkString vshaderTxt(version); | 109 SkString vshaderTxt(version); |
109 aPosition.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt); | 110 aPosition.appendDecl(glslCaps, &vshaderTxt); |
110 vshaderTxt.append(";\n"); | 111 vshaderTxt.append(";\n"); |
111 aColor.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt); | 112 aColor.appendDecl(glslCaps, &vshaderTxt); |
112 vshaderTxt.append(";\n"); | 113 vshaderTxt.append(";\n"); |
113 oPosition.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt); | 114 oPosition.appendDecl(glslCaps, &vshaderTxt); |
114 vshaderTxt.append(";\n"); | 115 vshaderTxt.append(";\n"); |
115 oColor.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt); | 116 oColor.appendDecl(glslCaps, &vshaderTxt); |
116 vshaderTxt.append(";\n"); | 117 vshaderTxt.append(";\n"); |
117 | 118 |
118 vshaderTxt.append( | 119 vshaderTxt.append( |
119 "void main()\n" | 120 "void main()\n" |
120 "{\n" | 121 "{\n" |
121 " gl_Position = vec4(a_position, 0.0, 1.0);\n" | 122 " gl_Position = vec4(a_position, 0.0, 1.0);\n" |
122 " o_position = a_position;\n" | 123 " o_position = a_position;\n" |
123 " o_color = a_color;\n" | 124 " o_color = a_color;\n" |
124 "}\n"); | 125 "}\n"); |
125 | 126 |
126 const GrGLInterface* gl = ctx->interface(); | 127 const GrGLInterface* gl = ctx->interface(); |
127 | 128 |
128 // set up fragment shader; this fragment shader will have fNumStages coverag
e stages plus an | 129 // set up fragment shader; this fragment shader will have fNumStages coverag
e stages plus an |
129 // XP stage at the end. Each coverage stage computes the pixel's distance f
rom some hard- | 130 // XP stage at the end. Each coverage stage computes the pixel's distance f
rom some hard- |
130 // coded center and compare that to some hard-coded circle radius to compute
a coverage. | 131 // coded center and compare that to some hard-coded circle radius to compute
a coverage. |
131 // Then, this coverage is mixed with the coverage from the previous stage an
d passed to the | 132 // Then, this coverage is mixed with the coverage from the previous stage an
d passed to the |
132 // next stage. | 133 // next stage. |
133 GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut
_TypeModifier); | 134 GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut
_TypeModifier); |
134 SkString fshaderTxt(version); | 135 SkString fshaderTxt(version); |
135 GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->f
Standard, | 136 GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCa
ps, &fshaderTxt); |
136 &fshaderTxt); | |
137 oPosition.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); | 137 oPosition.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); |
138 oPosition.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt); | 138 oPosition.appendDecl(glslCaps, &fshaderTxt); |
139 fshaderTxt.append(";\n"); | 139 fshaderTxt.append(";\n"); |
140 oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); | 140 oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); |
141 oColor.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt); | 141 oColor.appendDecl(glslCaps, &fshaderTxt); |
142 fshaderTxt.append(";\n"); | 142 fshaderTxt.append(";\n"); |
143 | 143 |
144 const char* fsOutName; | 144 const char* fsOutName; |
145 if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) { | 145 if (glslCaps->mustDeclareFragmentShaderOutput()) { |
146 oFragColor.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt); | 146 oFragColor.appendDecl(glslCaps, &fshaderTxt); |
147 fshaderTxt.append(";\n"); | 147 fshaderTxt.append(";\n"); |
148 fsOutName = oFragColor.c_str(); | 148 fsOutName = oFragColor.c_str(); |
149 } else { | 149 } else { |
150 fsOutName = "gl_FragColor"; | 150 fsOutName = "gl_FragColor"; |
151 } | 151 } |
152 | 152 |
153 | 153 |
154 fshaderTxt.appendf( | 154 fshaderTxt.appendf( |
155 "void main()\n" | 155 "void main()\n" |
156 "{\n" | 156 "{\n" |
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295 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 2) ) | 295 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 2) ) |
296 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 2) ) | 296 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 2) ) |
297 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 4) ) | 297 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 4) ) |
298 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 4) ) | 298 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 4) ) |
299 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 6) ) | 299 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 6) ) |
300 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 6) ) | 300 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 6) ) |
301 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 8) ) | 301 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSe
tup, 8) ) |
302 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 8) ) | 302 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetu
p, 8) ) |
303 | 303 |
304 #endif | 304 #endif |
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