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+/*
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * Measure fill rates.
+ *
+ * Brian Paul
+ * 21 Sep 2009
+ */
+
+#include "glmain.h"
+#include "common.h"
+
+
+int WinWidth = 1000, WinHeight = 1000;
+
+static GLuint VBO, TexObj;
+
+
+struct vertex
+{
+ GLfloat x, y, s, t, r, g, b, a;
+};
+
+#define VOFFSET(F) ((void *) offsetof(struct vertex, F))
+
+static const struct vertex vertices[4] = {
+ /* x y s t r g b a */
+ { -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5 },
+ { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.5 },
+ { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5 },
+ { -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5 }
+};
+
+
+static const char *VertexShader =
+ "void main() \n"
+ "{ \n"
+ " gl_Position = ftransform(); \n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
+ " gl_FrontColor = gl_Color; \n"
+ "} \n";
+
+/* simple fragment shader */
+static const char *FragmentShader1 =
+ "uniform sampler2D Tex; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n"
+ " gl_FragColor = vec4(1.0) - t * gl_Color; \n"
+ "} \n";
+
+/**
+ * A more complex fragment shader (but equivalent to first shader).
+ * A good optimizer should catch some of these no-op operations, but
+ * probably not all of them.
+ */
+static const char *FragmentShader2 =
+ "uniform sampler2D Tex; \n"
+ "void main() \n"
+ "{ \n"
+ " // as above \n"
+ " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n"
+ " t = vec4(1.0) - t * gl_Color; \n"
+
+ " vec4 u; \n"
+
+ " // no-op negate/swizzle \n"
+ " u = -t.wzyx; \n"
+ " t = -u.wzyx; \n"
+
+ " // no-op inverts \n"
+ " t = vec4(1.0) - t; \n"
+ " t = vec4(1.0) - t; \n"
+
+ " // no-op min/max \n"
+ " t = min(t, t); \n"
+ " t = max(t, t); \n"
+
+ " // no-op moves \n"
+ " u = t; \n"
+ " t = u; \n"
+ " u = t; \n"
+ " t = u; \n"
+
+ " // no-op add/mul \n"
+ " t = (t + t + t + t) * 0.25; \n"
+
+ " // no-op mul/sub \n"
+ " t = 3.0 * t - 2.0 * t; \n"
+
+ " // no-op negate/min/max \n"
+ " t = -min(-t, -t); \n"
+ " t = -max(-t, -t); \n"
+
+ " gl_FragColor = t; \n"
+ "} \n";
+
+static GLuint ShaderProg1, ShaderProg2;
+
+
+
+/** Called from test harness/main */
+void
+PerfInit(void)
+{
+ GLint u;
+
+ /* setup VBO w/ vertex data */
+ glGenBuffersARB(1, &VBO);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(vertices), vertices, GL_STATIC_DRAW_ARB);
+ glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x));
+ glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s));
+ glColorPointer(4, GL_FLOAT, sizeof(struct vertex), VOFFSET(r));
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ /* setup texture */
+ TexObj = PerfCheckerTexture(128, 128);
+
+ /* setup shaders */
+ ShaderProg1 = PerfShaderProgram(VertexShader, FragmentShader1);
+ glUseProgram(ShaderProg1);
+ u = glGetUniformLocation(ShaderProg1, "Tex");
+ glUniform1i(u, 0); /* texture unit 0 */
+
+ ShaderProg2 = PerfShaderProgram(VertexShader, FragmentShader2);
+ glUseProgram(ShaderProg2);
+ u = glGetUniformLocation(ShaderProg2, "Tex");
+ glUniform1i(u, 0); /* texture unit 0 */
+
+ glUseProgram(0);
+}
+
+
+static void
+Ortho(void)
+{
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+
+static void
+DrawQuad(unsigned count)
+{
+ unsigned i;
+ for (i = 0; i < count; i++) {
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+ glFinish();
+ if (0)
+ PerfSwapBuffers();
+}
+
+
+/** Called from test harness/main */
+void
+PerfDraw(void)
+{
+ double rate;
+ double pixelsPerDraw = WinWidth * WinHeight;
+
+ Ortho();
+
+ /* simple fill */
+ rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
+ perf_printf(" Simple fill: %s pixels/second\n",
+ PerfHumanFloat(rate));
+
+ /* blended fill */
+ glEnable(GL_BLEND);
+ rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
+ glDisable(GL_BLEND);
+ perf_printf(" Blended fill: %s pixels/second\n",
+ PerfHumanFloat(rate));
+
+ /* textured fill */
+ glEnable(GL_TEXTURE_2D);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
+ glDisable(GL_TEXTURE_2D);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ perf_printf(" Textured fill: %s pixels/second\n",
+ PerfHumanFloat(rate));
+
+ /* shader1 fill */
+ glUseProgram(ShaderProg1);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
+ glUseProgram(0);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ perf_printf(" Shader1 fill: %s pixels/second\n",
+ PerfHumanFloat(rate));
+
+ /* shader2 fill */
+ glUseProgram(ShaderProg2);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
+ glUseProgram(0);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ perf_printf(" Shader2 fill: %s pixels/second\n",
+ PerfHumanFloat(rate));
+
+ exit(0);
+}
+