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170 lines
5.5 KiB
170 lines
5.5 KiB
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. 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 distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#include "ShaderPerfRenderer.h"
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#include <graphics/GLUtils.h>
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#include <math.h>
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#include <Trace.h>
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static const float GOLDEN_RATIO = (1.0f + sqrt(5.0f)) / 2.0f;
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static const int SP_NUM_VERTICES = 6;
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static const float SP_VERTICES[SP_NUM_VERTICES * 3] = {
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f };
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static const float SP_TEX_COORDS[SP_NUM_VERTICES * 2] = {
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f };
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static const char* SP_VERTEX =
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"attribute vec4 a_Position;"
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"attribute vec2 a_TexCoord;"
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"varying vec2 v_TexCoord;"
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"void main() {"
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" v_TexCoord = a_TexCoord;"
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" gl_Position = a_Position;"
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"}";
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static const char* SP_FRAGMENT_1 =
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"precision mediump float;"
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"uniform vec2 u_Seed;"
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"uniform sampler2D u_Texture;"
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"varying vec2 v_TexCoord;"
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"void main() {"
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" int count = ";
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//Add workload here
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static const char* SP_FRAGMENT_2 =
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" * 4;"//workload * 4 (4 is a tweaking number, bigger = more work)
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" vec2 z;"
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" z.x = 3.0 * (v_TexCoord.x - 0.5);"
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" z.y = 2.0 * (v_TexCoord.y - 0.5);"
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" float u = 0.0;"
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" for (int i = 0; i < count; i++) {"
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" float x = (z.x * z.x - z.y * z.y) + u_Seed.x;"
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" float y = (z.y * z.x + z.x * z.y) + u_Seed.y;"
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" if (((x * x + y * y) > 4.0) && (u == 0.0)) {"
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" u = float(i) / float(count);"
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" }"
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" z.x = x;"
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" z.y = y;"
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" }"
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" gl_FragColor = texture2D(u_Texture, vec2(u, 0.0));"
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"}";
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// Copies the source array from 0 up to and including the '\0' character to the
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// destination array starting from the given start position. Unlike strcpy, this
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// returns the number of characters which were copied.
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static int charCopy(const char* source, char* dest, int destStart) {
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int srcAddr = 0;
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int destAddr = destStart;
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char current;
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do {
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current = source[srcAddr];
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dest[destAddr] = current;
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srcAddr++;
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destAddr++;
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} while (current != '\0');
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return destAddr - destStart;
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}
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ShaderPerfRenderer::ShaderPerfRenderer(ANativeWindow* window, bool offscreen) :
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Renderer(window, offscreen) {
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}
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bool ShaderPerfRenderer::setUp(int workload) {
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SCOPED_TRACE();
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if (!Renderer::setUp(workload)) {
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return false;
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}
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const int MAX_FRAGMENT_SHADER_SIZE = 1000;
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char* spFragment = new char[MAX_FRAGMENT_SHADER_SIZE];
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// Add the first part.
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int index = charCopy(SP_FRAGMENT_1, spFragment, 0);
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// Add the count, overwriting the '\0' added by charCopy.
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spFragment[index - 1] = (char) (((int) '0') + workload);
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// Add the second part.
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index += charCopy(SP_FRAGMENT_2, spFragment, index);
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// Create program.
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mProgramId = GLUtils::createProgram(&SP_VERTEX, const_cast<const char**>(&spFragment));
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delete[] spFragment;
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if (mProgramId == 0) {
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return false;
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}
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// Bind attributes.
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mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture");
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mSeedUniformHandle = glGetUniformLocation(mProgramId, "u_Seed");
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mPositionHandle = glGetAttribLocation(mProgramId, "a_Position");
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mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord");
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const int SIZE = 256;
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uint32_t* m = new uint32_t[SIZE];
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if (m != NULL) {
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uint32_t* d = m;
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for (int i = 0; i < SIZE; i++) {
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*d = 0xff000000 | ((i & 0xff) << 16);
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d++;
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}
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glGenTextures(1, &mTextureId);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, m);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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}
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delete[] m;
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return true;
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}
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void ShaderPerfRenderer::drawWorkload() {
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SCOPED_TRACE();
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glUseProgram(mProgramId);
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// Set the background clear color.
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// No culling of back faces
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glDisable(GL_CULL_FACE);
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// Bind the texture.
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glUniform1i(mTextureUniformHandle, 0);
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// Bind the seed.
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glUniform2f(mSeedUniformHandle, GOLDEN_RATIO - 2.0f, GOLDEN_RATIO - 1.0f);
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// Bind the vertices.
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glEnableVertexAttribArray(mPositionHandle);
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glEnableVertexAttribArray(mTexCoordHandle);
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glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, SP_VERTICES);
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glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, SP_TEX_COORDS);
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glDrawArrays(GL_TRIANGLES, 0, SP_NUM_VERTICES);
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}
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