2015-07-15 19:26:07 +00:00
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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 "SkMatrix.h"
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#include "SkPoint.h"
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#include "SkString.h"
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#if SK_SUPPORT_GPU
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#include "GLBench.h"
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2015-10-21 14:14:17 +00:00
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#include "gl/GrGLContext.h"
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2015-07-15 19:26:07 +00:00
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLUtil.h"
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2015-10-26 15:38:25 +00:00
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#include "glsl/GrGLSL.h"
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#include "glsl/GrGLSLCaps.h"
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2015-10-21 17:45:48 +00:00
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#include "glsl/GrGLSLShaderVar.h"
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2015-07-15 19:26:07 +00:00
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#include <stdio.h>
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/**
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* This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL.
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* The generated shader code from this bench will draw several overlapping circles, one in each
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* stage, to simulate coverage calculations. The number of circles (i.e. the number of stages) can
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* be set as a parameter.
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*/
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class GLVec4ScalarBench : public GLBench {
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public:
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/*
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* Use float or vec4 as GLSL data type for the output coverage
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*/
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enum CoverageSetup {
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kUseScalar_CoverageSetup,
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kUseVec4_CoverageSetup,
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};
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/*
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* numStages determines the number of shader stages before the XP,
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* which consequently determines how many circles are drawn
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*/
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GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages)
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: fCoverageSetup(coverageSetup)
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, fNumStages(numStages)
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, fVboId(0)
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, fProgram(0) {
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fName = NumStagesSetupToStr(coverageSetup, numStages);
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}
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protected:
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const char* onGetName() override {
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return fName.c_str();
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}
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void setup(const GrGLContext*) override;
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void glDraw(int loops, const GrGLContext*) override;
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void teardown(const GrGLInterface*) override;
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private:
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void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
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GrGLuint setupShader(const GrGLContext*);
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static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) {
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SkString name("GLVec4ScalarBench");
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switch (coverageSetup) {
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default:
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case kUseScalar_CoverageSetup:
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name.appendf("_scalar_%u_stage", numStages);
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break;
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case kUseVec4_CoverageSetup:
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name.appendf("_vec4_%u_stage", numStages);
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break;
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}
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return name;
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}
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static const GrGLuint kScreenWidth = 800;
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static const GrGLuint kScreenHeight = 600;
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static const uint32_t kNumTriPerDraw = 512;
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static const uint32_t kVerticesPerTri = 3;
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SkString fName;
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CoverageSetup fCoverageSetup;
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uint32_t fNumStages;
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GrGLuint fVboId;
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GrGLuint fProgram;
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GrGLuint fFboTextureId;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
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const GrGLSLCaps* glslCaps = ctx->caps()->glslCaps();
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const char* version = glslCaps->versionDeclString();
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// this shader draws fNumStages overlapping circles of increasing opacity (coverage) and
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// decreasing size, with the center of each subsequent circle closer to the bottom-right
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// corner of the screen than the previous circle.
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// set up vertex shader; this is a trivial vertex shader that passes through position and color
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2015-10-21 17:45:48 +00:00
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GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
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GrGLSLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
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GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
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GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
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SkString vshaderTxt(version);
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aPosition.appendDecl(glslCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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aColor.appendDecl(glslCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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oPosition.appendDecl(glslCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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oColor.appendDecl(glslCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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vshaderTxt.append(
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"void main()\n"
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"{\n"
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" gl_Position = vec4(a_position, 0.0, 1.0);\n"
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" o_position = a_position;\n"
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" o_color = a_color;\n"
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"}\n");
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const GrGLInterface* gl = ctx->interface();
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// set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
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// XP stage at the end. Each coverage stage computes the pixel's distance from some hard-
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// coded center and compare that to some hard-coded circle radius to compute a coverage.
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// Then, this coverage is mixed with the coverage from the previous stage and passed to the
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// next stage.
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GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
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SkString fshaderTxt(version);
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GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCaps, &fshaderTxt);
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oPosition.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
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oPosition.appendDecl(glslCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
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oColor.appendDecl(glslCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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const char* fsOutName;
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if (glslCaps->mustDeclareFragmentShaderOutput()) {
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oFragColor.appendDecl(glslCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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fsOutName = oFragColor.c_str();
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} else {
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fsOutName = "gl_FragColor";
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}
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fshaderTxt.appendf(
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"void main()\n"
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"{\n"
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" vec4 outputColor;\n"
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" %s outputCoverage;\n"
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" outputColor = vec4(%s, 1.0);\n"
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" outputCoverage = %s;\n",
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fCoverageSetup == kUseVec4_CoverageSetup ? "vec4" : "float",
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oColor.getName().c_str(),
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fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(1.0)" : "1.0"
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);
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float radius = 1.0f;
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for (uint32_t i = 0; i < fNumStages; i++) {
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float centerX = 1.0f - radius;
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float centerY = 1.0f - radius;
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fshaderTxt.appendf(
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" {\n"
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" float d = length(%s - vec2(%f, %f));\n"
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" float edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n"
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" outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n"
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" }\n",
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oPosition.getName().c_str(), centerX, centerY,
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radius,
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fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(edgeAlpha)" : "edgeAlpha"
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);
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radius *= 0.8f;
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}
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fshaderTxt.appendf(
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" {\n"
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" %s = outputColor * outputCoverage;\n"
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" }\n"
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"}\n",
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fsOutName);
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return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str());
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}
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template<typename Func>
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static void setup_matrices(int numQuads, Func f) {
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// We draw a really small triangle so we are not fill rate limited
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for (int i = 0 ; i < numQuads; i++) {
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SkMatrix m = SkMatrix::I();
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m.setScale(0.01f, 0.01f);
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f(m);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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struct Vertex {
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SkPoint fPositions;
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GrGLfloat fColors[3];
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};
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void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) {
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// triangles drawn will alternate between the top-right half of the screen and the bottom-left
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// half of the screen
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Vertex vertices[kVerticesPerTri * kNumTriPerDraw];
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for (uint32_t i = 0; i < kNumTriPerDraw; i++) {
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Vertex* v = &vertices[i * kVerticesPerTri];
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if (i % 2 == 0) {
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v[0].fPositions.set(-1.0f, -1.0f);
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v[1].fPositions.set( 1.0f, -1.0f);
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v[2].fPositions.set( 1.0f, 1.0f);
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} else {
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v[0].fPositions.set(-1.0f, -1.0f);
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v[1].fPositions.set( 1.0f, 1.0f);
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v[2].fPositions.set( -1.0f, 1.0f);
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}
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SkPoint* position = reinterpret_cast<SkPoint*>(v);
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viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
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GrGLfloat color[3] = {1.0f, 0.0f, 1.0f};
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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v->fColors[0] = color[0];
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v->fColors[1] = color[1];
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v->fColors[2] = color[2];
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v++;
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}
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}
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GR_GL_CALL(gl, GenBuffers(1, &fVboId));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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(GrGLvoid*)(sizeof(SkPoint))));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
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}
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void GLVec4ScalarBench::setup(const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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if (!gl) {
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SkFAIL("GL interface is nullptr in setup()!\n");
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}
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fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
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fProgram = this->setupShader(ctx);
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int index = 0;
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SkMatrix viewMatrices[kNumTriPerDraw];
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setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) {
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viewMatrices[index++] = m;
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});
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this->setupSingleVbo(gl, viewMatrices);
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GR_GL_CALL(gl, UseProgram(fProgram));
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}
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2015-10-01 16:43:39 +00:00
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void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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for (int i = 0; i < loops; i++) {
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GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw));
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}
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// using -w when running nanobench will not produce correct images;
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// changing this to #if 1 will write the correct images to the Skia folder.
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#if 0
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SkString filename("out");
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filename.appendf("_%s.png", this->getName());
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DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
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#endif
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}
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void GLVec4ScalarBench::teardown(const GrGLInterface* gl) {
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
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GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
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GR_GL_CALL(gl, DeleteTextures(1, &fFboTextureId));
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GR_GL_CALL(gl, DeleteProgram(fProgram));
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GR_GL_CALL(gl, DeleteBuffers(1, &fVboId));
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}
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///////////////////////////////////////////////////////////////////////////////
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) )
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DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) )
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#endif
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