mesa/progs/perf/copytex.c

215 lines
6.0 KiB
C

/*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* Measure glCopyTex[Sub]Image() rate.
* Create a large, off-screen framebuffer object for rendering and
* copying the texture data from it since we can't make really large
* on-screen windows.
*
* Brian Paul
* 22 Sep 2009
*/
#include <string.h>
#include "glmain.h"
#include "common.h"
int WinWidth = 100, WinHeight = 100;
static GLuint VBO, FBO, RBO, Tex;
const GLsizei MinSize = 16, MaxSize = 4096;
static GLsizei TexSize;
static const GLboolean DrawPoint = GL_TRUE;
static const GLboolean TexSubImage4 = GL_FALSE;
struct vertex
{
GLfloat x, y, s, t;
};
static const struct vertex vertices[1] = {
{ 0.0, 0.0, 0.5, 0.5 },
};
#define VOFFSET(F) ((void *) offsetof(struct vertex, F))
/** Called from test harness/main */
void
PerfInit(void)
{
const GLenum filter = GL_LINEAR;
GLenum stat;
if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) {
perf_printf("copytex: GL_EXT_framebuffer_object not supported\n");
exit(0);
}
/* setup VBO */
glGenBuffersARB(1, &VBO);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertices),
vertices, GL_STATIC_DRAW_ARB);
glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(x));
glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), VOFFSET(s));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
/* setup texture */
glGenTextures(1, &Tex);
glBindTexture(GL_TEXTURE_2D, Tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glEnable(GL_TEXTURE_2D);
/* setup rbo */
glGenRenderbuffersEXT(1, &RBO);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBO);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, MaxSize, MaxSize);
/* setup fbo */
glGenFramebuffersEXT(1, &FBO);
glBindFramebufferEXT(GL_FRAMEBUFFER, FBO);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, RBO);
stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) {
perf_printf("fboswitch: Error: incomplete FBO!\n");
exit(1);
}
/* clear the FBO */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glViewport(0, 0, MaxSize, MaxSize);
glClear(GL_COLOR_BUFFER_BIT);
}
static void
CopyTexImage(unsigned count)
{
unsigned i;
for (i = 1; i < count; i++) {
/* draw something */
if (DrawPoint)
glDrawArrays(GL_POINTS, 0, 1);
/* copy whole texture */
glCopyTexImage2D(GL_TEXTURE_2D, 0,
GL_RGBA, 0, 0, TexSize, TexSize, 0);
}
glFinish();
}
static void
CopyTexSubImage(unsigned count)
{
unsigned i;
for (i = 1; i < count; i++) {
/* draw something */
if (DrawPoint)
glDrawArrays(GL_POINTS, 0, 1);
/* copy sub texture */
if (TexSubImage4) {
/* four sub-copies */
GLsizei half = TexSize / 2;
/* lower-left */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, 0, 0, half, half);
/* lower-right */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
half, 0, half, 0, half, half);
/* upper-left */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, half, 0, half, half, half);
/* upper-right */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
half, half, half, half, half, half);
}
else {
/* one big copy */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, 0, 0, TexSize, TexSize);
}
}
glFinish();
}
/** Called from test harness/main */
void
PerfNextRound(void)
{
}
/** Called from test harness/main */
void
PerfDraw(void)
{
double rate, mbPerSec;
GLint sub, maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
/* loop over whole/sub tex copy */
for (sub = 0; sub < 2; sub++) {
/* loop over texture sizes */
for (TexSize = MinSize; TexSize <= MaxSize; TexSize *= 4) {
if (TexSize <= maxTexSize) {
GLint bytesPerImage = 4 * TexSize * TexSize;
if (sub == 0)
rate = PerfMeasureRate(CopyTexImage);
else {
/* setup empty dest texture */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
TexSize, TexSize, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
rate = PerfMeasureRate(CopyTexSubImage);
}
mbPerSec = rate * bytesPerImage / (1024.0 * 1024.0);
}
else {
rate = 0.0;
mbPerSec = 0.0;
}
perf_printf(" glCopyTex%sImage(%d x %d): %.1f copies/sec, %.1f Mpixels/sec\n",
(sub ? "Sub" : ""), TexSize, TexSize, rate, mbPerSec);
}
}
exit(0);
}