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kc3-lang/angle/src/tests/test_utils/draw_call_perf_utils.cpp

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/test_utils/draw_call_perf_utils.cpp
  • //
    // Copyright 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 "util/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);
    }