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// Copyright (c) 2010 The Chromium OS Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef BENCH_GL_MAIN_H_
#define BENCH_GL_MAIN_H_
#include <gflags/gflags.h>
#include <stdarg.h>
#include <sys/time.h>
#if defined(USE_OPENGLES)
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define LIST_PROC_FUNCTIONS(F) \
F(glBeginQueryEXT, PFNGLBEGINQUERYEXTPROC) \
F(glEndQueryEXT, PFNGLENDQUERYEXTPROC) \
F(glDeleteQueriesEXT, PFNGLDELETEQUERIESEXTPROC) \
F(glGenQueriesEXT, PFNGLGENQUERIESEXTPROC) \
F(glGetQueryObjectuivEXT, PFNGLGETQUERYOBJECTUIVEXTPROC)
#elif defined(USE_OPENGL)
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glx.h>
#define LIST_PROC_FUNCTIONS(F) \
F(glAttachShader, PFNGLATTACHSHADERPROC) \
F(glBeginQuery, PFNGLBEGINQUERYPROC) \
F(glBindBuffer, PFNGLBINDBUFFERPROC) \
F(glBindBufferARB, PFNGLBINDBUFFERARBPROC) \
F(glBindFramebuffer, PFNGLBINDFRAMEBUFFERPROC) \
F(glBindRenderbuffer, PFNGLBINDRENDERBUFFERPROC) \
F(glBufferData, PFNGLBUFFERDATAPROC) \
F(glBufferDataARB, PFNGLBUFFERDATAARBPROC) \
F(glBufferSubData, PFNGLBUFFERSUBDATAPROC) \
F(glCheckFramebufferStatus, PFNGLCHECKFRAMEBUFFERSTATUSPROC) \
F(glCompileShader, PFNGLCOMPILESHADERPROC) \
F(glCreateProgram, PFNGLCREATEPROGRAMPROC) \
F(glCreateShader, PFNGLCREATESHADERPROC) \
F(glDeleteBuffers, PFNGLDELETEBUFFERSPROC) \
F(glDeleteFramebuffers, PFNGLDELETEFRAMEBUFFERSPROC) \
F(glDeleteProgram, PFNGLDELETEPROGRAMPROC) \
F(glDeleteQueries, PFNGLDELETEQUERIESPROC) \
F(glDeleteRenderbuffers, PFNGLDELETERENDERBUFFERSPROC) \
F(glDeleteShader, PFNGLDELETESHADERPROC) \
F(glDisableVertexAttribArray, PFNGLDISABLEVERTEXATTRIBARRAYPROC) \
F(glEnableVertexAttribArray, PFNGLENABLEVERTEXATTRIBARRAYPROC) \
F(glEndQuery, PFNGLENDQUERYPROC) \
F(glFramebufferRenderbuffer, PFNGLFRAMEBUFFERRENDERBUFFERPROC) \
F(glFramebufferTexture2D, PFNGLFRAMEBUFFERTEXTURE2DPROC) \
F(glGenBuffers, PFNGLGENBUFFERSPROC) \
F(glGenQueries, PFNGLGENQUERIESPROC) \
F(glGenFramebuffers, PFNGLGENFRAMEBUFFERSPROC) \
F(glGenRenderbuffers, PFNGLGENRENDERBUFFERSPROC) \
F(glGetAttribLocation, PFNGLGETATTRIBLOCATIONPROC) \
F(glGetInfoLogARB, PFNGLGETPROGRAMINFOLOGPROC) \
F(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC) \
F(glGetQueryObjectuiv, PFNGLGETQUERYOBJECTUIVPROC) \
F(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC) \
F(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC) \
F(glLinkProgram, PFNGLLINKPROGRAMPROC) \
F(glRenderbufferStorage, PFNGLRENDERBUFFERSTORAGEPROC) \
F(glShaderSource, PFNGLSHADERSOURCEPROC) \
F(glUniform1f, PFNGLUNIFORM1FPROC) \
F(glUniform1i, PFNGLUNIFORM1IPROC) \
F(glUniform4fv, PFNGLUNIFORM4FVPROC) \
F(glUniformMatrix4fv, PFNGLUNIFORMMATRIX4FVPROC) \
F(glUseProgram, PFNGLUSEPROGRAMPROC) \
F(glVertexAttribPointer, PFNGLVERTEXATTRIBPOINTERPROC) \
F(glXBindTexImageEXT, PFNGLXBINDTEXIMAGEEXTPROC) \
F(glXReleaseTexImageEXT, PFNGLXRELEASETEXIMAGEEXTPROC) \
F(glXSwapIntervalSGI, PFNGLXSWAPINTERVALSGIPROC)
#else
#error bad graphics backend
#endif
namespace gl {
#define F(fun, type) extern type fun;
LIST_PROC_FUNCTIONS(F)
#undef F
};
using namespace gl;
inline uint64_t GetUTime() {
struct timeval tv;
gettimeofday(&tv, NULL);
return static_cast<uint64_t>(tv.tv_usec) +
1000000ULL * static_cast<uint64_t>(tv.tv_sec);
}
inline uint64_t GetNTime() {
struct timespec tv;
clock_gettime(CLOCK_MONOTONIC, &tv);
return static_cast<uint64_t>(tv.tv_nsec) +
1000000000ULL * static_cast<uint64_t>(tv.tv_sec);
}
extern bool g_verbose;
extern bool g_hasty;
extern GLint g_width;
extern GLint g_height;
extern GLint g_max_texture_size;
DECLARE_bool(override_redirect);
// This size is for a window that is very large but will fit on all
// the displays we care about.
#define WINDOW_WIDTH 512
#define WINDOW_HEIGHT 512
inline void dbg_printf(const char* format, ...) {
if (!g_verbose)
return;
va_list args;
va_start(args, format);
vprintf(format, args);
va_end(args);
}
#endif // BENCH_GL_MAIN_H_