f3333c89bf
role in Skia's build process.
This reverts commit bcf35f86d5
.
BUG=skia:
Change-Id: Id0a12dfc4d804d69a3c6bf60fed37e89ee130f02
Reviewed-on: https://skia-review.googlesource.com/10802
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Ben Wagner <benjaminwagner@google.com>
195 lines
6.8 KiB
C++
195 lines
6.8 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 "GLBench.h"
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#if SK_SUPPORT_GPU
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#include "GrGpu.h"
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#include "GrTest.h"
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#include "gl/GrGLContext.h"
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#include "gl/builders/GrGLShaderStringBuilder.h"
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#include "SkSLCompiler.h"
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#include <stdio.h>
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#include "sk_tool_utils.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 (nullptr == canvas->getGrContext()) {
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return nullptr;
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}
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GrContext* context = canvas->getGrContext();
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GrGpu* gpu = context->getGpu();
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if (!gpu) {
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SkDebugf("Couldn't get Gr gpu.");
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return nullptr;
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}
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const GrGLContext* ctx = gpu->glContextForTesting();
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if (!ctx) {
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SkDebugf("Couldn't get an interface\n");
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return nullptr;
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}
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return this->onGetGLContext(ctx);
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}
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void GLBench::onPreDraw(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::onPostDraw(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(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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canvas->getGrContext()->resetContext();
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}
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GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
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const GrGLInterface* gl = context->interface();
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SkSL::String glsl;
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SkSL::Program::Settings settings;
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settings.fCaps = context->caps()->shaderCaps();
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std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
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type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
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: SkSL::Program::kFragment_Kind,
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SkString(sksl),
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settings);
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if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
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SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
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context->compiler()->errorText().c_str());
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}
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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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const char* glslPtr = glsl.c_str();
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GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
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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 = GR_GL_INIT_ZERO;
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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, nullptr, 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 GrGLContext* context, const char* vshader,
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const char* fshader) {
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const GrGLInterface* gl = context->interface();
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GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
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GrGLuint fragmentShader = CompileShader(context, 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 = GR_GL_INIT_ZERO;
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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, nullptr, 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_TEXTURE7));
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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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nullptr));
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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 (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 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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