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authorEric Anholt <eric@anholt.net>2010-05-21 09:32:38 -0700
committerEric Anholt <eric@anholt.net>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/perf/fill.c
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/perf/fill.c')
-rw-r--r--progs/perf/fill.c248
1 files changed, 0 insertions, 248 deletions
diff --git a/progs/perf/fill.c b/progs/perf/fill.c
deleted file mode 100644
index 279f2b5f18..0000000000
--- a/progs/perf/fill.c
+++ /dev/null
@@ -1,248 +0,0 @@
-/*
- * 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 fill rates.
- *
- * Brian Paul
- * 21 Sep 2009
- */
-
-#include "glmain.h"
-#include "common.h"
-
-
-int WinWidth = 1000, WinHeight = 1000;
-
-static GLuint VBO, TexObj;
-
-
-struct vertex
-{
- GLfloat x, y, s, t, r, g, b, a;
-};
-
-#define VOFFSET(F) ((void *) offsetof(struct vertex, F))
-
-static const struct vertex vertices[4] = {
- /* x y s t r g b a */
- { -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5 },
- { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.5 },
- { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.5 },
- { -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5 }
-};
-
-
-static const char *VertexShader =
- "void main() \n"
- "{ \n"
- " gl_Position = ftransform(); \n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
- " gl_FrontColor = gl_Color; \n"
- "} \n";
-
-/* simple fragment shader */
-static const char *FragmentShader1 =
- "uniform sampler2D Tex; \n"
- "void main() \n"
- "{ \n"
- " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n"
- " gl_FragColor = vec4(1.0) - t * gl_Color; \n"
- "} \n";
-
-/**
- * A more complex fragment shader (but equivalent to first shader).
- * A good optimizer should catch some of these no-op operations, but
- * probably not all of them.
- */
-static const char *FragmentShader2 =
- "uniform sampler2D Tex; \n"
- "void main() \n"
- "{ \n"
- " // as above \n"
- " vec4 t = texture2D(Tex, gl_TexCoord[0].xy); \n"
- " t = vec4(1.0) - t * gl_Color; \n"
-
- " vec4 u; \n"
-
- " // no-op negate/swizzle \n"
- " u = -t.wzyx; \n"
- " t = -u.wzyx; \n"
-
- " // no-op inverts \n"
- " t = vec4(1.0) - t; \n"
- " t = vec4(1.0) - t; \n"
-
- " // no-op min/max \n"
- " t = min(t, t); \n"
- " t = max(t, t); \n"
-
- " // no-op moves \n"
- " u = t; \n"
- " t = u; \n"
- " u = t; \n"
- " t = u; \n"
-
- " // no-op add/mul \n"
- " t = (t + t + t + t) * 0.25; \n"
-
- " // no-op mul/sub \n"
- " t = 3.0 * t - 2.0 * t; \n"
-
- " // no-op negate/min/max \n"
- " t = -min(-t, -t); \n"
- " t = -max(-t, -t); \n"
-
- " gl_FragColor = t; \n"
- "} \n";
-
-static GLuint ShaderProg1, ShaderProg2;
-
-
-
-/** Called from test harness/main */
-void
-PerfInit(void)
-{
- GLint u;
-
- /* setup VBO w/ vertex data */
- 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));
- glColorPointer(4, GL_FLOAT, sizeof(struct vertex), VOFFSET(r));
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- /* setup texture */
- TexObj = PerfCheckerTexture(128, 128);
-
- /* setup shaders */
- ShaderProg1 = PerfShaderProgram(VertexShader, FragmentShader1);
- glUseProgram(ShaderProg1);
- u = glGetUniformLocation(ShaderProg1, "Tex");
- glUniform1i(u, 0); /* texture unit 0 */
-
- ShaderProg2 = PerfShaderProgram(VertexShader, FragmentShader2);
- glUseProgram(ShaderProg2);
- u = glGetUniformLocation(ShaderProg2, "Tex");
- glUniform1i(u, 0); /* texture unit 0 */
-
- glUseProgram(0);
-}
-
-
-static void
-Ortho(void)
-{
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-
-static void
-DrawQuad(unsigned count)
-{
- unsigned i;
- glClear(GL_COLOR_BUFFER_BIT);
-
- for (i = 0; i < count; i++) {
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- /* Avoid sending command buffers with huge numbers of fullscreen
- * quads. Graphics schedulers don't always cope well with
- * this...
- */
- if (i % 128 == 0) {
- PerfSwapBuffers();
- glClear(GL_COLOR_BUFFER_BIT);
- }
- }
-
- glFinish();
-
- if (1)
- PerfSwapBuffers();
-}
-
-void
-PerfNextRound(void)
-{
-}
-
-/** Called from test harness/main */
-void
-PerfDraw(void)
-{
- double rate;
- double pixelsPerDraw = WinWidth * WinHeight;
-
- Ortho();
-
- /* simple fill */
- rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
- perf_printf(" Simple fill: %s pixels/second\n",
- PerfHumanFloat(rate));
-
- /* blended fill */
- glEnable(GL_BLEND);
- rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
- glDisable(GL_BLEND);
- perf_printf(" Blended fill: %s pixels/second\n",
- PerfHumanFloat(rate));
-
- /* textured fill */
- glEnable(GL_TEXTURE_2D);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
- glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- perf_printf(" Textured fill: %s pixels/second\n",
- PerfHumanFloat(rate));
-
- /* shader1 fill */
- glUseProgram(ShaderProg1);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
- glUseProgram(0);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- perf_printf(" Shader1 fill: %s pixels/second\n",
- PerfHumanFloat(rate));
-
- /* shader2 fill */
- glUseProgram(ShaderProg2);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- rate = PerfMeasureRate(DrawQuad) * pixelsPerDraw;
- glUseProgram(0);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- perf_printf(" Shader2 fill: %s pixels/second\n",
- PerfHumanFloat(rate));
-
- exit(0);
-}
-