Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2009 VMware, Inc. All Rights Reserved. |
| 3 | * |
| 4 | * Permission is hereby granted, free of charge, to any person obtaining a |
| 5 | * copy of this software and associated documentation files (the "Software"), |
| 6 | * to deal in the Software without restriction, including without limitation |
| 7 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| 8 | * and/or sell copies of the Software, and to permit persons to whom the |
| 9 | * Software is furnished to do so, subject to the following conditions: |
| 10 | * |
| 11 | * The above copyright notice and this permission notice shall be included |
| 12 | * in all copies or substantial portions of the Software. |
| 13 | * |
| 14 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| 15 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 16 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| 17 | * VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| 18 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| 19 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| 20 | */ |
| 21 | |
| 22 | /** |
| 23 | * Measure fill rates. |
| 24 | * |
| 25 | * Brian Paul |
| 26 | * 21 Sep 2009 |
| 27 | */ |
| 28 | |
| 29 | #include "glmain.h" |
| 30 | #include "common.h" |
| 31 | |
| 32 | |
| 33 | int WinWidth = 1000, WinHeight = 1000; |
| 34 | |
| 35 | static GLuint VBO, TexObj; |
| 36 | |
| 37 | |
| 38 | struct vertex |
| 39 | { |
| 40 | GLfloat x, y, s, t, r, g, b, a; |
| 41 | }; |
| 42 | |
| 43 | #define VOFFSET(F) ((void *) offsetof(struct vertex, F)) |
| 44 | |
| 45 | static const struct vertex vertices[4] = { |
| 46 | /* x y s t r g b a */ |
| 47 | { -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5 }, |
| 48 | { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.5 }, |
| 49 | { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5 }, |
| 50 | { -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5 } |
| 51 | }; |
| 52 | |
| 53 | |
| 54 | static const char *VertexShader = |
| 55 | "void main() \n" |
| 56 | "{ \n" |
| 57 | " gl_Position = ftransform(); \n" |
| 58 | " gl_TexCoord[0] = gl_MultiTexCoord0; \n" |
| 59 | " gl_FrontColor = gl_Color; \n" |
| 60 | "} \n"; |
| 61 | |
| 62 | /* simple fragment shader */ |
| 63 | static const char *FragmentShader1 = |
| 64 | "uniform sampler2D Tex; \n" |
| 65 | "void main() \n" |
| 66 | "{ \n" |
| 67 | " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n" |
| 68 | " gl_FragColor = vec4(1.0) - t * gl_Color; \n" |
| 69 | "} \n"; |
| 70 | |
| 71 | /** |
| 72 | * A more complex fragment shader (but equivalent to first shader). |
| 73 | * A good optimizer should catch some of these no-op operations, but |
| 74 | * probably not all of them. |
| 75 | */ |
| 76 | static const char *FragmentShader2 = |
| 77 | "uniform sampler2D Tex; \n" |
| 78 | "void main() \n" |
| 79 | "{ \n" |
| 80 | " // as above \n" |
| 81 | " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n" |
| 82 | " t = vec4(1.0) - t * gl_Color; \n" |
| 83 | |
| 84 | " vec4 u; \n" |
| 85 | |
| 86 | " // no-op negate/swizzle \n" |
| 87 | " u = -t.wzyx; \n" |
| 88 | " t = -u.wzyx; \n" |
| 89 | |
| 90 | " // no-op inverts \n" |
| 91 | " t = vec4(1.0) - t; \n" |
| 92 | " t = vec4(1.0) - t; \n" |
| 93 | |
| 94 | " // no-op min/max \n" |
| 95 | " t = min(t, t); \n" |
| 96 | " t = max(t, t); \n" |
| 97 | |
| 98 | " // no-op moves \n" |
| 99 | " u = t; \n" |
| 100 | " t = u; \n" |
| 101 | " u = t; \n" |
| 102 | " t = u; \n" |
| 103 | |
| 104 | " // no-op add/mul \n" |
| 105 | " t = (t + t + t + t) * 0.25; \n" |
| 106 | |
| 107 | " // no-op mul/sub \n" |
| 108 | " t = 3.0 * t - 2.0 * t; \n" |
| 109 | |
| 110 | " // no-op negate/min/max \n" |
| 111 | " t = -min(-t, -t); \n" |
| 112 | " t = -max(-t, -t); \n" |
| 113 | |
| 114 | " gl_FragColor = t; \n" |
| 115 | "} \n"; |
| 116 | |
| 117 | static GLuint ShaderProg1, ShaderProg2; |
| 118 | |
| 119 | |
| 120 | |
| 121 | /** Called from test harness/main */ |
| 122 | void |
| 123 | PerfInit(void) |
| 124 | { |
| 125 | GLint u; |
| 126 | |
| 127 | /* setup VBO w/ vertex data */ |
| 128 | glGenBuffersARB(1, &VBO); |
| 129 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO); |
| 130 | glBufferDataARB(GL_ARRAY_BUFFER_ARB, |
| 131 | sizeof(vertices), vertices, GL_STATIC_DRAW_ARB); |
| 132 | glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x)); |
| 133 | glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s)); |
| 134 | glColorPointer(4, GL_FLOAT, sizeof(struct vertex), VOFFSET(r)); |
| 135 | glEnableClientState(GL_VERTEX_ARRAY); |
| 136 | glEnableClientState(GL_COLOR_ARRAY); |
| 137 | |
| 138 | /* setup texture */ |
| 139 | TexObj = PerfCheckerTexture(128, 128); |
| 140 | |
| 141 | /* setup shaders */ |
| 142 | ShaderProg1 = PerfShaderProgram(VertexShader, FragmentShader1); |
| 143 | glUseProgram(ShaderProg1); |
| 144 | u = glGetUniformLocation(ShaderProg1, "Tex"); |
| 145 | glUniform1i(u, 0); /* texture unit 0 */ |
| 146 | |
| 147 | ShaderProg2 = PerfShaderProgram(VertexShader, FragmentShader2); |
| 148 | glUseProgram(ShaderProg2); |
| 149 | u = glGetUniformLocation(ShaderProg2, "Tex"); |
| 150 | glUniform1i(u, 0); /* texture unit 0 */ |
| 151 | |
| 152 | glUseProgram(0); |
| 153 | } |
| 154 | |
| 155 | |
| 156 | static void |
| 157 | Ortho(void) |
| 158 | { |
| 159 | glMatrixMode(GL_PROJECTION); |
| 160 | glLoadIdentity(); |
| 161 | glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); |
| 162 | glMatrixMode(GL_MODELVIEW); |
| 163 | glLoadIdentity(); |
| 164 | } |
| 165 | |
| 166 | |
| 167 | |
| 168 | static void |
| 169 | DrawQuad(unsigned count) |
| 170 | { |
| 171 | unsigned i; |
Keith Whitwell | ac6a510 | 2009-09-22 11:01:53 +0100 | [diff] [blame] | 172 | glClear(GL_COLOR_BUFFER_BIT); |
| 173 | |
Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 174 | for (i = 0; i < count; i++) { |
| 175 | glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
Keith Whitwell | ac6a510 | 2009-09-22 11:01:53 +0100 | [diff] [blame] | 176 | |
| 177 | /* Avoid sending command buffers with huge numbers of fullscreen |
| 178 | * quads. Graphics schedulers don't always cope well with |
| 179 | * this... |
| 180 | */ |
| 181 | if (i % 128 == 0) { |
| 182 | PerfSwapBuffers(); |
| 183 | glClear(GL_COLOR_BUFFER_BIT); |
| 184 | } |
Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 185 | } |
Keith Whitwell | ac6a510 | 2009-09-22 11:01:53 +0100 | [diff] [blame] | 186 | |
Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 187 | glFinish(); |
Keith Whitwell | ac6a510 | 2009-09-22 11:01:53 +0100 | [diff] [blame] | 188 | |
| 189 | if (1) |
Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 190 | PerfSwapBuffers(); |
| 191 | } |
| 192 | |
Keith Whitwell | ac6a510 | 2009-09-22 11:01:53 +0100 | [diff] [blame] | 193 | void |
| 194 | PerfNextRound(void) |
| 195 | { |
| 196 | } |
Brian Paul | 9297e69 | 2009-09-21 12:17:49 -0600 | [diff] [blame] | 197 | |
| 198 | /** Called from test harness/main */ |
| 199 | void |
| 200 | PerfDraw(void) |
| 201 | { |
| 202 | double rate; |
| 203 | double pixelsPerDraw = WinWidth * WinHeight; |
| 204 | |
| 205 | Ortho(); |
| 206 | |
| 207 | /* simple fill */ |
| 208 | rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; |
| 209 | perf_printf(" Simple fill: %s pixels/second\n", |
| 210 | PerfHumanFloat(rate)); |
| 211 | |
| 212 | /* blended fill */ |
| 213 | glEnable(GL_BLEND); |
| 214 | rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; |
| 215 | glDisable(GL_BLEND); |
| 216 | perf_printf(" Blended fill: %s pixels/second\n", |
| 217 | PerfHumanFloat(rate)); |
| 218 | |
| 219 | /* textured fill */ |
| 220 | glEnable(GL_TEXTURE_2D); |
| 221 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| 222 | rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; |
| 223 | glDisable(GL_TEXTURE_2D); |
| 224 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| 225 | perf_printf(" Textured fill: %s pixels/second\n", |
| 226 | PerfHumanFloat(rate)); |
| 227 | |
| 228 | /* shader1 fill */ |
| 229 | glUseProgram(ShaderProg1); |
| 230 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| 231 | rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; |
| 232 | glUseProgram(0); |
| 233 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| 234 | perf_printf(" Shader1 fill: %s pixels/second\n", |
| 235 | PerfHumanFloat(rate)); |
| 236 | |
| 237 | /* shader2 fill */ |
| 238 | glUseProgram(ShaderProg2); |
| 239 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| 240 | rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw; |
| 241 | glUseProgram(0); |
| 242 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
| 243 | perf_printf(" Shader2 fill: %s pixels/second\n", |
| 244 | PerfHumanFloat(rate)); |
| 245 | |
| 246 | exit(0); |
| 247 | } |
| 248 | |