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230 lines
7.4 KiB
230 lines
7.4 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 2.0 Module
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* -------------------------------------------------
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*
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* Copyright 2014 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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*//*!
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* \file
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* \brief Texture format performance tests.
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*//*--------------------------------------------------------------------*/
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#include "es2pTextureCases.hpp"
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#include "glsShaderPerformanceCase.hpp"
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#include "tcuTextureUtil.hpp"
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#include "tcuRenderTarget.hpp"
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#include "gluTexture.hpp"
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#include "gluStrUtil.hpp"
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#include "deStringUtil.hpp"
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#include "glwEnums.hpp"
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#include "glwFunctions.hpp"
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namespace deqp
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{
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namespace gles2
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{
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namespace Performance
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{
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using namespace gls;
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using namespace glw; // GL types
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using tcu::Vec2;
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using tcu::Vec3;
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using tcu::Vec4;
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using tcu::IVec4;
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using std::string;
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using std::vector;
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using tcu::TestLog;
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Texture2DRenderCase::Texture2DRenderCase (Context& context,
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const char* name,
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const char* description,
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deUint32 format,
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deUint32 dataType,
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deUint32 wrapS,
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deUint32 wrapT,
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deUint32 minFilter,
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deUint32 magFilter,
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const tcu::Mat3& coordTransform,
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int numTextures,
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bool powerOfTwo)
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: ShaderPerformanceCase (context.getTestContext(), context.getRenderContext(), name, description, CASETYPE_FRAGMENT)
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, m_format (format)
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, m_dataType (dataType)
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, m_wrapS (wrapS)
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, m_wrapT (wrapT)
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, m_minFilter (minFilter)
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, m_magFilter (magFilter)
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, m_coordTransform (coordTransform)
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, m_numTextures (numTextures)
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, m_powerOfTwo (powerOfTwo)
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{
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}
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Texture2DRenderCase::~Texture2DRenderCase (void)
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{
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for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
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delete *i;
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m_textures.clear();
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}
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static inline int roundDownToPowerOfTwo (int val)
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{
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DE_ASSERT(val >= 0);
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int l0 = deClz32(val);
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return val & ~((1<<(31-l0))-1);
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}
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void Texture2DRenderCase::init (void)
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{
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TestLog& log = m_testCtx.getLog();
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int width = m_renderCtx.getRenderTarget().getWidth();
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int height = m_renderCtx.getRenderTarget().getHeight();
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if (m_powerOfTwo)
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{
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width = roundDownToPowerOfTwo(width);
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height = roundDownToPowerOfTwo(height);
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}
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bool mipmaps = m_minFilter == GL_NEAREST_MIPMAP_NEAREST ||
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m_minFilter == GL_NEAREST_MIPMAP_LINEAR ||
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m_minFilter == GL_LINEAR_MIPMAP_NEAREST ||
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m_minFilter == GL_LINEAR_MIPMAP_LINEAR;
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DE_ASSERT(m_powerOfTwo || (!mipmaps && m_wrapS == GL_CLAMP_TO_EDGE && m_wrapT == GL_CLAMP_TO_EDGE));
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Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
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Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
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Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
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Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
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m_attributes.push_back(AttribSpec("a_coords", Vec4(p00.x(), p00.y(), 0.0f, 0.0f),
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Vec4(p10.x(), p10.y(), 0.0f, 0.0f),
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Vec4(p01.x(), p01.y(), 0.0f, 0.0f),
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Vec4(p11.x(), p11.y(), 0.0f, 0.0f)));
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log << TestLog::Message << "Size: " << width << "x" << height << TestLog::EndMessage;
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log << TestLog::Message << "Format: " <<glu::getTextureFormatName(m_format) << " " << glu::getTypeName(m_dataType) << TestLog::EndMessage;
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log << TestLog::Message << "Coords: " << p00 << ", " << p10 << ", " << p01 << ", " << p11 << TestLog::EndMessage;
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log << TestLog::Message << "Wrap: " << glu::getTextureWrapModeStr(m_wrapS) << " / " << glu::getTextureWrapModeStr(m_wrapT) << TestLog::EndMessage;
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log << TestLog::Message << "Filter: " << glu::getTextureFilterStr(m_minFilter) << " / " << glu::getTextureFilterStr(m_magFilter) << TestLog::EndMessage;
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log << TestLog::Message << "Mipmaps: " << (mipmaps ? "true" : "false") << TestLog::EndMessage;
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log << TestLog::Message << "Using additive blending." << TestLog::EndMessage;
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// Use same viewport size as texture size.
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setViewportSize(width, height);
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m_vertShaderSource =
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"attribute highp vec4 a_position;\n"
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"attribute mediump vec2 a_coords;\n"
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"varying mediump vec2 v_coords;\n"
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"void main (void)\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_coords = a_coords;\n"
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"}\n";
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std::ostringstream fragSrc;
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fragSrc << "varying mediump vec2 v_coords;\n";
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for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
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fragSrc << "uniform sampler2D u_sampler" << texNdx << ";\n";
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fragSrc << "void main (void)\n"
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<< "{\n";
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for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
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fragSrc << "\t" << (texNdx == 0 ? "lowp vec4 r = " : "r += ") << "texture2D(u_sampler" << texNdx << ", v_coords);\n";
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fragSrc << " gl_FragColor = r;\n"
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<< "}\n";
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m_fragShaderSource = fragSrc.str();
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m_textures.reserve(m_numTextures);
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for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
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{
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static const IVec4 swizzles[] = { IVec4(0,1,2,3), IVec4(1,2,3,0), IVec4(2,3,0,1), IVec4(3,0,1,2),
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IVec4(3,2,1,0), IVec4(2,1,0,3), IVec4(1,0,3,2), IVec4(0,3,2,1) };
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const IVec4& sw = swizzles[texNdx % DE_LENGTH_OF_ARRAY(swizzles)];
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glu::Texture2D* texture = new glu::Texture2D(m_renderCtx, m_format, m_dataType, width, height);
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m_textures.push_back(texture);
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// Fill levels.
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int numLevels = mipmaps ? texture->getRefTexture().getNumLevels() : 1;
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for (int levelNdx = 0; levelNdx < numLevels; levelNdx++)
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{
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texture->getRefTexture().allocLevel(levelNdx);
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tcu::fillWithComponentGradients(texture->getRefTexture().getLevel(levelNdx),
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Vec4(0.0f, 0.0f, 0.0f, 0.0f).swizzle(sw[0], sw[1], sw[2], sw[3]),
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Vec4(1.0f, 1.0f, 1.0f, 1.0f).swizzle(sw[0], sw[1], sw[2], sw[3]));
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}
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texture->upload();
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}
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ShaderPerformanceCase::init();
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}
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void Texture2DRenderCase::deinit (void)
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{
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for (vector<glu::Texture2D*>::iterator i = m_textures.begin(); i != m_textures.end(); i++)
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delete *i;
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m_textures.clear();
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ShaderPerformanceCase::deinit();
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}
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void Texture2DRenderCase::setupProgram (deUint32 program)
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{
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const glw::Functions& gl = m_renderCtx.getFunctions();
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for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
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{
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int samplerLoc = gl.getUniformLocation(program, (string("u_sampler") + de::toString(texNdx)).c_str());
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gl.uniform1i(samplerLoc, texNdx);
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}
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}
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void Texture2DRenderCase::setupRenderState (void)
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{
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const glw::Functions& gl = m_renderCtx.getFunctions();
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// Setup additive blending.
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gl.enable(GL_BLEND);
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gl.blendFunc(GL_ONE, GL_ONE);
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gl.blendEquation(GL_FUNC_ADD);
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// Setup textures.
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for (int texNdx = 0; texNdx < m_numTextures; texNdx++)
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{
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gl.activeTexture(GL_TEXTURE0 + texNdx);
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gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture());
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gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_minFilter);
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gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_magFilter);
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gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_wrapS);
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gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_wrapT);
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}
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}
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} // Performance
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} // gles2
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} // deqp
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