1/*
2 * Copyright (C) 2007 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include "fragment_shaders.cpp"
18
19FILE * fOut = NULL;
20void ptSwap();
21
22static char gCurrentTestName[1024];
23static uint32_t gWidth = 0;
24static uint32_t gHeight = 0;
25
26static void checkGlError(const char* op) {
27    for (GLint error = glGetError(); error; error
28            = glGetError()) {
29        ALOGE("after %s() glError (0x%x)\n", op, error);
30    }
31}
32
33GLuint loadShader(GLenum shaderType, const char* pSource) {
34    GLuint shader = glCreateShader(shaderType);
35    if (shader) {
36        glShaderSource(shader, 1, &pSource, NULL);
37        glCompileShader(shader);
38        GLint compiled = 0;
39        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
40        if (!compiled) {
41            GLint infoLen = 0;
42            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
43            if (infoLen) {
44                char* buf = (char*) malloc(infoLen);
45                if (buf) {
46                    glGetShaderInfoLog(shader, infoLen, NULL, buf);
47                    ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
48                    free(buf);
49                }
50                glDeleteShader(shader);
51                shader = 0;
52            }
53        }
54    }
55    return shader;
56}
57
58enum {
59    A_POS,
60    A_COLOR,
61    A_TEX0,
62    A_TEX1
63};
64
65GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
66    GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
67    if (!vertexShader) {
68        return 0;
69    }
70
71    GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
72    if (!pixelShader) {
73        return 0;
74    }
75
76    GLuint program = glCreateProgram();
77    if (program) {
78        glAttachShader(program, vertexShader);
79        checkGlError("glAttachShader v");
80        glAttachShader(program, pixelShader);
81        checkGlError("glAttachShader p");
82
83        glBindAttribLocation(program, A_POS, "a_pos");
84        glBindAttribLocation(program, A_COLOR, "a_color");
85        glBindAttribLocation(program, A_TEX0, "a_tex0");
86        glBindAttribLocation(program, A_TEX1, "a_tex1");
87        glLinkProgram(program);
88        GLint linkStatus = GL_FALSE;
89        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
90        if (linkStatus != GL_TRUE) {
91            GLint bufLength = 0;
92            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
93            if (bufLength) {
94                char* buf = (char*) malloc(bufLength);
95                if (buf) {
96                    glGetProgramInfoLog(program, bufLength, NULL, buf);
97                    ALOGE("Could not link program:\n%s\n", buf);
98                    free(buf);
99                }
100            }
101            glDeleteProgram(program);
102            program = 0;
103        }
104    }
105    checkGlError("createProgram");
106    glUseProgram(program);
107    return program;
108}
109
110uint64_t getTime() {
111    struct timespec t;
112    clock_gettime(CLOCK_MONOTONIC, &t);
113    return t.tv_nsec + ((uint64_t)t.tv_sec * 1000 * 1000 * 1000);
114}
115
116uint64_t gTime;
117void startTimer() {
118    gTime = getTime();
119}
120
121
122static void endTimer(int count) {
123    uint64_t t2 = getTime();
124    double delta = ((double)(t2 - gTime)) / 1000000000;
125    double pixels = (gWidth * gHeight) * count;
126    double mpps = pixels / delta / 1000000;
127    double dc60 = ((double)count) / delta / 60;
128
129    if (fOut) {
130        fprintf(fOut, "%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
131        fflush(fOut);
132    } else {
133        printf("%s, %f, %f\n", gCurrentTestName, mpps, dc60);
134    }
135    ALOGI("%s, %f, %f\r\n", gCurrentTestName, mpps, dc60);
136}
137
138
139static const char gVertexShader[] =
140    "attribute vec4 a_pos;\n"
141    "attribute vec4 a_color;\n"
142    "attribute vec2 a_tex0;\n"
143    "attribute vec2 a_tex1;\n"
144    "varying vec4 v_color;\n"
145    "varying vec2 v_tex0;\n"
146    "varying vec2 v_tex1;\n"
147    "uniform vec2 u_texOff;\n"
148
149    "void main() {\n"
150    "    v_color = a_color;\n"
151    "    v_tex0 = a_tex0;\n"
152    "    v_tex1 = a_tex1;\n"
153    "    v_tex0.x += u_texOff.x;\n"
154    "    v_tex1.y += u_texOff.y;\n"
155    "    gl_Position = a_pos;\n"
156    "}\n";
157
158static void setupVA() {
159    static const float vtx[] = {
160        -1.0f,-1.0f,
161         1.0f,-1.0f,
162        -1.0f, 1.0f,
163         1.0f, 1.0f };
164    static const float color[] = {
165        1.0f,0.0f,1.0f,1.0f,
166        0.0f,0.0f,1.0f,1.0f,
167        1.0f,1.0f,0.0f,1.0f,
168        1.0f,1.0f,1.0f,1.0f };
169    static const float tex0[] = {
170        0.0f,0.0f,
171        1.0f,0.0f,
172        0.0f,1.0f,
173        1.0f,1.0f };
174    static const float tex1[] = {
175        1.0f,0.0f,
176        1.0f,1.0f,
177        0.0f,1.0f,
178        0.0f,0.0f };
179
180    glEnableVertexAttribArray(A_POS);
181    glEnableVertexAttribArray(A_COLOR);
182    glEnableVertexAttribArray(A_TEX0);
183    glEnableVertexAttribArray(A_TEX1);
184
185    glVertexAttribPointer(A_POS, 2, GL_FLOAT, false, 8, vtx);
186    glVertexAttribPointer(A_COLOR, 4, GL_FLOAT, false, 16, color);
187    glVertexAttribPointer(A_TEX0, 2, GL_FLOAT, false, 8, tex0);
188    glVertexAttribPointer(A_TEX1, 2, GL_FLOAT, false, 8, tex1);
189}
190
191static void randUniform(int pgm, const char *var) {
192    int loc = glGetUniformLocation(pgm, var);
193    if (loc >= 0) {
194        float x = ((float)rand()) / RAND_MAX;
195        float y = ((float)rand()) / RAND_MAX;
196        float z = ((float)rand()) / RAND_MAX;
197        float w = ((float)rand()) / RAND_MAX;
198        glUniform4f(loc, x, y, z, w);
199    }
200}
201
202static void doLoop(bool warmup, int pgm, uint32_t passCount) {
203    if (warmup) {
204        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
205        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
206        ptSwap();
207        glFinish();
208        return;
209    }
210
211    startTimer();
212    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
213    for (uint32_t ct=0; ct < passCount; ct++) {
214        int loc = glGetUniformLocation(pgm, "u_texOff");
215        glUniform2f(loc, ((float)ct) / passCount, ((float)ct) / 2.f / passCount);
216
217        randUniform(pgm, "u_color");
218        randUniform(pgm, "u_0");
219        randUniform(pgm, "u_1");
220        randUniform(pgm, "u_2");
221        randUniform(pgm, "u_3");
222        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
223    }
224    ptSwap();
225    glFinish();
226    endTimer(passCount);
227}
228
229
230static uint32_t rgb(uint32_t r, uint32_t g, uint32_t b)
231{
232    uint32_t ret = 0xff000000;
233    ret |= r & 0xff;
234    ret |= (g & 0xff) << 8;
235    ret |= (b & 0xff) << 16;
236    return ret;
237}
238
239void genTextures() {
240    uint32_t *m = (uint32_t *)malloc(1024*1024*4);
241    for (int y=0; y < 1024; y++){
242        for (int x=0; x < 1024; x++){
243            m[y*1024 + x] = rgb(x, (((x+y) & 0xff) == 0x7f) * 0xff, y);
244        }
245    }
246    glBindTexture(GL_TEXTURE_2D, 1);
247    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
248    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
249    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
250    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
251    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
252
253    for (int y=0; y < 16; y++){
254        for (int x=0; x < 16; x++){
255            m[y*16 + x] = rgb(x << 4, (((x+y) & 0xf) == 0x7) * 0xff, y << 4);
256        }
257    }
258    glBindTexture(GL_TEXTURE_2D, 2);
259    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
260    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
261    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
262    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
263    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
264    free(m);
265}
266
267static void doSingleTest(uint32_t pgmNum, int tex) {
268    const char *pgmTxt = gFragmentTests[pgmNum]->txt;
269    int pgm = createProgram(gVertexShader, pgmTxt);
270    if (!pgm) {
271        printf("error running test\n");
272        return;
273    }
274    int loc = glGetUniformLocation(pgm, "u_tex0");
275    if (loc >= 0) glUniform1i(loc, 0);
276    loc = glGetUniformLocation(pgm, "u_tex1");
277    if (loc >= 0) glUniform1i(loc, 1);
278
279
280    glActiveTexture(GL_TEXTURE0);
281    glBindTexture(GL_TEXTURE_2D, tex);
282    glActiveTexture(GL_TEXTURE1);
283    glBindTexture(GL_TEXTURE_2D, tex);
284    glActiveTexture(GL_TEXTURE0);
285
286    glBlendFunc(GL_ONE, GL_ONE);
287    glDisable(GL_BLEND);
288    //sprintf(str2, "%i, %i, %i, %i, %i, 0",
289            //useVarColor, texCount, modulateFirstTex, extraMath, tex0);
290    //doLoop(true, pgm, w, h, str2);
291    //doLoop(false, pgm, w, h, str2);
292
293    glEnable(GL_BLEND);
294    sprintf(gCurrentTestName, "%s, %i, %i, 1", gFragmentTests[pgmNum]->name, pgmNum, tex);
295    doLoop(true, pgm, 100);
296    doLoop(false, pgm, 100);
297}
298
299