/* * 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 "GrTest.h" #include const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) { // This bench exclusively tests GL calls directly if (NULL == canvas->getGrContext()) { return NULL; } GrContext* context = canvas->getGrContext(); GrGpu* gpu = context->getGpu(); if (!gpu) { SkDebugf("Couldn't get Gr gpu."); return NULL; } const GrGLContext* ctx = gpu->glContextForTesting(); if (!ctx) { SkDebugf("Couldn't get an interface\n"); return NULL; } return this->onGetGLContext(ctx); } void GLBench::onPerCanvasPreDraw(SkCanvas* canvas) { // This bench exclusively tests GL calls directly const GrGLContext* ctx = this->getGLContext(canvas); if (!ctx) { return; } this->setup(ctx); } void GLBench::onPerCanvasPostDraw(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(const int loops, SkCanvas* canvas) { const GrGLContext* ctx = this->getGLContext(canvas); if (!ctx) { return; } this->glDraw(loops, ctx); } GrGLuint GLBench::CompileShader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) { GrGLuint shader; // Create the shader object GR_GL_CALL_RET(gl, shader, CreateShader(type)); // Load the shader source GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL)); // Compile the shader GR_GL_CALL(gl, CompileShader(shader)); // Check for compile time errors GrGLint success; GrGLchar infoLog[512]; GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success)); if (!success) { GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog)); SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog); } return shader; } GrGLuint GLBench::CreateProgram(const GrGLInterface* gl, const char* vshader, const char* fshader) { GrGLuint vertexShader = CompileShader(gl, vshader, GR_GL_VERTEX_SHADER); GrGLuint fragmentShader = CompileShader(gl, 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; GrGLchar infoLog[512]; GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success)); if (!success) { GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, 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_TEXTURE15)); 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 NULL)); // 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 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