--- /dev/null
+/**
+ * OpenGL ES 2.0 memory performance estimator
+ * Copyright (C) 2009 Nokia
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with this program; if not, write to the Free Software Foundation, Inc.,
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * \author Sami Kyöstilä <sami.kyostila@nokia.com>
+ *
+ * Shader blit test
+ */
+#include "shaderblittest.h"
+#include <sstream>
+#include <GLES2/gl2ext.h>
+
+ShaderBlitTest::ShaderBlitTest(const std::string& effect, int width, int height,
+ float texW, float texH,
+ float quadW, float quadH):
+ m_width(width),
+ m_height(height),
+ m_texW(texW),
+ m_texH(texH),
+ m_quadW(quadW),
+ m_quadH(quadH),
+ m_effect(effect)
+{
+}
+
+void ShaderBlitTest::teardown()
+{
+ glUseProgram(0);
+ glDisableVertexAttribArray(m_positionAttr);
+ glDisableVertexAttribArray(m_texcoordAttr);
+ glDeleteProgram(m_program);
+ // Disabled until driver segfault is fixed
+ //glDeleteTextures(1, &m_texture);
+}
+
+void ShaderBlitTest::operator()(int frame)
+{
+ float t = frame * 0;
+
+ const GLfloat texcoords[] =
+ {
+ 0 + t, m_texH + t,
+ 0 + t, 0 + t,
+ m_texW + t, m_texH + t,
+ m_texW + t, 0 + t
+ };
+
+ const GLfloat vertices[] =
+ {
+ -m_quadW, -m_quadH,
+ -m_quadW, m_quadH,
+ m_quadW, -m_quadH,
+ m_quadW, m_quadH
+ };
+
+ glVertexAttribPointer(m_positionAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+ glVertexAttribPointer(m_texcoordAttr, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+std::string ShaderBlitTest::name() const
+{
+ std::stringstream s;
+
+ s << "blit_shader_" << m_effect;
+ s << "_" << m_width << "x" << m_height;
+
+ return s.str();
+}
+
+void ShaderBlitTest::prepare()
+{
+ const char* vertSource =
+ "precision mediump float;\n"
+ "attribute vec2 in_position;\n"
+ "attribute vec2 in_texcoord;\n"
+ "varying vec2 texcoord;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(in_position, 0.0, 1.0);\n"
+ " texcoord = in_texcoord;\n"
+ "}\n";
+
+ const char* fragSourceConst =
+ "precision lowp float;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+ const char* fragSourceLinGrad =
+ "precision lowp float;\n"
+ "varying vec2 texcoord;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4(texcoord.x, 0.0, 0.0, 1.0);\n"
+ "}\n";
+
+ const char* fragSourceRadGrad =
+ "precision mediump float;\n"
+ "varying vec2 texcoord;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " float t = 1.0 - distance(texcoord, vec2(0.5, 0.5)) * 2.0;\n"
+ " gl_FragColor = vec4(0.0, t, 0.0, 1.0);\n"
+ "}\n";
+
+ const char* fragSourcePalette =
+ "precision mediump float;\n"
+ "varying vec2 texcoord;\n"
+ "uniform sampler2D texture;\n"
+ "uniform sampler2D paletteTexture;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " float index = texture2D(texture, texcoord).a;\n"
+ " gl_FragColor = texture2D(paletteTexture, vec2(index, 0.0));\n"
+ "}\n";
+
+ const char* fragSourceMask =
+ "precision mediump float;\n"
+ "varying vec2 texcoord;\n"
+ "uniform sampler2D texture;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " float mask = texture2D(texture, texcoord).g;\n"
+ " vec4 color = texture2D(texture, texcoord + vec2(0, 64.0 / 128.0));\n"
+ " gl_FragColor = vec4(color.rgb, mask);\n"
+ "}\n";
+
+ const char* fragSource = 0;
+ if (m_effect == "const")
+ {
+ fragSource = fragSourceConst;
+ }
+ else if (m_effect == "lingrad")
+ {
+ fragSource = fragSourceLinGrad;
+ }
+ else if (m_effect == "radgrad")
+ {
+ fragSource = fragSourceRadGrad;
+ }
+ else if (m_effect == "palette")
+ {
+ fragSource = fragSourcePalette;
+ }
+ else if (m_effect == "mask")
+ {
+ fragSource = fragSourceMask;
+ }
+ assert(fragSource);
+
+ m_program = createProgram(vertSource, fragSource);
+ glUseProgram(m_program);
+
+ glClearColor(.2, .4, .6, 1.0);
+
+ m_positionAttr = glGetAttribLocation(m_program, "in_position");
+ m_texcoordAttr = glGetAttribLocation(m_program, "in_texcoord");
+
+ glGenTextures(1, &m_texture);
+ glEnableVertexAttribArray(m_positionAttr);
+ glEnableVertexAttribArray(m_texcoordAttr);
+
+ if (m_effect == "palette")
+ {
+ char* texture = new char[800 * 480];
+ char* palette = new char[256 * 4];
+ for (int y = 0; y < 480; y++)
+ {
+ for (int x = 0; x < 800; x++)
+ {
+ texture[y * 800 + x] = x ^ y;
+ }
+ }
+ for (int i = 0; i < 256; i++)
+ {
+ palette[i * 4 + 0] = i;
+ palette[i * 4 + 1] = abs(i - 0x7f);
+ palette[i * 4 + 2] = 0xff - i;
+ palette[i * 4 + 3] = 0xff;
+ }
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 3);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, palette);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ ASSERT_GL();
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 4);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 800, 480, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ ASSERT_GL();
+ delete[] texture;
+ delete[] palette;
+ glUniform1i(glGetUniformLocation(m_program, "texture"), 0);
+ glUniform1i(glGetUniformLocation(m_program, "paletteTexture"), 1);
+ ASSERT_GL();
+ }
+
+ if (m_effect == "mask")
+ {
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ loadCompressedTexture(GL_TEXTURE_2D, 0, GL_ETC1_RGB8_OES, 128, 256, "data/xorg-colormask_128x256_etc1.raw");
+ glUniform1i(glGetUniformLocation(m_program, "texture"), 0);
+ ASSERT_GL();
+ }
+
+ ASSERT_GL();
+}