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132 lines
3.5 KiB
132 lines
3.5 KiB
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "shadertoy_shader.h"
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#include "utils.h"
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#include <fstream>
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#include <sstream>
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#include <android/log.h>
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int g_framebuffer_width = 0;
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int g_framebuffer_height = 0;
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GLuint g_quad_vao = 0;
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ShadertoyShader shader;
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#define LOG_TAG "GPUStressTestActivity"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
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double NowInMs() {
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timespec timeval;
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clock_gettime(CLOCK_REALTIME, &timeval);
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double time = 1000.0 * timeval.tv_sec + (double) timeval.tv_nsec / 1e6;
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return time;
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}
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GLuint CreateFullscreenQuad() {
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GLfloat quadVertices[] = {
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// Positions
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f,
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};
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// Setup screen VAO
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GLuint quadVAO, quadVBO;
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
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glBindVertexArray(0);
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return quadVAO;
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}
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void CreateShader() {
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extern std::string g_shader;
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shader.CreateShaderFromString(g_shader);
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}
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void Init(int width, int height) {
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GLint num_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLint i = 0; i < num_extensions; ++i) {
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const char* extension = (char*)(
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glGetStringi(GL_EXTENSIONS, i));
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}
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g_framebuffer_width = width;
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g_framebuffer_height = height;
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CreateShader();
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g_quad_vao = CreateFullscreenQuad();
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}
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void DrawFrame() {
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static double previous_time = 0;
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static float angle = 0.0f;
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static double elapsed_time_sum = 0;
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static double gpu_timer_elapsed_sum = 0;
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static double start_time = NowInMs();
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// After how many frames to report the avg frame time.
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int kFrameReportInterval = 1;
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static int frame_count = 0;
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frame_count++;
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if (frame_count == kFrameReportInterval) {
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LOGI("%f\n", elapsed_time_sum / (double)kFrameReportInterval);
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frame_count = 0;
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elapsed_time_sum = 0;
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gpu_timer_elapsed_sum = 0;
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}
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double current_time = NowInMs();
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double elapsed_time = current_time - previous_time;
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previous_time = current_time;
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elapsed_time_sum += elapsed_time;
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float global_time = (float)(NowInMs() - start_time);
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glViewport(0, 0, g_framebuffer_width, g_framebuffer_height);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float fov = 45;
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shader.PrepareForDraw(g_framebuffer_width, g_framebuffer_height, global_time, frame_count, (float)elapsed_time);
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glBindVertexArray(g_quad_vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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void Cleanup() {
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}
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