| // |
| // Copyright (c) 2014 The ANGLE Project 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 "PointSprites.h" |
| |
| #include <cassert> |
| #include <sstream> |
| |
| #include "shader_utils.h" |
| #include "random_utils.h" |
| |
| std::string PointSpritesParams::name() const |
| { |
| std::stringstream strstr; |
| |
| strstr << "PointSprites - " << BenchmarkParams::name() |
| << " - " << count << " sprites - size " << size; |
| |
| return strstr.str(); |
| } |
| |
| PointSpritesBenchmark::PointSpritesBenchmark(const PointSpritesParams ¶ms) |
| : SimpleBenchmark(params.name(), 1280, 720, 2, params.requestedRenderer), |
| mParams(params) |
| { |
| mDrawIterations = mParams.iterations; |
| assert(mParams.iterations > 0); |
| } |
| |
| bool PointSpritesBenchmark::initializeBenchmark() |
| { |
| const std::string vs = SHADER_SOURCE |
| ( |
| attribute vec2 vPosition; |
| uniform float uPointSize; |
| void main() |
| { |
| gl_Position = vec4(vPosition, 0.0, 1.0); |
| gl_PointSize = uPointSize; |
| } |
| ); |
| |
| const std::string fs = SHADER_SOURCE |
| ( |
| precision mediump float; |
| void main() |
| { |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); |
| } |
| ); |
| |
| mProgram = CompileProgram(vs, fs); |
| if (!mProgram) |
| { |
| return false; |
| } |
| |
| // Use the program object |
| glUseProgram(mProgram); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| std::vector<float> vertexPositions(mParams.count * 2); |
| for (size_t pointIndex = 0; pointIndex < vertexPositions.size(); ++pointIndex) |
| { |
| vertexPositions[pointIndex] = RandomBetween(-1.0f, 1.0f); |
| } |
| |
| glGenBuffers(1, &mBuffer); |
| glBindBuffer(GL_ARRAY_BUFFER, mBuffer); |
| glBufferData(GL_ARRAY_BUFFER, vertexPositions.size() * sizeof(float), vertexPositions.data(), GL_STATIC_DRAW); |
| |
| int positionLocation = glGetAttribLocation(mProgram, "vPosition"); |
| if (positionLocation == -1) |
| { |
| return false; |
| } |
| |
| glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL); |
| glEnableVertexAttribArray(positionLocation); |
| |
| // Set the viewport |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); |
| |
| int pointSizeLocation = glGetUniformLocation(mProgram, "uPointSize"); |
| if (pointSizeLocation == -1) |
| { |
| return false; |
| } |
| |
| glUniform1f(pointSizeLocation, mParams.size); |
| |
| GLenum glErr = glGetError(); |
| if (glErr != GL_NO_ERROR) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| void PointSpritesBenchmark::destroyBenchmark() |
| { |
| glDeleteProgram(mProgram); |
| glDeleteBuffers(1, &mBuffer); |
| } |
| |
| void PointSpritesBenchmark::beginDrawBenchmark() |
| { |
| // Clear the color buffer |
| glClear(GL_COLOR_BUFFER_BIT); |
| } |
| |
| void PointSpritesBenchmark::drawBenchmark() |
| { |
| for (unsigned int it = 0; it < mParams.iterations; it++) |
| { |
| //TODO(jmadill): Indexed point rendering. ANGLE is bad at this. |
| glDrawArrays(GL_POINTS, 0, mParams.count); |
| } |
| } |