blob: 6679028df9a3fc14b772422521c4006fb4d41005 [file] [log] [blame]
// Copyright (c) 2010 The Chromium OS Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <stdio.h>
#include "main.h"
#include "testbase.h"
#include "utils.h"
namespace glbench {
const float kScreenScaleFactor = 1e6f * (WINDOW_WIDTH * WINDOW_HEIGHT) /
(1280.f * 768);
class WindowManagerCompositingTest : public TestBase {
public:
WindowManagerCompositingTest(bool scissor)
: scissor_(scissor),
compositing_background_program_(0),
compositing_foreground_program_(0) {}
virtual ~WindowManagerCompositingTest() {}
virtual bool TestFunc(uint64_t iterations);
virtual bool Run();
virtual const char* Name() const { return "compositing"; }
void InitializeCompositing();
void TeardownCompositing();
void InitBaseTexture();
void UpdateTexture();
void LoadTexture();
private:
bool scissor_;
uint32_t texture_base_[WINDOW_HEIGHT*WINDOW_WIDTH];
uint32_t texture_update_[WINDOW_HEIGHT*WINDOW_WIDTH];
GLuint compositing_textures_[5];
GLuint compositing_background_program_;
GLuint compositing_foreground_program_;
DISALLOW_COPY_AND_ASSIGN(WindowManagerCompositingTest);
};
TestBase* GetWindowManagerCompositingTest(bool enable_scissor) {
return new WindowManagerCompositingTest(enable_scissor);
}
bool WindowManagerCompositingTest::Run() {
const char* testname = "1280x768_fps_compositing";
if (scissor_) {
glScissor(0, 0, 1, 1);
glEnable(GL_SCISSOR_TEST);
testname = "1280x768_fps_no_fill_compositing";
}
InitializeCompositing();
RunTest(this, testname, kScreenScaleFactor, true);
TeardownCompositing();
return true;
}
bool WindowManagerCompositingTest::TestFunc(uint64_t iterations) {
for (uint64_t i = 0 ; i < iterations; ++i) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw the background
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
// We have to blend three textures, but we use multi-texture for this
// blending, not fb blend, to avoid the external memory traffic
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[2]);
// Use the right shader
glUseProgram(compositing_background_program_);
// Draw the quad
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Use the right shader
glUseProgram(compositing_foreground_program_);
// Compositing is blending, so we shall blend.
glEnable(GL_BLEND);
// Depth test is on for window occlusion
glEnable(GL_DEPTH_TEST);
// Draw window number one
// This update acts like a chrome webkit sw rendering update.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[3]);
UpdateTexture();
// TODO(papakipos): this LoadTexture is likely doing more CPU memory copies
// than we would like.
LoadTexture();
// TODO(papakipos): add color interpolation here, and modulate
// texture against it.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Draw window number two
// This is a static window, so we don't update it.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[4]);
// TODO(papakipos): add color interpolation here, and modulate
// texture against it.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
return true;
}
const char *kBasicTextureVertexShader =
"attribute vec4 c1;"
"attribute vec4 c2;"
"varying vec4 v1;"
"void main() {"
" gl_Position = c1;"
" v1 = c2;"
"}";
const char *kBasicTextureFragmentShader =
"uniform sampler2D texture_sampler;"
"varying vec4 v1;"
"void main() {"
" gl_FragColor = texture2D(texture_sampler, v1.st);"
"}";
GLuint BasicTextureShaderProgram(GLuint vertex_buffer, GLuint texture_buffer) {
GLuint program = InitShaderProgram(kBasicTextureVertexShader,
kBasicTextureFragmentShader);
// Set up the texture sampler
int textureSampler = glGetUniformLocation(program, "texture_sampler");
glUniform1i(textureSampler, 0);
// Set up vertex attribute
int attribute_index = glGetAttribLocation(program, "c1");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
// Set up texture attribute
attribute_index = glGetAttribLocation(program, "c2");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
return program;
}
const char *kDoubleTextureBlendVertexShader =
"attribute vec4 c1;"
"attribute vec4 c2;"
"attribute vec4 c3;"
"varying vec4 v1;"
"varying vec4 v2;"
"void main() {"
" gl_Position = c1;"
" v1 = c2;"
" v2 = c3;"
"}";
const char *kDoubleTextureBlendFragmentShader =
"uniform sampler2D texture_sampler_0;"
"uniform sampler2D texture_sampler_1;"
"varying vec4 v1;"
"varying vec4 v2;"
"void main() {"
" vec4 one = texture2D(texture_sampler_0, v1.st);"
" vec4 two = texture2D(texture_sampler_1, v2.st);"
" gl_FragColor = mix(one, two, 0.5);"
"}";
// This shader blends the three textures
GLuint DoubleTextureBlendShaderProgram(GLuint vertex_buffer,
GLuint texture_buffer_0,
GLuint texture_buffer_1) {
GLuint program = InitShaderProgram(kDoubleTextureBlendVertexShader,
kDoubleTextureBlendFragmentShader);
// Set up the texture sampler
int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
glUniform1i(textureSampler0, 0);
int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
glUniform1i(textureSampler1, 1);
// Set up vertex attribute
int attribute_index = glGetAttribLocation(program, "c1");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
// Set up texture attributes
attribute_index = glGetAttribLocation(program, "c2");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
attribute_index = glGetAttribLocation(program, "c3");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
return program;
}
const char *triple_texture_blend_vertex_shader =
"attribute vec4 c1;"
"attribute vec4 c2;"
"attribute vec4 c3;"
"attribute vec4 c4;"
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"void main() {"
" gl_Position = c1;"
" v1 = c2;"
" v2 = c3;"
" v3 = c4;"
"}";
const char *triple_texture_blend_fragment_shader =
"uniform sampler2D texture_sampler_0;"
"uniform sampler2D texture_sampler_1;"
"uniform sampler2D texture_sampler_2;"
"varying vec4 v1;"
"varying vec4 v2;"
"varying vec4 v3;"
"void main() {"
" vec4 one = texture2D(texture_sampler_0, v1.st);"
" vec4 two = texture2D(texture_sampler_1, v2.st);"
" vec4 three = texture2D(texture_sampler_2, v3.st);"
" gl_FragColor = mix(mix(one, two, 0.5), three, 0.5);"
"}";
// This shader blends the three textures
GLuint TripleTextureBlendShaderProgram(GLuint vertex_buffer,
GLuint texture_buffer_0,
GLuint texture_buffer_1,
GLuint texture_buffer_2) {
GLuint program =
InitShaderProgram(triple_texture_blend_vertex_shader,
triple_texture_blend_fragment_shader);
// Set up the texture sampler
int textureSampler0 = glGetUniformLocation(program, "texture_sampler_0");
glUniform1i(textureSampler0, 0);
int textureSampler1 = glGetUniformLocation(program, "texture_sampler_1");
glUniform1i(textureSampler1, 1);
int textureSampler2 = glGetUniformLocation(program, "texture_sampler_2");
glUniform1i(textureSampler2, 2);
// Set up vertex attribute
int attribute_index = glGetAttribLocation(program, "c1");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
// Set up texture attributes
attribute_index = glGetAttribLocation(program, "c2");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_0);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
attribute_index = glGetAttribLocation(program, "c3");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_1);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
attribute_index = glGetAttribLocation(program, "c4");
glBindBuffer(GL_ARRAY_BUFFER, texture_buffer_2);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
return program;
}
void WindowManagerCompositingTest::InitializeCompositing() {
InitBaseTexture();
glClearColor(0.f, 0.f, 0.f, 0.f);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glGenTextures(5, compositing_textures_);
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < 5; i++) {
glBindTexture(GL_TEXTURE_2D, compositing_textures_[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
}
// Set up the vertex arrays for drawing textured quads later on.
GLfloat buffer_vertex[8] = {
-1.f, -1.f,
1.f, -1.f,
-1.f, 1.f,
1.f, 1.f,
};
GLuint vbo_vertex = SetupVBO(GL_ARRAY_BUFFER,
sizeof(buffer_vertex), buffer_vertex);
GLfloat buffer_texture[8] = {
0.f, 0.f,
1.f, 0.f,
0.f, 1.f,
1.f, 1.f,
};
GLuint vbo_texture = SetupVBO(GL_ARRAY_BUFFER,
sizeof(buffer_texture), buffer_texture);
// Set up the static background textures.
UpdateTexture();
UpdateTexture();
UpdateTexture();
// Load these textures into bound texture ids and keep using them
// from there to avoid having to reload this texture every frame
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[0]);
LoadTexture();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[1]);
LoadTexture();
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[2]);
LoadTexture();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[3]);
UpdateTexture();
LoadTexture();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, compositing_textures_[4]);
UpdateTexture();
LoadTexture();
// Set up vertex & fragment shaders.
compositing_background_program_ =
TripleTextureBlendShaderProgram(vbo_vertex,
vbo_texture, vbo_texture, vbo_texture);
compositing_foreground_program_ =
BasicTextureShaderProgram(vbo_vertex, vbo_texture);
if (!compositing_background_program_ || !compositing_foreground_program_) {
printf("# Warning: Could not set up compositing shader.\n");
}
}
void WindowManagerCompositingTest::TeardownCompositing() {
glDeleteProgram(compositing_background_program_);
glDeleteProgram(compositing_foreground_program_);
}
void WindowManagerCompositingTest::InitBaseTexture() {
for (int y = 0; y < WINDOW_HEIGHT; y++) {
for (int x = 0; x < WINDOW_WIDTH; x++) {
// This color is gray, half alpha.
texture_base_[y*WINDOW_WIDTH+x] = 0x80808080;
}
}
}
// UpdateTexture simulates Chrome updating tab contents.
// We cause a bunch of read and write cpu memory bandwidth.
// It's a very rough approximation.
void WindowManagerCompositingTest::UpdateTexture() {
memcpy(texture_update_, texture_base_, sizeof(texture_base_));
}
void WindowManagerCompositingTest::LoadTexture() {
// Use GL_RGBA for compatibility with GLES2.0.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
WINDOW_WIDTH, WINDOW_HEIGHT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture_update_);
}
} // namespace glbench