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Side by Side Diff: bench/GLVec4ScalarBench.cpp

Issue 1403373012: Make appending default precision be controled by GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: rebase Created 5 years, 1 month ago
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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.
(...skipping 58 matching lines...) Expand 10 before | Expand all | Expand 10 after
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"
(...skipping 138 matching lines...) Expand 10 before | Expand all | Expand 10 after
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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