33aa2c7b5c
Currently, GrConfigConversionEffect is able to round-trip on many
mobile GPUs because it uses highp for all intermediate variables
(including the texture fetch result). Separating the texture sample
into a different processor breaks that.
This is a blunt instrument, not to be used lightly.
This reverts commit dffe9827b1
.
Bug: skia:
Change-Id: I940af3256c47e6672a008d516db9e55669672ca3
Reviewed-on: https://skia-review.googlesource.com/11345
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
269 lines
9.2 KiB
C++
269 lines
9.2 KiB
C++
/*
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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 "Benchmark.h"
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#include "SkCanvas.h"
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#include "SkImageEncoder.h"
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#if SK_SUPPORT_GPU
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#include "GLBench.h"
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#include "GrShaderCaps.h"
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#include "GrShaderVar.h"
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#include "gl/GrGLContext.h"
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLUtil.h"
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#include "../private/GrGLSL.h"
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#include <stdio.h>
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/*
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* This is a native GL benchmark for determining the cost of uploading vertex attributes
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*/
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class GLVertexAttributesBench : public GLBench {
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public:
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GLVertexAttributesBench(uint32_t attribs)
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: fTexture(0)
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, fBuffers(0)
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, fProgram(0)
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, fVBO(0)
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, fAttribs(attribs)
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, fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
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fName.appendf("GLVertexAttributesBench_%d", fAttribs);
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}
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protected:
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const char* onGetName() override { return fName.c_str(); }
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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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static const GrGLuint kScreenWidth = 800;
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static const GrGLuint kScreenHeight = 600;
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static const uint32_t kNumTri = 10000;
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static const uint32_t kVerticesPerTri = 3;
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static const uint32_t kDrawMultiplier = 512;
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static const uint32_t kMaxAttribs = 7;
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private:
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GrGLuint setupShader(const GrGLContext*, uint32_t attribs, uint32_t maxAttribs);
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GrGLuint fTexture;
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SkTArray<GrGLuint> fBuffers;
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GrGLuint fProgram;
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GrGLuint fVBO;
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SkTArray<unsigned char> fVertices;
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uint32_t fAttribs;
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size_t fStride;
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SkString fName;
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typedef Benchmark INHERITED;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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GrGLuint GLVertexAttributesBench::setupShader(const GrGLContext* ctx, uint32_t attribs,
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uint32_t maxAttribs) {
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const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
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const char* version = shaderCaps->versionDeclString();
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// setup vertex shader
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GrShaderVar aPosition("a_position", kVec4f_GrSLType, GrShaderVar::kIn_TypeModifier);
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SkTArray<GrShaderVar> aVars;
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SkTArray<GrShaderVar> oVars;
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SkString vshaderTxt(version);
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aPosition.appendDecl(shaderCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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for (uint32_t i = 0; i < attribs; i++) {
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SkString aname;
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aname.appendf("a_color_%d", i);
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aVars.push_back(GrShaderVar(aname.c_str(),
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kVec4f_GrSLType,
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GrShaderVar::kIn_TypeModifier));
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aVars.back().appendDecl(shaderCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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}
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for (uint32_t i = 0; i < maxAttribs; i++) {
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SkString oname;
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oname.appendf("o_color_%d", i);
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oVars.push_back(GrShaderVar(oname.c_str(),
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kVec4f_GrSLType,
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GrShaderVar::kOut_TypeModifier));
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oVars.back().appendDecl(shaderCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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}
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vshaderTxt.append(
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"void main()\n"
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"{\n"
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"gl_Position = a_position;\n");
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for (uint32_t i = 0; i < attribs; i++) {
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vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str());
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}
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// Passthrough position as a dummy
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for (uint32_t i = attribs; i < maxAttribs; i++) {
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vshaderTxt.appendf("%s = vec4(0, 0, 0, 1);\n", oVars[i].c_str());
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}
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vshaderTxt.append("}\n");
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// setup fragment shader
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GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
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SkString fshaderTxt(version);
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GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
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const char* fsOutName;
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if (shaderCaps->mustDeclareFragmentShaderOutput()) {
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oFragColor.appendDecl(shaderCaps, &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 = "sk_FragColor";
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}
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for (uint32_t i = 0; i < maxAttribs; i++) {
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oVars[i].setTypeModifier(GrShaderVar::kIn_TypeModifier);
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oVars[i].appendDecl(shaderCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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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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"%s = ", fsOutName);
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fshaderTxt.appendf("%s", oVars[0].c_str());
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for (uint32_t i = 1; i < maxAttribs; i++) {
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fshaderTxt.appendf(" + %s", oVars[i].c_str());
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}
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fshaderTxt.append(";\n"
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"}\n");
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return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
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fProgram = setupShader(ctx, fAttribs, kMaxAttribs);
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// setup matrices
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SkMatrix viewMatrices[kNumTri];
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for (uint32_t i = 0 ; i < kNumTri; i++) {
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SkMatrix m = SkMatrix::I();
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m.setScale(0.0001f, 0.0001f);
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viewMatrices[i] = m;
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}
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// presetup vertex attributes, color is set to be a light gray no matter how many vertex
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// attributes are used
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float targetColor = 0.9f;
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float colorContribution = targetColor / fAttribs;
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fVertices.reset(static_cast<int>(kVerticesPerTri * kNumTri * fStride));
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for (uint32_t i = 0; i < kNumTri; i++) {
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unsigned char* ptr = &fVertices[static_cast<int>(i * kVerticesPerTri * fStride)];
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SkPoint* p = reinterpret_cast<SkPoint*>(ptr);
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p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
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p = reinterpret_cast<SkPoint*>(ptr + fStride);
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p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
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p = reinterpret_cast<SkPoint*>(ptr + fStride * 2);
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p->set( 1.0f, 1.0f); p++; p->set( 0.0f, 1.0f);
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SkPoint* position = reinterpret_cast<SkPoint*>(ptr);
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viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri);
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// set colors
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint) + fStride * j);
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for (uint32_t k = 0; k < fAttribs * 4; k += 4) {
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f[k] = colorContribution;
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f[k + 1] = colorContribution;
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f[k + 2] = colorContribution;
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f[k + 3] = 1.0f;
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}
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}
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}
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GR_GL_CALL(gl, GenBuffers(1, &fVBO));
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fBuffers.push_back(fVBO);
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// clear screen
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GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
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GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
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// set us up to draw
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GR_GL_CALL(gl, UseProgram(fProgram));
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}
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void GLVertexAttributesBench::glDraw(int loops, const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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// upload vertex attributes
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, (GrGLsizei)fStride,
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(GrGLvoid*)0));
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size_t runningStride = 2 * sizeof(SkPoint);
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for (uint32_t i = 0; i < fAttribs; i++) {
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int attribId = i + 1;
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GR_GL_CALL(gl, EnableVertexAttribArray(attribId));
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GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE,
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(GrGLsizei)fStride, (GrGLvoid*)(runningStride)));
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runningStride += sizeof(GrGLfloat) * 4;
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}
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.begin(),
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GR_GL_STREAM_DRAW));
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uint32_t maxTrianglesPerFlush = kNumTri;
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uint32_t trianglesToDraw = loops * kDrawMultiplier;
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while (trianglesToDraw > 0) {
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uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
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GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
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trianglesToDraw -= triangles;
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}
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#if 0
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//const char* filename = "/data/local/tmp/out.png";
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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 GLVertexAttributesBench::teardown(const GrGLInterface* gl) {
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// teardown
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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, &fTexture));
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GR_GL_CALL(gl, DeleteProgram(fProgram));
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GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
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fBuffers.reset();
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}
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///////////////////////////////////////////////////////////////////////////////
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DEF_BENCH( return new GLVertexAttributesBench(0) )
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DEF_BENCH( return new GLVertexAttributesBench(1) )
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DEF_BENCH( return new GLVertexAttributesBench(2) )
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DEF_BENCH( return new GLVertexAttributesBench(3) )
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DEF_BENCH( return new GLVertexAttributesBench(4) )
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DEF_BENCH( return new GLVertexAttributesBench(5) )
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DEF_BENCH( return new GLVertexAttributesBench(6) )
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DEF_BENCH( return new GLVertexAttributesBench(7) )
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#endif
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