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Commit 62e8f222 authored by Xia Wang's avatar Xia Wang
Browse files

Add OpenGl benchmark tests:

   display images with different texture in each mesh.

Change-Id: I051be3cf8be117e62fc635dfaf75b5c0e4cdd644
parent c321c19f
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+4.04 KiB
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+39 −0
Original line number Diff line number Diff line
@@ -113,16 +113,20 @@ public class RsBenchRS {
    private Allocation mTexOpaque;
    private Allocation mTexTransparent;
    private Allocation mTexChecker;
    private Allocation mTexGlobe;

    private Mesh m10by10Mesh;
    private Mesh m100by100Mesh;
    private Mesh mWbyHMesh;
    private Mesh mTorus;
    private Mesh mSingleMesh;

    Font mFontSans;
    Font mFontSerif;
    private Allocation mTextAlloc;

    private ScriptField_TexAllocs_s mTextureAllocs;

    private ScriptC_rsbench mScript;

    private final BitmapFactory.Options mOptionsARGB = new BitmapFactory.Options();
@@ -253,6 +257,27 @@ public class RsBenchRS {
        return tmb.create(true);
    }

    /**
     * Create a mesh with a single quad for the given width and height.
     */
    private Mesh getSingleMesh(float width, float height) {
        Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS,
                                           2, Mesh.TriangleMeshBuilder.TEXTURE_0);
        float xOffset = width/2;
        float yOffset = height/2;
        tmb.setTexture(0, 0);
        tmb.addVertex(-1.0f * xOffset, -1.0f * yOffset);
        tmb.setTexture(1, 0);
        tmb.addVertex(xOffset, -1.0f * yOffset);
        tmb.setTexture(1, 1);
        tmb.addVertex(xOffset, yOffset);
        tmb.setTexture(0, 1);
        tmb.addVertex(-1.0f * xOffset, yOffset);
        tmb.addTriangle(0, 3, 1);
        tmb.addTriangle(1, 3, 2);
        return tmb.create(true);
    }

    private void initProgramStore() {
        // Use stock the stock program store object
        mProgStoreBlendNoneDepth = ProgramStore.BLEND_NONE_DEPTH_TEST(mRS);
@@ -392,11 +417,13 @@ public class RsBenchRS {
        mTexOpaque = loadTextureRGB(R.drawable.data);
        mTexTransparent = loadTextureARGB(R.drawable.leaf);
        mTexChecker = loadTextureRGB(R.drawable.checker);
        mTexGlobe = loadTextureRGB(R.drawable.globe);

        mScript.set_gTexTorus(mTexTorus);
        mScript.set_gTexOpaque(mTexOpaque);
        mScript.set_gTexTransparent(mTexTransparent);
        mScript.set_gTexChecker(mTexChecker);
        mScript.set_gTexGlobe(mTexGlobe);
    }

    private void initFonts() {
@@ -418,6 +445,8 @@ public class RsBenchRS {
        mScript.set_g100by100Mesh(m100by100Mesh);
        mWbyHMesh= getMbyNMesh(mBenchmarkDimX, mBenchmarkDimY, mBenchmarkDimX/4, mBenchmarkDimY/4);
        mScript.set_gWbyHMesh(mWbyHMesh);
        mSingleMesh = getSingleMesh(50, 50);
        mScript.set_gSingleMesh(mSingleMesh);

        FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.torus);
        FileA3D.IndexEntry entry = model.getIndexEntry(0);
@@ -517,6 +546,16 @@ public class RsBenchRS {
                                           Allocation.USAGE_GRAPHICS_RENDER_TARGET);
        mScript.set_gRenderBufferDepth(offscreen);


        mTextureAllocs = new ScriptField_TexAllocs_s(mRS, 100);
        for (int i = 0; i < 100; i++) {
            ScriptField_TexAllocs_s.Item texElem = new ScriptField_TexAllocs_s.Item();
            texElem.texture = loadTextureRGB(R.drawable.globe);
            mTextureAllocs.set(texElem, i, false);
        }
        mTextureAllocs.copyAll();
        mScript.bind_gTexList100(mTextureAllocs);

        mRS.bindRootScript(mScript);
    }
}
+45 −2
Original line number Diff line number Diff line
@@ -23,7 +23,7 @@
const int RS_MSG_TEST_DONE = 100;
const int RS_MSG_RESULTS_READY = 101;

const int gMaxModes = 25;
const int gMaxModes = 27;
int gMaxLoops;

// Allocation to send test names back to java
@@ -44,11 +44,19 @@ rs_allocation gTexOpaque;
rs_allocation gTexTorus;
rs_allocation gTexTransparent;
rs_allocation gTexChecker;
rs_allocation gTexGlobe;

typedef struct TexAllocs_s {
    rs_allocation texture;
} TexAllocs;

TexAllocs *gTexList100;

rs_mesh g10by10Mesh;
rs_mesh g100by100Mesh;
rs_mesh gWbyHMesh;
rs_mesh gTorusMesh;
rs_mesh gSingleMesh;

rs_font gFontSans;
rs_font gFontSerif;
@@ -142,7 +150,7 @@ static void displayFontSamples(int fillNum) {
}

static void bindProgramVertexOrtho() {
    // Default vertex sahder
    // Default vertex shader
    rsgBindProgramVertex(gProgVertex);
    // Setup the projection matrix
    rs_matrix4x4 proj;
@@ -198,6 +206,33 @@ static void displayMeshSamples(int meshNum) {
    }
}

// Display sample images in a mesh with different texture
static void displayMeshWithMultiTexture(int meshMode) {
    bindProgramVertexOrtho();

    // Fragment shader with texture
    rsgBindProgramStore(gProgStoreBlendAlpha);
    rsgBindProgramFragment(gProgFragmentTexture);
    rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);

    int meshCount = (int)pow(10.0f, (float)(meshMode + 1));

    float yPos = 0;
    for (int y = 0; y < meshCount; y++) {
        yPos = (y + 1) * 50;
        float xPos = 0;
        for (int x = 0; x < meshCount; x++) {
            xPos = (x + 1) * 50;
            rs_matrix4x4 matrix;
            rsMatrixLoadTranslate(&matrix, xPos, yPos, 0);
            rsgProgramVertexLoadModelMatrix(&matrix);
            int i = (x + y * meshCount) % 100;
            rsgBindTexture(gProgFragmentTexture, 0, gTexList100[i].texture);
            rsgDrawMesh(gSingleMesh);
        }
    }
}

static float gTorusRotation = 0;
static void updateModelMatrix(rs_matrix4x4 *matrix, void *buffer) {
    if (buffer == 0) {
@@ -497,6 +532,8 @@ static const char *testNames[] = {
    "Geo test 25.6k heavy fragment heavy vertex",
    "Geo test 51.2k heavy fragment heavy vertex",
    "Geo test 204.8k small tries heavy fragment heavy vertex",
    "Mesh with 10 by 10 texture",
    "Mesh with 100 by 100 texture",
};

void getTestName(int testIndex) {
@@ -589,6 +626,12 @@ static void runTest(int index) {
    case 24:
        displayPixelLightSamples(8, true);
        break;
    case 25:
        displayMeshWithMultiTexture(0);
        break;
    case 26:
        displayMeshWithMultiTexture(1);
        break;
    }
}