Loading opengl/tests/gl_perf/fill_common.cpp +69 −87 Original line number Diff line number Diff line Loading @@ -14,9 +14,15 @@ * limitations under the License. */ #include "fragment_shaders.cpp" FILE * fOut = NULL; void ptSwap(); static char gCurrentTestName[1024]; static uint32_t gWidth = 0; static uint32_t gHeight = 0; static void checkGlError(const char* op) { for (GLint error = glGetError(); error; error = glGetError()) { Loading Loading @@ -112,20 +118,21 @@ void startTimer() { gTime = getTime(); } void endTimer(const char *str, int w, int h, double dc, int count) { static void endTimer(int count) { uint64_t t2 = getTime(); double delta = ((double)(t2 - gTime)) / 1000000000; double pixels = dc * (w * h) * count; double pixels = (gWidth * gHeight) * count; double mpps = pixels / delta / 1000000; double dc60 = pixels / delta / (w * h) / 60; double dc60 = ((double)count) / delta / 60; if (fOut) { fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60); fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60); fflush(fOut); } else { printf("%s, %f, %f\n", str, mpps, dc60); printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60); } LOGI("%s, %f, %f\r\n", str, mpps, dc60); LOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60); } Loading @@ -137,86 +144,17 @@ static const char gVertexShader[] = "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "uniform vec2 u_texOff;\n" "void main() {\n" " v_color = a_color;\n" " v_tex0 = a_tex0;\n" " v_tex1 = a_tex1;\n" " v_tex0.x += u_texOff.x;\n" " v_tex1.y += u_texOff.y;\n" " gl_Position = a_pos;\n" "}\n"; static const char gShaderPrefix[] = "precision mediump float;\n" "uniform vec4 u_color;\n" "uniform vec4 u_0;\n" "uniform vec4 u_1;\n" "uniform vec4 u_2;\n" "uniform vec4 u_3;\n" "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "uniform sampler2D u_tex0;\n" "uniform sampler2D u_tex1;\n" "void main() {\n"; static const char gShaderPostfix[] = " gl_FragColor = c;\n" "}\n"; static char * append(char *d, const char *s) { size_t len = strlen(s); memcpy(d, s, len); return d + len; } static char * genShader( bool useVarColor, int texCount, bool modulateFirstTex, int extraMath) { char *str = (char *)calloc(16 * 1024, 1); char *tmp = append(str, gShaderPrefix); if (modulateFirstTex || !texCount) { if (useVarColor) { tmp = append(tmp, " vec4 c = v_color;\n"); } else { tmp = append(tmp, " vec4 c = u_color;\n"); } } else { tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n"); } if (modulateFirstTex && texCount) { tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n"); } if (texCount > 1) { tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n"); } if (extraMath > 0) { tmp = append(tmp, " c *= u_0;\n"); } if (extraMath > 1) { tmp = append(tmp, " c += u_1;\n"); } if (extraMath > 2) { tmp = append(tmp, " c *= u_2;\n"); } if (extraMath > 3) { tmp = append(tmp, " c += u_3;\n"); } tmp = append(tmp, gShaderPostfix); tmp[0] = 0; //printf("%s", str); return str; } static void setupVA() { static const float vtx[] = { -1.0f,-1.0f, Loading @@ -231,8 +169,8 @@ static void setupVA() { static const float tex0[] = { 0.0f,0.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,1.0f }; 0.0f,1.0f, 1.0f,1.0f }; static const float tex1[] = { 1.0f,0.0f, 1.0f,1.0f, Loading Loading @@ -261,8 +199,8 @@ static void randUniform(int pgm, const char *var) { } } static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) { if (clear) { static void doLoop(bool warmup, int pgm, uint32_t passCount) { if (warmup) { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); ptSwap(); Loading @@ -272,7 +210,10 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) startTimer(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); for (int ct=0; ct < 100; ct++) { for (uint32_t ct=0; ct < passCount; ct++) { int loc = glGetUniformLocation(pgm, "u_texOff"); glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount); randUniform(pgm, "u_color"); randUniform(pgm, "u_0"); randUniform(pgm, "u_1"); Loading @@ -282,14 +223,24 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) } ptSwap(); glFinish(); endTimer(str, w, h, 1, 100); endTimer(passCount); } static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b) { uint32_t ret = 0xff000000; ret |= r & 0xff; ret |= (g & 0xff) << 8; ret |= (b & 0xff) << 16; return ret; } void genTextures() { uint32_t *m = (uint32_t *)malloc(1024*1024*4); for (int y=0; y < 1024; y++){ for (int x=0; x < 1024; x++){ m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16); m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y); } } glBindTexture(GL_TEXTURE_2D, 1); Loading @@ -301,7 +252,7 @@ void genTextures() { for (int y=0; y < 16; y++){ for (int x=0; x < 16; x++){ m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20); m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4); } } glBindTexture(GL_TEXTURE_2D, 2); Loading @@ -310,7 +261,38 @@ void genTextures() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); free(m); } static void doSingleTest(uint32_t pgmNum, int tex) { const char *pgmTxt = gFragmentTests[pgmNum]->txt; int pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { printf("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex); glActiveTexture(GL_TEXTURE0); glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); //sprintf(str2, "%i, %i, %i, %i, %i, 0", //useVarColor, texCount, modulateFirstTex, extraMath, tex0); //doLoop(true, pgm, w, h, str2); //doLoop(false, pgm, w, h, str2); glEnable(GL_BLEND); sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex); doLoop(true, pgm, 100); doLoop(false, pgm, 100); } opengl/tests/gl_perf/filltest.cpp +6 −52 Original line number Diff line number Diff line Loading @@ -33,65 +33,19 @@ using namespace android; #include "fill_common.cpp" static void doSingleTest(uint32_t w, uint32_t h, bool useVarColor, int texCount, bool modulateFirstTex, int extraMath, int tex0, int tex1) { char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath); int pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { printf("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex1); glActiveTexture(GL_TEXTURE0); char str2[1024]; glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); //sprintf(str2, "%i, %i, %i, %i, %i, 0", //useVarColor, texCount, modulateFirstTex, extraMath, tex0); //doLoop(true, pgm, w, h, str2); //doLoop(false, pgm, w, h, str2); glEnable(GL_BLEND); sprintf(str2, "%i, %i, %i, %i, %i, 1", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop(true, pgm, w, h, str2); doLoop(false, pgm, w, h, str2); } bool doTest(uint32_t w, uint32_t h) { gWidth = w; gHeight = h; setupVA(); genTextures(); printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n"); for (int texCount = 0; texCount < 2; texCount++) { for (int extraMath = 0; extraMath < 5; extraMath++) { doSingleTest(w, h, false, texCount, false, extraMath, 1, 1); doSingleTest(w, h, true, texCount, false, extraMath, 1, 1); if (texCount) { doSingleTest(w, h, false, texCount, true, extraMath, 1, 1); doSingleTest(w, h, true, texCount, true, extraMath, 1, 1); doSingleTest(w, h, false, texCount, false, extraMath, 2, 2); doSingleTest(w, h, true, texCount, false, extraMath, 2, 2); doSingleTest(w, h, false, texCount, true, extraMath, 2, 2); doSingleTest(w, h, true, texCount, true, extraMath, 2, 2); } for (uint32_t num = 0; num < gFragmentTestCount; num++) { doSingleTest(num, 2); if (gFragmentTests[num]->texCount) { doSingleTest(num, 1); } } Loading opengl/tests/gl_perf/fragment_shaders.cpp 0 → 100644 +139 −0 Original line number Diff line number Diff line typedef struct FragmentTestRec { const char * name; uint32_t texCount; const char * txt; } FragmentTest; static FragmentTest fpFill = { "Solid color", 0, "precision mediump float;\n" "uniform vec4 u_color;\n" "void main() {\n" " gl_FragColor = u_color;\n" "}\n" }; static FragmentTest fpGradient = { "Solid gradient", 0, "precision mediump float;\n" "varying lowp vec4 v_color;\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n" }; static FragmentTest fpCopyTex = { "Texture copy", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " gl_FragColor = texture2D(u_tex0, v_tex0);\n" "}\n" }; static FragmentTest fpCopyTexGamma = { "Texture copy with gamma", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " t.rgb = pow(t.rgb, vec3(1.4, 1.4, 1.4));\n" " gl_FragColor = t;\n" "}\n" }; static FragmentTest fpTexSpec = { "Texture spec", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " float simSpec = dot(gl_FragCoord.xyz, gl_FragCoord.xyz);\n" " simSpec = pow(clamp(simSpec, 0.1, 1.0), 40.0);\n" " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n" "}\n" }; static FragmentTest fpDepTex = { "Dependent Lookup", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " t += texture2D(u_tex0, t.xy);\n" " gl_FragColor = t;\n" "}\n" }; static FragmentTest fpModulateConstantTex = { "Texture modulate constant", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "uniform vec4 u_color;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= u_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest fpModulateVaryingTex = { "Texture modulate gradient", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "varying lowp vec4 v_color;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= v_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest fpModulateVaryingConstantTex = { "Texture modulate gradient constant", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "varying lowp vec4 v_color;\n" "uniform sampler2D u_tex0;\n" "uniform vec4 u_color;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= v_color;\n" " c *= u_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest *gFragmentTests[] = { &fpFill, &fpGradient, &fpCopyTex, &fpCopyTexGamma, &fpTexSpec, &fpDepTex, &fpModulateConstantTex, &fpModulateVaryingTex, &fpModulateVaryingConstantTex, }; static const size_t gFragmentTestCount = sizeof(gFragmentTests) / sizeof(gFragmentTests[0]); opengl/tests/gl_perfapp/jni/gl_code.cpp +24 −115 Original line number Diff line number Diff line Loading @@ -32,82 +32,17 @@ bool done; // Saves the parameters of the test (so we can print them out when we finish the timing.) char saveBuf[1024]; int pgm; void ptSwap() { } static void doSingleTest(uint32_t w, uint32_t h, bool useVarColor, int texCount, bool modulateFirstTex, int extraMath, int tex0, int tex1) { int doSingleTestState = (stateClock / doLoopStates) % doSingleTestStates; // LOGI("doSingleTest %d\n", doSingleTestState); switch (doSingleTestState) { case 0: { char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath); pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { LOGE("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex1); glActiveTexture(GL_TEXTURE0); void doTest() { uint32_t testNum = stateClock >> 2; int texSize = ((stateClock >> 1) & 0x1) + 1; glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); char str2[1024]; sprintf(str2, "%i, %i, %i, %i, %i, 0", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2); } break; case 1: { char str2[1024]; glEnable(GL_BLEND); sprintf(str2, "%i, %i, %i, %i, %i, 1", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2); } break; } } void doTest(uint32_t w, uint32_t h) { int testState = stateClock / (doLoopStates * doSingleTestStates); int texCount; int extraMath; int testSubState; const int extraMathCount = 5; const int texCount0SubTestCount = 2; const int texCountNSubTestCount = 8; if ( testState < extraMathCount * texCount0SubTestCount) { texCount = 0; // Only 10 tests for texCount 0 extraMath = (testState / texCount0SubTestCount) % extraMathCount; testSubState = testState % texCount0SubTestCount; } else { texCount = 1 + (testState - extraMathCount * texCount0SubTestCount) / (extraMathCount * texCountNSubTestCount); extraMath = (testState / texCountNSubTestCount) % extraMathCount; testSubState = testState % texCountNSubTestCount; } if (texCount >= 3) { if (testNum >= gFragmentTestCount) { LOGI("done\n"); if (fOut) { fclose(fOut); Loading @@ -117,36 +52,10 @@ void doTest(uint32_t w, uint32_t h) { return; } // LOGI("doTest %d %d %d\n", texCount, extraMath, testSubState); switch(testSubState) { case 0: doSingleTest(w, h, false, texCount, false, extraMath, 1, 1); break; case 1: doSingleTest(w, h, true, texCount, false, extraMath, 1, 1); break; case 2: doSingleTest(w, h, false, texCount, true, extraMath, 1, 1); break; case 3: doSingleTest(w, h, true, texCount, true, extraMath, 1, 1); break; case 4: doSingleTest(w, h, false, texCount, false, extraMath, 2, 2); break; case 5: doSingleTest(w, h, true, texCount, false, extraMath, 2, 2); break; case 6: doSingleTest(w, h, false, texCount, true, extraMath, 2, 2); break; case 7: doSingleTest(w, h, true, texCount, true, extraMath, 2, 2); break; } // for (uint32_t num = 0; num < gFragmentTestCount; num++) { doSingleTest(testNum, texSize); } extern "C" { Loading @@ -156,9 +65,9 @@ extern "C" { JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_init(JNIEnv * env, jobject obj, jint width, jint height) { gWidth = width; gHeight = height; if (!done) { w = width; h = height; stateClock = 0; done = false; setupVA(); Loading @@ -184,9 +93,9 @@ JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_step(JNIEnv * env, jobj { if (! done) { if (stateClock > 0 && ((stateClock & 1) == 0)) { endTimer(saveBuf, w, h, 1, 100); //endTimer(100); } doTest(w, h); doTest(); stateClock++; } else { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); Loading Loading
opengl/tests/gl_perf/fill_common.cpp +69 −87 Original line number Diff line number Diff line Loading @@ -14,9 +14,15 @@ * limitations under the License. */ #include "fragment_shaders.cpp" FILE * fOut = NULL; void ptSwap(); static char gCurrentTestName[1024]; static uint32_t gWidth = 0; static uint32_t gHeight = 0; static void checkGlError(const char* op) { for (GLint error = glGetError(); error; error = glGetError()) { Loading Loading @@ -112,20 +118,21 @@ void startTimer() { gTime = getTime(); } void endTimer(const char *str, int w, int h, double dc, int count) { static void endTimer(int count) { uint64_t t2 = getTime(); double delta = ((double)(t2 - gTime)) / 1000000000; double pixels = dc * (w * h) * count; double pixels = (gWidth * gHeight) * count; double mpps = pixels / delta / 1000000; double dc60 = pixels / delta / (w * h) / 60; double dc60 = ((double)count) / delta / 60; if (fOut) { fprintf(fOut, "%s, %f, %f\r\n", str, mpps, dc60); fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60); fflush(fOut); } else { printf("%s, %f, %f\n", str, mpps, dc60); printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60); } LOGI("%s, %f, %f\r\n", str, mpps, dc60); LOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60); } Loading @@ -137,86 +144,17 @@ static const char gVertexShader[] = "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "uniform vec2 u_texOff;\n" "void main() {\n" " v_color = a_color;\n" " v_tex0 = a_tex0;\n" " v_tex1 = a_tex1;\n" " v_tex0.x += u_texOff.x;\n" " v_tex1.y += u_texOff.y;\n" " gl_Position = a_pos;\n" "}\n"; static const char gShaderPrefix[] = "precision mediump float;\n" "uniform vec4 u_color;\n" "uniform vec4 u_0;\n" "uniform vec4 u_1;\n" "uniform vec4 u_2;\n" "uniform vec4 u_3;\n" "varying vec4 v_color;\n" "varying vec2 v_tex0;\n" "varying vec2 v_tex1;\n" "uniform sampler2D u_tex0;\n" "uniform sampler2D u_tex1;\n" "void main() {\n"; static const char gShaderPostfix[] = " gl_FragColor = c;\n" "}\n"; static char * append(char *d, const char *s) { size_t len = strlen(s); memcpy(d, s, len); return d + len; } static char * genShader( bool useVarColor, int texCount, bool modulateFirstTex, int extraMath) { char *str = (char *)calloc(16 * 1024, 1); char *tmp = append(str, gShaderPrefix); if (modulateFirstTex || !texCount) { if (useVarColor) { tmp = append(tmp, " vec4 c = v_color;\n"); } else { tmp = append(tmp, " vec4 c = u_color;\n"); } } else { tmp = append(tmp, " vec4 c = texture2D(u_tex0, v_tex0);\n"); } if (modulateFirstTex && texCount) { tmp = append(tmp, " c *= texture2D(u_tex0, v_tex0);\n"); } if (texCount > 1) { tmp = append(tmp, " c *= texture2D(u_tex1, v_tex1);\n"); } if (extraMath > 0) { tmp = append(tmp, " c *= u_0;\n"); } if (extraMath > 1) { tmp = append(tmp, " c += u_1;\n"); } if (extraMath > 2) { tmp = append(tmp, " c *= u_2;\n"); } if (extraMath > 3) { tmp = append(tmp, " c += u_3;\n"); } tmp = append(tmp, gShaderPostfix); tmp[0] = 0; //printf("%s", str); return str; } static void setupVA() { static const float vtx[] = { -1.0f,-1.0f, Loading @@ -231,8 +169,8 @@ static void setupVA() { static const float tex0[] = { 0.0f,0.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,1.0f }; 0.0f,1.0f, 1.0f,1.0f }; static const float tex1[] = { 1.0f,0.0f, 1.0f,1.0f, Loading Loading @@ -261,8 +199,8 @@ static void randUniform(int pgm, const char *var) { } } static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) { if (clear) { static void doLoop(bool warmup, int pgm, uint32_t passCount) { if (warmup) { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); ptSwap(); Loading @@ -272,7 +210,10 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) startTimer(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); for (int ct=0; ct < 100; ct++) { for (uint32_t ct=0; ct < passCount; ct++) { int loc = glGetUniformLocation(pgm, "u_texOff"); glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount); randUniform(pgm, "u_color"); randUniform(pgm, "u_0"); randUniform(pgm, "u_1"); Loading @@ -282,14 +223,24 @@ static void doLoop(bool clear, int pgm, uint32_t w, uint32_t h, const char *str) } ptSwap(); glFinish(); endTimer(str, w, h, 1, 100); endTimer(passCount); } static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b) { uint32_t ret = 0xff000000; ret |= r & 0xff; ret |= (g & 0xff) << 8; ret |= (b & 0xff) << 16; return ret; } void genTextures() { uint32_t *m = (uint32_t *)malloc(1024*1024*4); for (int y=0; y < 1024; y++){ for (int x=0; x < 1024; x++){ m[y*1024 + x] = 0xff0000ff | ((x & 0xff) << 8) | (y << 16); m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y); } } glBindTexture(GL_TEXTURE_2D, 1); Loading @@ -301,7 +252,7 @@ void genTextures() { for (int y=0; y < 16; y++){ for (int x=0; x < 16; x++){ m[y*16 + x] = 0xff0000ff | (x<<12) | (y<<20); m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4); } } glBindTexture(GL_TEXTURE_2D, 2); Loading @@ -310,7 +261,38 @@ void genTextures() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); free(m); } static void doSingleTest(uint32_t pgmNum, int tex) { const char *pgmTxt = gFragmentTests[pgmNum]->txt; int pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { printf("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex); glActiveTexture(GL_TEXTURE0); glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); //sprintf(str2, "%i, %i, %i, %i, %i, 0", //useVarColor, texCount, modulateFirstTex, extraMath, tex0); //doLoop(true, pgm, w, h, str2); //doLoop(false, pgm, w, h, str2); glEnable(GL_BLEND); sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex); doLoop(true, pgm, 100); doLoop(false, pgm, 100); }
opengl/tests/gl_perf/filltest.cpp +6 −52 Original line number Diff line number Diff line Loading @@ -33,65 +33,19 @@ using namespace android; #include "fill_common.cpp" static void doSingleTest(uint32_t w, uint32_t h, bool useVarColor, int texCount, bool modulateFirstTex, int extraMath, int tex0, int tex1) { char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath); int pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { printf("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex1); glActiveTexture(GL_TEXTURE0); char str2[1024]; glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); //sprintf(str2, "%i, %i, %i, %i, %i, 0", //useVarColor, texCount, modulateFirstTex, extraMath, tex0); //doLoop(true, pgm, w, h, str2); //doLoop(false, pgm, w, h, str2); glEnable(GL_BLEND); sprintf(str2, "%i, %i, %i, %i, %i, 1", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop(true, pgm, w, h, str2); doLoop(false, pgm, w, h, str2); } bool doTest(uint32_t w, uint32_t h) { gWidth = w; gHeight = h; setupVA(); genTextures(); printf("\nvarColor, texCount, modulate, extraMath, texSize, blend, Mpps, DC60\n"); for (int texCount = 0; texCount < 2; texCount++) { for (int extraMath = 0; extraMath < 5; extraMath++) { doSingleTest(w, h, false, texCount, false, extraMath, 1, 1); doSingleTest(w, h, true, texCount, false, extraMath, 1, 1); if (texCount) { doSingleTest(w, h, false, texCount, true, extraMath, 1, 1); doSingleTest(w, h, true, texCount, true, extraMath, 1, 1); doSingleTest(w, h, false, texCount, false, extraMath, 2, 2); doSingleTest(w, h, true, texCount, false, extraMath, 2, 2); doSingleTest(w, h, false, texCount, true, extraMath, 2, 2); doSingleTest(w, h, true, texCount, true, extraMath, 2, 2); } for (uint32_t num = 0; num < gFragmentTestCount; num++) { doSingleTest(num, 2); if (gFragmentTests[num]->texCount) { doSingleTest(num, 1); } } Loading
opengl/tests/gl_perf/fragment_shaders.cpp 0 → 100644 +139 −0 Original line number Diff line number Diff line typedef struct FragmentTestRec { const char * name; uint32_t texCount; const char * txt; } FragmentTest; static FragmentTest fpFill = { "Solid color", 0, "precision mediump float;\n" "uniform vec4 u_color;\n" "void main() {\n" " gl_FragColor = u_color;\n" "}\n" }; static FragmentTest fpGradient = { "Solid gradient", 0, "precision mediump float;\n" "varying lowp vec4 v_color;\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n" }; static FragmentTest fpCopyTex = { "Texture copy", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " gl_FragColor = texture2D(u_tex0, v_tex0);\n" "}\n" }; static FragmentTest fpCopyTexGamma = { "Texture copy with gamma", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " t.rgb = pow(t.rgb, vec3(1.4, 1.4, 1.4));\n" " gl_FragColor = t;\n" "}\n" }; static FragmentTest fpTexSpec = { "Texture spec", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " float simSpec = dot(gl_FragCoord.xyz, gl_FragCoord.xyz);\n" " simSpec = pow(clamp(simSpec, 0.1, 1.0), 40.0);\n" " gl_FragColor = t + vec4(simSpec, simSpec, simSpec, simSpec);\n" "}\n" }; static FragmentTest fpDepTex = { "Dependent Lookup", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " vec4 t = texture2D(u_tex0, v_tex0);\n" " t += texture2D(u_tex0, t.xy);\n" " gl_FragColor = t;\n" "}\n" }; static FragmentTest fpModulateConstantTex = { "Texture modulate constant", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "uniform sampler2D u_tex0;\n" "uniform vec4 u_color;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= u_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest fpModulateVaryingTex = { "Texture modulate gradient", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "varying lowp vec4 v_color;\n" "uniform sampler2D u_tex0;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= v_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest fpModulateVaryingConstantTex = { "Texture modulate gradient constant", 1, "precision mediump float;\n" "varying vec2 v_tex0;\n" "varying lowp vec4 v_color;\n" "uniform sampler2D u_tex0;\n" "uniform vec4 u_color;\n" "void main() {\n" " lowp vec4 c = texture2D(u_tex0, v_tex0);\n" " c *= v_color;\n" " c *= u_color;\n" " gl_FragColor = c;\n" "}\n" }; static FragmentTest *gFragmentTests[] = { &fpFill, &fpGradient, &fpCopyTex, &fpCopyTexGamma, &fpTexSpec, &fpDepTex, &fpModulateConstantTex, &fpModulateVaryingTex, &fpModulateVaryingConstantTex, }; static const size_t gFragmentTestCount = sizeof(gFragmentTests) / sizeof(gFragmentTests[0]);
opengl/tests/gl_perfapp/jni/gl_code.cpp +24 −115 Original line number Diff line number Diff line Loading @@ -32,82 +32,17 @@ bool done; // Saves the parameters of the test (so we can print them out when we finish the timing.) char saveBuf[1024]; int pgm; void ptSwap() { } static void doSingleTest(uint32_t w, uint32_t h, bool useVarColor, int texCount, bool modulateFirstTex, int extraMath, int tex0, int tex1) { int doSingleTestState = (stateClock / doLoopStates) % doSingleTestStates; // LOGI("doSingleTest %d\n", doSingleTestState); switch (doSingleTestState) { case 0: { char *pgmTxt = genShader(useVarColor, texCount, modulateFirstTex, extraMath); pgm = createProgram(gVertexShader, pgmTxt); if (!pgm) { LOGE("error running test\n"); return; } int loc = glGetUniformLocation(pgm, "u_tex0"); if (loc >= 0) glUniform1i(loc, 0); loc = glGetUniformLocation(pgm, "u_tex1"); if (loc >= 0) glUniform1i(loc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex1); glActiveTexture(GL_TEXTURE0); void doTest() { uint32_t testNum = stateClock >> 2; int texSize = ((stateClock >> 1) & 0x1) + 1; glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_BLEND); char str2[1024]; sprintf(str2, "%i, %i, %i, %i, %i, 0", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2); } break; case 1: { char str2[1024]; glEnable(GL_BLEND); sprintf(str2, "%i, %i, %i, %i, %i, 1", useVarColor, texCount, modulateFirstTex, extraMath, tex0); doLoop((stateClock % doLoopStates) != 0, pgm, w, h, str2); } break; } } void doTest(uint32_t w, uint32_t h) { int testState = stateClock / (doLoopStates * doSingleTestStates); int texCount; int extraMath; int testSubState; const int extraMathCount = 5; const int texCount0SubTestCount = 2; const int texCountNSubTestCount = 8; if ( testState < extraMathCount * texCount0SubTestCount) { texCount = 0; // Only 10 tests for texCount 0 extraMath = (testState / texCount0SubTestCount) % extraMathCount; testSubState = testState % texCount0SubTestCount; } else { texCount = 1 + (testState - extraMathCount * texCount0SubTestCount) / (extraMathCount * texCountNSubTestCount); extraMath = (testState / texCountNSubTestCount) % extraMathCount; testSubState = testState % texCountNSubTestCount; } if (texCount >= 3) { if (testNum >= gFragmentTestCount) { LOGI("done\n"); if (fOut) { fclose(fOut); Loading @@ -117,36 +52,10 @@ void doTest(uint32_t w, uint32_t h) { return; } // LOGI("doTest %d %d %d\n", texCount, extraMath, testSubState); switch(testSubState) { case 0: doSingleTest(w, h, false, texCount, false, extraMath, 1, 1); break; case 1: doSingleTest(w, h, true, texCount, false, extraMath, 1, 1); break; case 2: doSingleTest(w, h, false, texCount, true, extraMath, 1, 1); break; case 3: doSingleTest(w, h, true, texCount, true, extraMath, 1, 1); break; case 4: doSingleTest(w, h, false, texCount, false, extraMath, 2, 2); break; case 5: doSingleTest(w, h, true, texCount, false, extraMath, 2, 2); break; case 6: doSingleTest(w, h, false, texCount, true, extraMath, 2, 2); break; case 7: doSingleTest(w, h, true, texCount, true, extraMath, 2, 2); break; } // for (uint32_t num = 0; num < gFragmentTestCount; num++) { doSingleTest(testNum, texSize); } extern "C" { Loading @@ -156,9 +65,9 @@ extern "C" { JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_init(JNIEnv * env, jobject obj, jint width, jint height) { gWidth = width; gHeight = height; if (!done) { w = width; h = height; stateClock = 0; done = false; setupVA(); Loading @@ -184,9 +93,9 @@ JNIEXPORT void JNICALL Java_com_android_glperf_GLPerfLib_step(JNIEnv * env, jobj { if (! done) { if (stateClock > 0 && ((stateClock & 1) == 0)) { endTimer(saveBuf, w, h, 1, 100); //endTimer(100); } doTest(w, h); doTest(); stateClock++; } else { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); Loading