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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/loop");
static const std::string vtx_file(shader_file_base + ".vert");
static const std::string frg_file(shader_file_base + ".frag");
static const std::string step_simple_file(shader_file_base + "-step-simple.all");
static const std::string step_loop_file(shader_file_base + "-step-loop.all");
SceneLoop::SceneLoop(Canvas &pCanvas) :
SceneGrid(pCanvas, "loop")
{
options_["fragment-steps"] = Scene::Option("fragment-steps", "1",
"The number of computational steps in the fragment shader");
options_["fragment-loop"] = Scene::Option("fragment-function", "true",
"Whether to execute the steps in the vertex shader using a for loop", "false,true");
options_["vertex-steps"] = Scene::Option("vertex-steps", "1",
"The number of computational steps in the vertex shader");
options_["vertex-loop"] = Scene::Option("vertex-function", "true",
"Whether to execute the steps in the vertex shader using a for loop", "false,true");
options_["vertex-uniform"] = Scene::Option("vertex-uniform", "true",
"Whether to use a uniform in the vertex shader for the number of loop iterations to perform (i.e. vertex-steps)",
"false,true");
options_["fragment-uniform"] = Scene::Option("fragment-uniform", "true",
"Whether to use a uniform in the fragment shader for the number of loop iterations to perform (i.e. fragment-steps)",
"false,true");
}
SceneLoop::~SceneLoop()
{
}
static std::string
get_fragment_shader_source(int steps, bool loop, bool uniform)
{
ShaderSource source(Options::data_path + frg_file);
ShaderSource source_main;
if (loop) {
source_main.append_file(Options::data_path + step_loop_file);
if (uniform) {
source_main.replace("$NLOOPS$", "FragmentLoops");
}
else {
source_main.replace("$NLOOPS$", Util::toString(steps));
}
}
else {
for (int i = 0; i < steps; i++)
source_main.append_file(Options::data_path + step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
static std::string
get_vertex_shader_source(int steps, bool loop, bool uniform)
{
ShaderSource source(Options::data_path + vtx_file);
ShaderSource source_main;
if (loop) {
source_main.append_file(Options::data_path + step_loop_file);
if (uniform) {
source_main.replace("$NLOOPS$", "VertexLoops");
}
else {
source_main.replace("$NLOOPS$", Util::toString(steps));
}
}
else {
for (int i = 0; i < steps; i++)
source_main.append_file(Options::data_path + step_simple_file);
}
source.replace("$MAIN$", source_main.str());
return source.str();
}
bool
SceneLoop::setup()
{
if (!SceneGrid::setup())
return false;
/* Parse options */
bool vtx_loop = options_["vertex-loop"].value == "true";
bool frg_loop = options_["fragment-loop"].value == "true";
bool vtx_uniform = options_["vertex-uniform"].value == "true";
bool frg_uniform = options_["fragment-uniform"].value == "true";
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_loop,
vtx_uniform));
std::string frg_shader(get_fragment_shader_source(frg_steps, frg_loop,
frg_uniform));
if (!Scene::load_shaders_from_strings(program_, vtx_shader, frg_shader))
return false;
program_.start();
program_["VertexLoops"] = vtx_steps;
program_["FragmentLoops"] = frg_steps;
std::vector<GLint> attrib_locations;
attrib_locations.push_back(program_["position"].location());
mesh_.set_attrib_locations(attrib_locations);
return true;
}
Scene::ValidationResult
SceneLoop::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;
}
Log::debug("Validation failed! Expected: 0x%x Actual: 0x%x Distance: %f\n",
ref.to_le32(), pixel.to_le32(), dist);
return Scene::ValidationFailure;
}