skia2/bench/GLBench.cpp
Ethan Nicholas 7ef4b74e57 re-re-land of skslc now uses standard Skia caps
BUG=skia:

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=4732

Change-Id: I144110bf66f67a28da7ad333173db43bddf9e8d0
Reviewed-on: https://skia-review.googlesource.com/4732
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
2016-11-11 21:15:29 +00:00

193 lines
6.8 KiB
C++

/*
* 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 "GrGpu.h"
#include "GrTest.h"
#include "gl/GrGLContext.h"
#include "gl/builders/GrGLShaderStringBuilder.h"
#include "SkSLCompiler.h"
#include <stdio.h>
#include <string>
const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
if (nullptr == canvas->getGrContext()) {
return nullptr;
}
GrContext* context = canvas->getGrContext();
GrGpu* gpu = context->getGpu();
if (!gpu) {
SkDebugf("Couldn't get Gr gpu.");
return nullptr;
}
const GrGLContext* ctx = gpu->glContextForTesting();
if (!ctx) {
SkDebugf("Couldn't get an interface\n");
return nullptr;
}
return this->onGetGLContext(ctx);
}
void GLBench::onPreDraw(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->setup(ctx);
}
void GLBench::onPostDraw(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(int loops, SkCanvas* canvas) {
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->glDraw(loops, ctx);
canvas->getGrContext()->resetContext();
}
GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
const GrGLInterface* gl = context->interface();
std::string glsl;
bool result = context->compiler()->toGLSL(type == GR_GL_VERTEX_SHADER
? SkSL::Program::kVertex_Kind
: SkSL::Program::kFragment_Kind,
std::string(sksl),
*context->caps()->glslCaps(),
&glsl);
if (!result) {
SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
context->compiler()->errorText().c_str());
}
GrGLuint shader;
// Create the shader object
GR_GL_CALL_RET(gl, shader, CreateShader(type));
// Load the shader source
const char* glslPtr = glsl.c_str();
GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
// Compile the shader
GR_GL_CALL(gl, CompileShader(shader));
// Check for compile time errors
GrGLint success = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
}
return shader;
}
GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
const char* fshader) {
const GrGLInterface* gl = context->interface();
GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
GrGLuint fragmentShader = CompileShader(context, 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 = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, 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_TEXTURE7));
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
nullptr));
// 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