175 lines
5.8 KiB
C++
175 lines
5.8 KiB
C++
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "GLBench.h"
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#if SK_SUPPORT_GPU
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#include "GrTest.h"
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#include <stdio.h>
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const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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if (NULL == canvas->getGrContext()) {
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return NULL;
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}
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GrContext* context = canvas->getGrContext();
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GrTestTarget tt;
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context->getTestTarget(&tt);
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if (!tt.target()) {
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SkDebugf("Couldn't get Gr test target.");
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return NULL;
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}
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const GrGLContext* ctx = tt.glContext();
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if (!ctx) {
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SkDebugf("Couldn't get an interface\n");
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return NULL;
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}
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return this->onGetGLContext(ctx);
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}
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void GLBench::onPerCanvasPreDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->setup(ctx);
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}
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void GLBench::onPerCanvasPostDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->teardown(ctx->interface());
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}
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void GLBench::onDraw(const int loops, SkCanvas* canvas) {
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->glDraw(loops, ctx);
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}
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GrGLuint GLBench::CompileShader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
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GrGLuint shader;
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// Create the shader object
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GR_GL_CALL_RET(gl, shader, CreateShader(type));
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// Load the shader source
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GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
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// Compile the shader
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GR_GL_CALL(gl, CompileShader(shader));
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// Check for compile time errors
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GrGLint success;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
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SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
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}
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return shader;
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}
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GrGLuint GLBench::CreateProgram(const GrGLInterface* gl, const char* vshader, const char* fshader) {
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GrGLuint vertexShader = CompileShader(gl, vshader, GR_GL_VERTEX_SHADER);
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GrGLuint fragmentShader = CompileShader(gl, fshader, GR_GL_FRAGMENT_SHADER);
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GrGLuint shaderProgram;
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GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
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GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
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GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
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GR_GL_CALL(gl, LinkProgram(shaderProgram));
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// Check for linking errors
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GrGLint success;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
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SkDebugf("Linker Error: %s\n", infoLog);
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}
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GR_GL_CALL(gl, DeleteShader(vertexShader));
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GR_GL_CALL(gl, DeleteShader(fragmentShader));
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return shaderProgram;
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}
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GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
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//Setup framebuffer
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GrGLuint texture;
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GR_GL_CALL(gl, GenTextures(1, &texture));
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GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
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0, //level
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GR_GL_RGBA, //internal format
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screenWidth, // width
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screenHeight, // height
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0, //border
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, // type
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NULL));
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// bind framebuffer
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GrGLuint framebuffer;
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
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GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
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GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
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GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
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GR_GL_COLOR_ATTACHMENT0,
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GR_GL_TEXTURE_2D,
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texture, 0));
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GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
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GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
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return texture;
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}
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void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
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const char* filename) {
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// read back pixels
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SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
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GR_GL_CALL(gl, ReadPixels(0, // x
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0, // y
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screenWidth, // width
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screenHeight, // height
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, //type
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readback.get()));
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// dump png
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SkBitmap bm;
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if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
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SkDebugf("couldn't allocate bitmap\n");
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return;
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}
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bm.setPixels(readback.get());
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if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100)) {
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SkDebugf("------ failed to encode %s\n", filename);
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remove(filename); // remove any partial file
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return;
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}
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}
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#endif
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