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+/*
+ * Copyright © 2010-2011 Linaro Limited
+ *
+ * This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
+ *
+ * glmark2 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 3 of the License, or (at your option) any later
+ * version.
+ *
+ * glmark2 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
+ * glmark2. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * Authors:
+ * Alexandros Frantzis (glmark2)
+ */
+#include <cmath>
+
+#include "scene.h"
+#include "mat.h"
+#include "stack.h"
+#include "vec.h"
+#include "log.h"
+#include "shader-source.h"
+#include "util.h"
+
+static const std::string shader_file_base(GLMARK_DATA_PATH"/shaders/function");
+
+static const std::string vtx_file(shader_file_base + ".vert");
+static const std::string frg_file(shader_file_base + ".frag");
+static const std::string call_file(shader_file_base + "-call.all");
+static const std::string step_low_file(shader_file_base + "-step-low.all");
+static const std::string step_medium_file(shader_file_base + "-step-medium.all");
+
+SceneFunction::SceneFunction(Canvas &pCanvas) :
+ SceneGrid(pCanvas, "function")
+{
+ options_["fragment-steps"] = Scene::Option("fragment-steps", "1",
+ "The number of computational steps in the fragment shader");
+ options_["fragment-function"] = Scene::Option("fragment-function", "true",
+ "Whether each computational step includes a function call", "false,true");
+ options_["vertex-steps"] = Scene::Option("vertex-steps", "1",
+ "The number of computational steps in the vertex shader");
+ options_["vertex-function"] = Scene::Option("vertex-function", "true",
+ "Whether each computational step includes an if-else clause", "false,true");
+ options_["vertex-complexity"] = Scene::Option("vertex-complexity", "low",
+ "The complexity of each computational step in the vertex shader", "low,medium");
+ options_["fragment-complexity"] = Scene::Option("fragment-complexity", "low",
+ "The complexity of each computational step in the fragment shader", "low,medium");
+}
+
+SceneFunction::~SceneFunction()
+{
+}
+
+static std::string
+get_vertex_shader_source(int steps, bool function, std::string &complexity)
+{
+ ShaderSource source(vtx_file);
+ ShaderSource source_main;
+ std::string step_file;
+
+ if (complexity == "low")
+ step_file = step_low_file;
+ else if (complexity == "medium")
+ step_file = step_medium_file;
+
+ for (int i = 0; i < steps; i++) {
+ if (function)
+ source_main.append_file(call_file);
+ else
+ source_main.append_file(step_file);
+ }
+
+ if (function)
+ source.replace_with_file("$PROCESS$", step_file);
+ else
+ source.replace("$PROCESS$", "");
+
+ source.replace("$MAIN$", source_main.str());
+
+ return source.str();
+}
+
+static std::string
+get_fragment_shader_source(int steps, bool function, std::string &complexity)
+{
+ ShaderSource source(frg_file);
+ ShaderSource source_main;
+ std::string step_file;
+
+ if (complexity == "low")
+ step_file = step_low_file;
+ else if (complexity == "medium")
+ step_file = step_medium_file;
+
+ for (int i = 0; i < steps; i++) {
+ if (function)
+ source_main.append_file(call_file);
+ else
+ source_main.append_file(step_file);
+ }
+
+ if (function)
+ source.replace_with_file("$PROCESS$", step_file);
+ else
+ source.replace("$PROCESS$", "");
+
+ source.replace("$MAIN$", source_main.str());
+
+ return source.str();
+}
+
+bool
+SceneFunction::setup()
+{
+ if (!SceneGrid::setup())
+ return false;
+
+ /* Parse options */
+ bool vtx_function = options_["vertex-function"].value == "true";
+ bool frg_function = options_["fragment-function"].value == "true";
+ std::string vtx_complexity = options_["vertex-complexity"].value;
+ std::string frg_complexity = options_["fragment-complexity"].value;
+ int vtx_steps = Util::fromString<int>(options_["vertex-steps"].value);
+ int frg_steps = Util::fromString<int>(options_["fragment-steps"].value);
+
+ /* Load shaders */
+ std::string vtx_shader(get_vertex_shader_source(vtx_steps, vtx_function,
+ vtx_complexity));
+ std::string frg_shader(get_fragment_shader_source(frg_steps, frg_function,
+ frg_complexity));
+
+ if (!Scene::load_shaders_from_strings(program_, vtx_shader, frg_shader))
+ return false;
+
+ program_.start();
+
+ std::vector<GLint> attrib_locations;
+ attrib_locations.push_back(program_["position"].location());
+ mesh_.set_attrib_locations(attrib_locations);
+
+ running_ = true;
+ startTime_ = Util::get_timestamp_us() / 1000000.0;
+ lastUpdateTime_ = startTime_;
+
+ return true;
+}
+
+Scene::ValidationResult
+SceneFunction::validate()
+{
+ static const double radius_3d(std::sqrt(3.0 * 15.0 * 15.0));
+
+ int frg_steps = Util::fromString<int>(options_["fragment-steps"].value);
+
+ Canvas::Pixel ref;
+
+ if (frg_steps == 5)
+ ref = Canvas::Pixel(0x5e, 0x5e, 0x5e, 0xff);
+ else
+ return Scene::ValidationUnknown;
+
+ Canvas::Pixel pixel = canvas_.read_pixel(293, 89);
+
+ double dist = pixel.distance_rgb(ref);
+ if (dist < radius_3d + 0.01) {
+ return Scene::ValidationSuccess;
+ }
+ else {
+ Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
+ ref.to_le32(), pixel.to_le32(), dist);
+ return Scene::ValidationFailure;
+ }
+
+ return Scene::ValidationUnknown;
+}