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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 "options.h"
#include "stack.h"
#include "vec.h"
#include "log.h"
#include "shader-source.h"
#include "util.h"
static const std::string shader_file_base("/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(Options::data_path + 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(Options::data_path + call_file);
else
source_main.append_file(Options::data_path + step_file);
}
if (function)
source.replace_with_file("$PROCESS$", Options::data_path + 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(Options::data_path + 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(Options::data_path + call_file);
else
source_main.append_file(Options::data_path + step_file);
}
if (function)
source.replace_with_file("$PROCESS$", Options::data_path + 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;
}