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// Copyright (C) 2011 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#pragma version(1)
#pragma rs java_package_name(com.android.perftest)
#include "rs_graphics.rsh"
#include "subtest_def.rsh"
#include "shader_def.rsh"
rs_program_vertex gProgVertex;
rs_program_fragment gProgFragmentColor;
rs_program_fragment gProgFragmentTexture;
rs_program_store gProgStoreBlendNoneDepth;
rs_mesh gTorusMesh;
rs_program_raster gCullBack;
rs_program_raster gCullFront;
// Custom vertex shader compunents
VertexShaderConstants *gVSConstants;
FragentShaderConstants *gFSConstants;
VertexShaderConstants3 *gVSConstPixel;
FragentShaderConstants3 *gFSConstPixel;
// Custom shaders we use for lighting
rs_program_vertex gProgVertexCustom;
rs_program_fragment gProgFragmentCustom;
rs_sampler gLinearClamp;
rs_allocation gTexTorus;
rs_program_vertex gProgVertexPixelLight;
rs_program_vertex gProgVertexPixelLightMove;
rs_program_fragment gProgFragmentPixelLight;
typedef struct TorusTestData_s {
int testId;
int user1;
int user2;
} TorusTestData;
TorusTestData *gData;
static float gDt = 0.0f;
static int gRenderSurfaceW;
static int gRenderSurfaceH;
static float gTorusRotation = 0;
static void updateModelMatrix(rs_matrix4x4 *matrix, void *buffer) {
if (buffer == 0) {
rsgProgramVertexLoadModelMatrix(matrix);
} else {
rsgAllocationSyncAll(rsGetAllocation(buffer));
}
}
static void drawToruses(int numMeshes, rs_matrix4x4 *matrix, void *buffer) {
if (numMeshes == 1) {
rsMatrixLoadTranslate(matrix, 0.0f, 0.0f, -7.5f);
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
updateModelMatrix(matrix, buffer);
rsgDrawMesh(gTorusMesh);
return;
}
if (numMeshes == 2) {
rsMatrixLoadTranslate(matrix, -1.6f, 0.0f, -7.5f);
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
updateModelMatrix(matrix, buffer);
rsgDrawMesh(gTorusMesh);
rsMatrixLoadTranslate(matrix, 1.6f, 0.0f, -7.5f);
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
updateModelMatrix(matrix, buffer);
rsgDrawMesh(gTorusMesh);
return;
}
float startX = -5.0f;
float startY = -1.5f;
float startZ = -15.0f;
float dist = 3.2f;
for (int h = 0; h < 4; h ++) {
for (int v = 0; v < 2; v ++) {
// Position our model on the screen
rsMatrixLoadTranslate(matrix, startX + dist * h, startY + dist * v, startZ);
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
updateModelMatrix(matrix, buffer);
rsgDrawMesh(gTorusMesh);
}
}
}
// Quick hack to get some geometry numbers
static void displaySimpleGeoSamples(bool useTexture, int numMeshes) {
rsgBindProgramVertex(gProgVertex);
rsgBindProgramRaster(gCullBack);
// Setup the projection matrix with 30 degree field of view
rs_matrix4x4 proj;
float aspect = (float)gRenderSurfaceW / (float)gRenderSurfaceH;
rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
rsgProgramVertexLoadProjectionMatrix(&proj);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
if (useTexture) {
rsgBindProgramFragment(gProgFragmentTexture);
} else {
rsgBindProgramFragment(gProgFragmentColor);
rsgProgramFragmentConstantColor(gProgFragmentColor, 0.1, 0.7, 0.1, 1);
}
rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
rsgBindTexture(gProgFragmentTexture, 0, gTexTorus);
// Apply a rotation to our mesh
gTorusRotation += 50.0f * gDt;
if (gTorusRotation > 360.0f) {
gTorusRotation -= 360.0f;
}
rs_matrix4x4 matrix;
drawToruses(numMeshes, &matrix, 0);
}
float gLight0Rotation = 0;
float gLight1Rotation = 0;
static void setupCustomShaderLights() {
float4 light0Pos = {-5.0f, 5.0f, -10.0f, 1.0f};
float4 light1Pos = {2.0f, 5.0f, 15.0f, 1.0f};
float4 light0DiffCol = {0.9f, 0.7f, 0.7f, 1.0f};
float4 light0SpecCol = {0.9f, 0.6f, 0.6f, 1.0f};
float4 light1DiffCol = {0.5f, 0.5f, 0.9f, 1.0f};
float4 light1SpecCol = {0.5f, 0.5f, 0.9f, 1.0f};
gLight0Rotation += 50.0f * gDt;
if (gLight0Rotation > 360.0f) {
gLight0Rotation -= 360.0f;
}
gLight1Rotation -= 50.0f * gDt;
if (gLight1Rotation > 360.0f) {
gLight1Rotation -= 360.0f;
}
rs_matrix4x4 l0Mat;
rsMatrixLoadRotate(&l0Mat, gLight0Rotation, 1.0f, 0.0f, 0.0f);
light0Pos = rsMatrixMultiply(&l0Mat, light0Pos);
rs_matrix4x4 l1Mat;
rsMatrixLoadRotate(&l1Mat, gLight1Rotation, 0.0f, 0.0f, 1.0f);
light1Pos = rsMatrixMultiply(&l1Mat, light1Pos);
// Set light 0 properties
gVSConstants->light0_Posision = light0Pos;
gVSConstants->light0_Diffuse = 1.0f;
gVSConstants->light0_Specular = 0.5f;
gVSConstants->light0_CosinePower = 10.0f;
// Set light 1 properties
gVSConstants->light1_Posision = light1Pos;
gVSConstants->light1_Diffuse = 1.0f;
gVSConstants->light1_Specular = 0.7f;
gVSConstants->light1_CosinePower = 25.0f;
rsgAllocationSyncAll(rsGetAllocation(gVSConstants));
// Update fragment shader constants
// Set light 0 colors
gFSConstants->light0_DiffuseColor = light0DiffCol;
gFSConstants->light0_SpecularColor = light0SpecCol;
// Set light 1 colors
gFSConstants->light1_DiffuseColor = light1DiffCol;
gFSConstants->light1_SpecularColor = light1SpecCol;
rsgAllocationSyncAll(rsGetAllocation(gFSConstants));
// Set light 0 properties for per pixel lighting
gFSConstPixel->light0_Posision = light0Pos;
gFSConstPixel->light0_Diffuse = 1.0f;
gFSConstPixel->light0_Specular = 0.5f;
gFSConstPixel->light0_CosinePower = 10.0f;
gFSConstPixel->light0_DiffuseColor = light0DiffCol;
gFSConstPixel->light0_SpecularColor = light0SpecCol;
// Set light 1 properties
gFSConstPixel->light1_Posision = light1Pos;
gFSConstPixel->light1_Diffuse = 1.0f;
gFSConstPixel->light1_Specular = 0.7f;
gFSConstPixel->light1_CosinePower = 25.0f;
gFSConstPixel->light1_DiffuseColor = light1DiffCol;
gFSConstPixel->light1_SpecularColor = light1SpecCol;
rsgAllocationSyncAll(rsGetAllocation(gFSConstPixel));
}
static void displayCustomShaderSamples(int numMeshes) {
// Update vertex shader constants
// Load model matrix
// Apply a rotation to our mesh
gTorusRotation += 50.0f * gDt;
if (gTorusRotation > 360.0f) {
gTorusRotation -= 360.0f;
}
// Setup the projection matrix
float aspect = (float)gRenderSurfaceW / (float)gRenderSurfaceH;
rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f);
setupCustomShaderLights();
rsgBindProgramVertex(gProgVertexCustom);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
rsgBindProgramFragment(gProgFragmentCustom);
rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
rsgBindTexture(gProgFragmentCustom, 0, gTexTorus);
// Use back face culling
rsgBindProgramRaster(gCullBack);
drawToruses(numMeshes, &gVSConstants->model, gVSConstants);
}
static void displayPixelLightSamples(int numMeshes, bool heavyVertex) {
// Update vertex shader constants
// Load model matrix
// Apply a rotation to our mesh
gTorusRotation += 30.0f * gDt;
if (gTorusRotation > 360.0f) {
gTorusRotation -= 360.0f;
}
gVSConstPixel->time = rsUptimeMillis()*0.005;
// Setup the projection matrix
float aspect = (float)gRenderSurfaceW / (float)gRenderSurfaceH;
rsMatrixLoadPerspective(&gVSConstPixel->proj, 30.0f, aspect, 0.1f, 100.0f);
setupCustomShaderLights();
if (heavyVertex) {
rsgBindProgramVertex(gProgVertexPixelLightMove);
} else {
rsgBindProgramVertex(gProgVertexPixelLight);
}
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
rsgBindProgramFragment(gProgFragmentPixelLight);
rsgBindSampler(gProgFragmentPixelLight, 0, gLinearClamp);
rsgBindTexture(gProgFragmentPixelLight, 0, gTexTorus);
// Use back face culling
rsgBindProgramRaster(gCullBack);
drawToruses(numMeshes, &gVSConstPixel->model, gVSConstPixel);
}
void root(const void *v_in, void *v_out, const void *usrData, uint32_t x, uint32_t y) {
TestData *testData = (TestData*)usrData;
gRenderSurfaceW = testData->renderSurfaceW;
gRenderSurfaceH = testData->renderSurfaceH;
gDt = testData->dt;
gData = (TorusTestData*)v_in;
switch(gData->testId) {
case 0:
displaySimpleGeoSamples(gData->user1 == 1 ? true : false, gData->user2);
break;
case 1:
displayCustomShaderSamples(gData->user1);
break;
case 2:
displayPixelLightSamples(gData->user1, gData->user2 == 1 ? true : false);
break;
default:
rsDebug("Wrong test number", gData->testId);
break;
}
}