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Diffstat (limited to 'progs/tests/texdown.c')
-rw-r--r-- | progs/tests/texdown.c | 477 |
1 files changed, 477 insertions, 0 deletions
diff --git a/progs/tests/texdown.c b/progs/tests/texdown.c new file mode 100644 index 0000000000..7e46045832 --- /dev/null +++ b/progs/tests/texdown.c @@ -0,0 +1,477 @@ + +/* + * Copyright (C) 1999 Brian Paul 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 + * BRIAN PAUL 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. + */ + + +/* + * texdown + * + * Measure texture download speed. + * Use keyboard to change texture size, format, datatype, scale/bias, + * subimageload, etc. + * + * Brian Paul 28 January 2000 + */ + + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/glut.h> + + +static GLsizei MaxSize = 2048; +static GLsizei TexWidth = 1024, TexHeight = 1024, TexBorder = 0; +static GLboolean ScaleAndBias = GL_FALSE; +static GLboolean SubImage = GL_FALSE; +static GLdouble DownloadRate = 0.0; /* texels/sec */ + +static GLuint Mode = 0; + + +/* Try and avoid L2 cache effects by cycling through a small number of + * textures. + * + * At the initial size of 1024x1024x4 == 4mbyte, say 8 textures will + * keep us out of most caches at 32mb total. + * + * This turns into a fairly interesting question of what exactly you + * expect to be in cache in normal usage, and what you think should be + * outside. There's no rules for this, no reason to favour one usage + * over another except what the application you care about happens to + * resemble most closely. + * + * - Should the client texture image be in L2 cache? Has it just been + * generated or read from disk? + * - Does the application really use >1 texture, or is it constantly + * updating one image in-place? + * + * Different answers will favour different texture upload mechanisms. + * To upload an image that is purely outside of cache, a DMA-based + * upload will probably win, whereas for small, in-cache textures, + * copying looks good. + */ +#define NR_TEXOBJ 4 +static GLuint TexObj[NR_TEXOBJ]; + + +struct FormatRec { + GLenum Format; + GLenum Type; + GLenum IntFormat; + GLint TexelSize; +}; + + +static const struct FormatRec FormatTable[] = { + /* Format Type IntFormat TexelSize */ + { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 }, + { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 }, + { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 }, + { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 }, + { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 }, + { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 }, + { GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 }, + { GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 }, +}; +static GLint Format; + +#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0])) + +static int +BytesPerTexel(GLint format) +{ + return FormatTable[format].TexelSize; +} + + +static const char * +FormatStr(GLenum format) +{ + switch (format) { + case GL_RGB: + return "GL_RGB"; + case GL_RGBA: + return "GL_RGBA"; + case GL_BGRA: + return "GL_BGRA"; + case GL_LUMINANCE: + return "GL_LUMINANCE"; + case GL_LUMINANCE_ALPHA: + return "GL_LUMINANCE_ALPHA"; + case GL_ALPHA: + return "GL_ALPHA"; + default: + return ""; + } +} + + +static const char * +TypeStr(GLenum type) +{ + switch (type) { + case GL_UNSIGNED_BYTE: + return "GL_UNSIGNED_BYTE"; + case GL_UNSIGNED_SHORT: + return "GL_UNSIGNED_SHORT"; + case GL_UNSIGNED_SHORT_5_6_5: + return "GL_UNSIGNED_SHORT_5_6_5"; + case GL_UNSIGNED_SHORT_5_6_5_REV: + return "GL_UNSIGNED_SHORT_5_6_5_REV"; + default: + return ""; + } +} + +/* On x86, there is a performance cliff for memcpy to texture memory + * for sources below 64 byte alignment. We do our best with this in + * the driver, but it is better if the images are correctly aligned to + * start with: + */ +#define ALIGN (1<<12) + +static unsigned long align(unsigned long value, unsigned long a) +{ + return (value + a - 1) & ~(a-1); +} + +static void +MeasureDownloadRate(void) +{ + const int w = TexWidth + 2 * TexBorder; + const int h = TexHeight + 2 * TexBorder; + const int image_bytes = align(w * h * BytesPerTexel(Format), ALIGN); + const int bytes = image_bytes * NR_TEXOBJ; + GLubyte *orig_texImage, *orig_getImage; + GLubyte *texImage, *getImage; + GLdouble t0, t1, time; + int count; + int i; + int offset = 0; + GLdouble total = 0; /* ints will tend to overflow */ + + printf("allocating %d bytes for %d %dx%d images\n", + bytes, NR_TEXOBJ, w, h); + + orig_texImage = (GLubyte *) malloc(bytes + ALIGN); + orig_getImage = (GLubyte *) malloc(image_bytes + ALIGN); + if (!orig_texImage || !orig_getImage) { + DownloadRate = 0.0; + return; + } + + printf("alloc %p %p\n", orig_texImage, orig_getImage); + + texImage = (GLubyte *)align((unsigned long)orig_texImage, ALIGN); + getImage = (GLubyte *)align((unsigned long)orig_getImage, ALIGN); + + for (i = 1; !(((unsigned long)texImage) & i); i<<=1) + ; + printf("texture image alignment: %d bytes (%p)\n", i, texImage); + + for (i = 0; i < bytes; i++) { + texImage[i] = i & 0xff; + } + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + if (ScaleAndBias) { + glPixelTransferf(GL_RED_SCALE, 0.5); + glPixelTransferf(GL_GREEN_SCALE, 0.5); + glPixelTransferf(GL_BLUE_SCALE, 0.5); + glPixelTransferf(GL_RED_BIAS, 0.5); + glPixelTransferf(GL_GREEN_BIAS, 0.5); + glPixelTransferf(GL_BLUE_BIAS, 0.5); + } + else { + glPixelTransferf(GL_RED_SCALE, 1.0); + glPixelTransferf(GL_GREEN_SCALE, 1.0); + glPixelTransferf(GL_BLUE_SCALE, 1.0); + glPixelTransferf(GL_RED_BIAS, 0.0); + glPixelTransferf(GL_GREEN_BIAS, 0.0); + glPixelTransferf(GL_BLUE_BIAS, 0.0); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glEnable(GL_TEXTURE_2D); + + count = 0; + t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001; + do { + int img = count%NR_TEXOBJ; + GLubyte *img_ptr = texImage + img * image_bytes; + + glBindTexture(GL_TEXTURE_2D, TexObj[img]); + + if (SubImage && count > 0) { + /* Only update a portion of the image each iteration. This + * is presumably why you'd want to use texsubimage, otherwise + * you may as well just call teximage again. + * + * A bigger question is whether to use a pointer that moves + * with each call, ie does the incoming data come from L2 + * cache under normal circumstances, or is it pulled from + * uncached memory? + * + * There's a good argument to say L2 cache, ie you'd expect + * the data to have been recently generated. It's possible + * that it could have come from a file read, which may or may + * not have gone through the cpu. + */ + glTexSubImage2D(GL_TEXTURE_2D, 0, + -TexBorder, + -TexBorder + offset * h/8, + w, + h/8, + FormatTable[Format].Format, + FormatTable[Format].Type, +#if 1 + texImage /* likely in L2$ */ +#else + img_ptr + offset * bytes/8 /* unlikely in L2$ */ +#endif + ); + offset += 1; + offset %= 8; + total += w * h / 8; + } + else { + glTexImage2D(GL_TEXTURE_2D, 0, + FormatTable[Format].IntFormat, w, h, TexBorder, + FormatTable[Format].Format, + FormatTable[Format].Type, + img_ptr); + total += w*h; + } + + /* draw a tiny polygon to force texture into texram */ + glBegin(GL_TRIANGLES); + glTexCoord2f(0, 0); glVertex2f(1, 1); + glTexCoord2f(1, 0); glVertex2f(3, 1); + glTexCoord2f(0.5, 1); glVertex2f(2, 3); + glEnd(); + + t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001; + time = t1 - t0; + count++; + } while (time < 3.0); + + glDisable(GL_TEXTURE_2D); + + printf("total texels=%f time=%f\n", total, time); + DownloadRate = total / time; + + + free(orig_texImage); + free(orig_getImage); + + { + GLint err = glGetError(); + if (err) + printf("GL error %d\n", err); + } +} + + +static void +PrintString(const char *s) +{ + while (*s) { + glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); + s++; + } +} + + +static void +Display(void) +{ + const int w = TexWidth + 2 * TexBorder; + const int h = TexHeight + 2 * TexBorder; + char s[1000]; + + glClear(GL_COLOR_BUFFER_BIT); + + glRasterPos2i(10, 80); + sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder); + PrintString(s); + + glRasterPos2i(10, 65); + sprintf(s, "Format[f]: %s Type: %s IntFormat: %s", + FormatStr(FormatTable[Format].Format), + TypeStr( FormatTable[Format].Type), + FormatStr(FormatTable[Format].IntFormat)); + PrintString(s); + + glRasterPos2i(10, 50); + sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s", + ScaleAndBias ? "Yes" : "No", + SubImage ? "Yes" : "No"); + PrintString(s); + + if (Mode == 0) { + glRasterPos2i(200, 10); + sprintf(s, "...Measuring..."); + PrintString(s); + glutSwapBuffers(); + glutPostRedisplay(); + Mode++; + } + else if (Mode == 1) { + MeasureDownloadRate(); + glutPostRedisplay(); + Mode++; + } + else { + /* show results */ + glRasterPos2i(10, 10); + sprintf(s, "Download rate: %g Mtexels/second %g MB/second", + DownloadRate / 1000000.0, + DownloadRate * BytesPerTexel(Format) / 1000000.0); + PrintString(s); + { + GLint r, g, b, a, l, i; + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i); + sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i); + glRasterPos2i(10, 25); + PrintString(s); + } + + glutSwapBuffers(); + } +} + + +static void +Reshape(int width, int height) +{ + glViewport( 0, 0, width, height ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glOrtho(0, width, 0, height, -1, 1); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); +} + + + +static void +Key(unsigned char key, int x, int y) +{ + (void) x; + (void) y; + switch (key) { + case ' ': + Mode = 0; + break; + case 'b': + /* toggle border */ + TexBorder = 1 - TexBorder; + Mode = 0; + break; + case 'f': + /* change format */ + Format = (Format + 1) % NUM_FORMATS; + Mode = 0; + break; + case 'F': + /* change format */ + Format = (Format - 1) % NUM_FORMATS; + Mode = 0; + break; + case 'p': + /* toggle border */ + ScaleAndBias = !ScaleAndBias; + Mode = 0; + break; + case 's': + SubImage = !SubImage; + Mode = 0; + break; + case 27: + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + (void) x; + (void) y; + switch (key) { + case GLUT_KEY_UP: + if (TexHeight < MaxSize) + TexHeight *= 2; + break; + case GLUT_KEY_DOWN: + if (TexHeight > 1) + TexHeight /= 2; + break; + case GLUT_KEY_LEFT: + if (TexWidth > 1) + TexWidth /= 2; + break; + case GLUT_KEY_RIGHT: + if (TexWidth < MaxSize) + TexWidth *= 2; + break; + } + Mode = 0; + glutPostRedisplay(); +} + + +static void +Init(void) +{ + printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR)); + printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION)); + printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER)); +} + + +int +main(int argc, char *argv[]) +{ + glutInit( &argc, argv ); + glutInitWindowPosition( 0, 0 ); + glutInitWindowSize( 600, 100 ); + glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); + glutCreateWindow(argv[0]); + glutReshapeFunc( Reshape ); + glutKeyboardFunc( Key ); + glutSpecialFunc( SpecialKey ); + glutDisplayFunc( Display ); + Init(); + glutMainLoop(); + return 0; +} |