blob: e28ece62333a2ad88e88a073ccd3e8e56cba5439 [file] [log] [blame]
// 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.
#include "glbench/main.h"
#include "glbench/testbase.h"
#include "glbench/utils.h"
namespace glbench {
class AttributeFetchShaderTest : public DrawElementsTestFunc {
public:
AttributeFetchShaderTest() {}
virtual ~AttributeFetchShaderTest() {}
virtual bool Run();
virtual const char* Name() const { return "attribute_fetch_shader"; }
virtual bool IsDrawTest() const { return false; }
virtual const char* Unit() const { return "mvtx_sec"; }
private:
DISALLOW_COPY_AND_ASSIGN(AttributeFetchShaderTest);
};
const char *simple_vertex_shader =
"attribute vec4 c1;"
"void main() {"
" gl_Position = c1;"
"}";
const char *simple_vertex_shader_2_attr =
"attribute vec4 c1;"
"attribute vec4 c2;"
"void main() {"
" gl_Position = c1+c2;"
"}";
const char *simple_vertex_shader_4_attr =
"attribute vec4 c1;"
"attribute vec4 c2;"
"attribute vec4 c3;"
"attribute vec4 c4;"
"void main() {"
" gl_Position = c1+c2+c3+c4;"
"}";
const char *simple_vertex_shader_8_attr =
"attribute vec4 c1;"
"attribute vec4 c2;"
"attribute vec4 c3;"
"attribute vec4 c4;"
"attribute vec4 c5;"
"attribute vec4 c6;"
"attribute vec4 c7;"
"attribute vec4 c8;"
"void main() {"
" gl_Position = c1+c2+c3+c4+c5+c6+c7+c8;"
"}";
const char *simple_fragment_shader =
"void main() {"
" gl_FragColor = vec4(0.5);"
"}";
GLuint AttributeFetchShaderProgram(int attribute_count,
GLuint vertex_buffers[]) {
const char *vertex_shader = NULL;
switch (attribute_count) {
case 1: vertex_shader = simple_vertex_shader; break;
case 2: vertex_shader = simple_vertex_shader_2_attr; break;
case 4: vertex_shader = simple_vertex_shader_4_attr; break;
case 8: vertex_shader = simple_vertex_shader_8_attr; break;
default: return 0;
}
GLuint program =
InitShaderProgram(vertex_shader, simple_fragment_shader);
for (int i = 0; i < attribute_count; i++) {
char attribute[] = "c_";
attribute[1] = '1' + i;
int attribute_index = glGetAttribLocation(program, attribute);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers[i]);
glVertexAttribPointer(attribute_index, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(attribute_index);
}
return program;
}
bool AttributeFetchShaderTest::Run() {
GLint width = 64;
GLint height = 64;
glViewport(0, 0, g_width, g_height);
GLfloat *vertices = NULL;
GLsizeiptr vertex_buffer_size = 0;
CreateLattice(&vertices, &vertex_buffer_size, 1.f / g_width, 1.f / g_height,
width, height);
GLuint vertex_buffer = SetupVBO(GL_ARRAY_BUFFER,
vertex_buffer_size, vertices);
GLushort *indices = NULL;
GLuint index_buffer = 0;
GLsizeiptr index_buffer_size = 0;
// Everything will be back-face culled.
count_ = CreateMesh(&indices, &index_buffer_size, width, height, 0);
index_buffer = SetupVBO(GL_ELEMENT_ARRAY_BUFFER,
index_buffer_size, indices);
glEnable(GL_CULL_FACE);
GLuint vertex_buffers[8];
for (GLuint i = 0; i < sizeof(vertex_buffers)/sizeof(vertex_buffers[0]); i++)
vertex_buffers[i] = vertex_buffer;
GLuint program = AttributeFetchShaderProgram(1, vertex_buffers);
RunTest(this, "attribute_fetch_shader", count_, g_width, g_height, true);
glDeleteProgram(program);
program = AttributeFetchShaderProgram(2, vertex_buffers);
RunTest(this,
"attribute_fetch_shader_2_attr", count_, g_width, g_height, true);
glDeleteProgram(program);
program = AttributeFetchShaderProgram(4, vertex_buffers);
RunTest(this,
"attribute_fetch_shader_4_attr", count_, g_width, g_height, true);
glDeleteProgram(program);
program = AttributeFetchShaderProgram(8, vertex_buffers);
RunTest(this,
"attribute_fetch_shader_8_attr", count_, g_width, g_height, true);
glDeleteProgram(program);
glDeleteBuffers(1, &index_buffer);
delete[] indices;
glDeleteBuffers(1, &vertex_buffer);
delete[] vertices;
return true;
}
TestBase* GetAttributeFetchShaderTest() {
return new AttributeFetchShaderTest();
}
} // namespace glbench