blob: fb52a93a2f67b1901d154f1e248f877aa573daec [file] [log] [blame]
/*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* Measure rate of binding/switching between FBO targets.
* Create two framebuffer objects for rendering to two textures.
* Ping pong between texturing from one and drawing into the other.
*
* Brian Paul
* 22 Sep 2009
*/
#include <string.h>
#include "glmain.h"
#include "common.h"
int WinWidth = 100, WinHeight = 100;
static GLuint VBO;
static GLuint FBO[2], Tex[2];
static const GLsizei TexSize = 512;
static const GLboolean DrawPoint = GL_TRUE;
struct vertex
{
GLfloat x, y, s, t;
};
static const struct vertex vertices[1] = {
{ 0.0, 0.0, 0.5, 0.5 },
};
#define VOFFSET(F) ((void *) offsetof(struct vertex, F))
/** Called from test harness/main */
void
PerfInit(void)
{
const GLenum filter = GL_LINEAR;
GLenum stat;
int i;
if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) {
perf_printf("fboswitch: GL_EXT_framebuffer_object not supported\n");
exit(0);
}
/* setup VBO */
glGenBuffersARB(1, &VBO);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertices),
vertices, GL_STATIC_DRAW_ARB);
glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x));
glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glGenFramebuffersEXT(2, FBO);
glGenTextures(2, Tex);
for (i = 0; i < 2; i++) {
/* setup texture */
glBindTexture(GL_TEXTURE_2D, Tex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
TexSize, TexSize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
/* setup fbo */
glBindFramebufferEXT(GL_FRAMEBUFFER, FBO[i]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, Tex[i], 0/*level*/);
stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) {
perf_printf("fboswitch: Error: incomplete FBO!\n");
exit(1);
}
/* clear the FBO */
glClear(GL_COLOR_BUFFER_BIT);
}
glEnable(GL_TEXTURE_2D);
}
static void
FBOBind(unsigned count)
{
unsigned i;
for (i = 1; i < count; i++) {
const GLuint dst = i & 1;
const GLuint src = 1 - dst;
/* bind src texture */
glBindTexture(GL_TEXTURE_2D, Tex[src]);
/* bind dst fbo */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO[dst]);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
/* draw something */
if (DrawPoint)
glDrawArrays(GL_POINTS, 0, 1);
}
glFinish();
}
/** Called from test harness/main */
void
PerfNextRound(void)
{
}
/** Called from test harness/main */
void
PerfDraw(void)
{
double rate;
rate = PerfMeasureRate(FBOBind);
perf_printf(" FBO Binding: %1.f binds/sec\n", rate);
exit(0);
}