Hash :
9f088621
Author :
Date :
2018-12-29T20:46:15
Revert "Load entry points dynamically in tests and samples." This reverts commit 03923558a7103827ffec6a4d2a1453ed91f01c6f. Reason for revert: fails compilation on Android, ChromeOS and Fuchsia during roll https://chromium-review.googlesource.com/c/chromium/src/+/1392624 Original change's description: > Load entry points dynamically in tests and samples. > > This CL adds a dynamic loader generator based on XML files. It also > refactors the entry point generation script to move the XML parsing > into a helper class. > > Additionally this includes a new GLES 1.0 base header. The new > header allows for function pointer types and hiding prototypes. > > All tests and samples now load ANGLE dynamically. In the future this > will be extended to load entry points from the driver directly when > possible. This will allow us to perform more accurate A/B testing. > > The new build configuration leads to some tests having more warnings > applied. The CL includes fixes for the new warnings. > > Bug: angleproject:2995 > Change-Id: I6726d4163f7a6e54d2482f094c0a952f59702a05 > Reviewed-on: https://chromium-review.googlesource.com/c/1359516 > Commit-Queue: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> TBR=ynovikov@chromium.org,jmadill@chromium.org,syoussefi@chromium.org Change-Id: I902bec2d733c2b879be29c02ab52a0b7d4eaa077 No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: angleproject:2995 Reviewed-on: https://chromium-review.googlesource.com/c/1392381 Reviewed-by: Yuly Novikov <ynovikov@chromium.org> Commit-Queue: Yuly Novikov <ynovikov@chromium.org>
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//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// draw_call_perf_utils.cpp:
// Common utilities for performance tests that need to do a large amount of draw calls.
//
#include "draw_call_perf_utils.h"
#include <vector>
#include "shader_utils.h"
namespace
{
constexpr char kSimpleScaleAndOffsetVS[] = R"(attribute vec2 vPosition;
uniform float uScale;
uniform float uOffset;
void main()
{
gl_Position = vec4(vPosition * vec2(uScale) + vec2(uOffset), 0, 1);
})";
constexpr char kSimpleDrawVS[] = R"(attribute vec2 vPosition;
const float scale = 0.5;
const float offset = -0.5;
void main()
{
gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
})";
constexpr char kSimpleTexCoordVS[] = R"(attribute vec2 vPosition;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition, 0, 1);
texCoord = vPosition * 0.5 + vec2(0.5);
})";
constexpr char kSimpleFS[] = R"(precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kSimpleTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
})";
void Generate2DTriangleData(size_t numTris, std::vector<float> *floatData)
{
for (size_t triIndex = 0; triIndex < numTris; ++triIndex)
{
floatData->push_back(1.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
floatData->push_back(0.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
}
}
} // anonymous namespace
GLuint SetupSimpleScaleAndOffsetProgram()
{
GLuint program = CompileProgram(kSimpleScaleAndOffsetVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
GLfloat scale = 0.5f;
GLfloat offset = -0.5f;
glUniform1f(glGetUniformLocation(program, "uScale"), scale);
glUniform1f(glGetUniformLocation(program, "uOffset"), offset);
return program;
}
GLuint SetupSimpleDrawProgram()
{
GLuint program = CompileProgram(kSimpleDrawVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupSimpleTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kSimpleTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint Create2DTriangleBuffer(size_t numTris, GLenum usage)
{
GLuint buffer = 0u;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<GLfloat> floatData;
Generate2DTriangleData(numTris, &floatData);
// To avoid generating GL errors when testing validation-only with zero triangles.
if (floatData.empty())
{
floatData.push_back(0.0f);
}
glBufferData(GL_ARRAY_BUFFER, floatData.size() * sizeof(GLfloat), &floatData[0], usage);
return buffer;
}
void CreateColorFBO(GLsizei width, GLsizei height, GLuint *fbo, GLuint *texture)
{
glGenFramebuffers(1, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texture, 0);
}