skia2/bench/GLBench.cpp

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