=== added file 'data/shaders/conditionals-epilogue.frag'
@@ -0,0 +1,3 @@
+ gl_FragColor = vec4(n, n, n, 1.0);
+}
+
=== added file 'data/shaders/conditionals-epilogue.vert'
@@ -0,0 +1,8 @@
+ vec4 pos = vec4(position.x,
+ position.y + 0.1 * d * fract(position.x),
+ position.z, 1.0);
+
+ // Transform the position to clip coordinates
+ gl_Position = ModelViewProjectionMatrix * pos;
+}
+
=== added file 'data/shaders/conditionals-prologue.frag'
@@ -0,0 +1,9 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec4 dummy;
+
+void main(void)
+{
+ float n = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
=== added file 'data/shaders/conditionals-prologue.vert'
@@ -0,0 +1,14 @@
+attribute vec3 position;
+
+uniform mat4 ModelViewProjectionMatrix;
+
+// Removing this varying causes an inexplicable performance regression
+// with r600g... Keeping it for now.
+varying vec4 dummy;
+
+void main(void)
+{
+ dummy = vec4(1.0);
+
+ float d = fract(position.x);
+
=== added file 'data/shaders/conditionals-step-conditional.frag'
@@ -0,0 +1,4 @@
+if (n >= 0.5)
+ n = fract(2.0 * n);
+else
+ n = fract(3.0 * n);
=== added file 'data/shaders/conditionals-step-conditional.vert'
@@ -0,0 +1,5 @@
+ if (d >= 0.5)
+ d = fract(2.0 * d);
+ else
+ d = fract(3.0 * d);
+
=== added file 'data/shaders/conditionals-step-simple.frag'
@@ -0,0 +1,1 @@
+n = fract(3.0 * n);
=== added file 'data/shaders/conditionals-step-simple.vert'
@@ -0,0 +1,1 @@
+ d = fract(3.0 * d);
=== modified file 'src/main.cpp'
@@ -47,6 +47,9 @@
"texture:texture-filter=mipmap",
"shading:shading=gouraud",
"shading:shading=phong",
+ "conditionals:vertex-steps=0:fragment-steps=0",
+ "conditionals:vertex-steps=0:fragment-steps=5",
+ "conditionals:vertex-steps=5:fragment-steps=0",
NULL
};
@@ -206,6 +209,7 @@
Benchmark::register_scene(*new SceneBuild(canvas));
Benchmark::register_scene(*new SceneTexture(canvas));
Benchmark::register_scene(*new SceneShading(canvas));
+ Benchmark::register_scene(*new SceneConditionals(canvas));
if (Options::list_scenes) {
list_scenes();
=== added file 'src/scene-conditionals.cpp'
@@ -0,0 +1,237 @@
+/*
+ * Copyright © 2010-2011 Linaro Limited
+ *
+ * This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
+ *
+ * glmark2 is free software: you can redistribute it and/or modify it under the
+ * terms of the GNU General Public License as published by the Free Software
+ * Foundation, either version 3 of the License, or (at your option) any later
+ * version.
+ *
+ * glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
+ * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * glmark2. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * Authors:
+ * Alexandros Frantzis (glmark2)
+ */
+#include "scene.h"
+#include "mat.h"
+#include "stack.h"
+#include "vec.h"
+#include "log.h"
+
+#include <cmath>
+#include <sstream>
+
+static const std::string shader_file_base(GLMARK_DATA_PATH"/shaders/conditionals-");
+
+static const std::string vtx_file_prologue(shader_file_base + "prologue.vert");
+static const std::string vtx_file_step_conditional(shader_file_base + "step-conditional.vert");
+static const std::string vtx_file_step_simple(shader_file_base + "step-simple.vert");
+static const std::string vtx_file_epilogue(shader_file_base + "epilogue.vert");
+
+static const std::string frg_file_prologue(shader_file_base + "prologue.frag");
+static const std::string frg_file_step_conditional(shader_file_base + "step-conditional.frag");
+static const std::string frg_file_step_simple(shader_file_base + "step-simple.frag");
+static const std::string frg_file_epilogue(shader_file_base + "epilogue.frag");
+
+SceneConditionals::SceneConditionals(Canvas &pCanvas) :
+ Scene(pCanvas, "conditionals")
+{
+ mOptions["fragment-steps"] = Scene::Option("fragment-steps", "1",
+ "The number of computational steps in the fragment shader");
+ mOptions["fragment-conditionals"] = Scene::Option("fragment-conditionals", "true",
+ "Whether each computational step includes an if-else clause");
+ mOptions["vertex-steps"] = Scene::Option("vertex-steps", "1",
+ "The number of computational steps in the vertex shader");
+ mOptions["vertex-conditionals"] = Scene::Option("vertex-conditionals", "true",
+ "Whether each computational step includes an if-else clause");
+ mOptions["grid-size"] = Scene::Option("grid-size", "32",
+ "The number of squares per side of the grid (controls the number of vertices)");
+ mOptions["grid-length"] = Scene::Option("grid-length", "5.0",
+ "The length of each side of the grid (normalized) (controls the area drawn to)");
+}
+
+SceneConditionals::~SceneConditionals()
+{
+}
+
+static std::string
+get_vertex_shader_source(int steps, bool conditionals)
+{
+ std::string vtx_prologue, vtx_step_conditional, vtx_step_simple, vtx_epilogue;
+
+ if (!gotSource(vtx_file_prologue, vtx_prologue) ||
+ !gotSource(vtx_file_step_conditional, vtx_step_conditional) ||
+ !gotSource(vtx_file_step_simple, vtx_step_simple) ||
+ !gotSource(vtx_file_epilogue, vtx_epilogue))
+ {
+ return "";
+ }
+
+ std::stringstream ss;
+
+ ss << vtx_prologue;
+ for (int i = 0; i < steps; i++) {
+ if (conditionals)
+ ss << vtx_step_conditional;
+ else
+ ss << vtx_step_simple;
+ }
+ ss << vtx_epilogue;
+
+ return ss.str();
+}
+
+static std::string
+get_fragment_shader_source(int steps, bool conditionals)
+{
+ std::string frg_prologue, frg_step_conditional, frg_step_simple, frg_epilogue;
+
+ if (!gotSource(frg_file_prologue, frg_prologue) ||
+ !gotSource(frg_file_step_conditional, frg_step_conditional) ||
+ !gotSource(frg_file_step_simple, frg_step_simple) ||
+ !gotSource(frg_file_epilogue, frg_epilogue))
+ {
+ return "";
+ }
+
+ std::stringstream ss;
+
+ ss << frg_prologue;
+ for (int i = 0; i < steps; i++) {
+ if (conditionals)
+ ss << frg_step_conditional;
+ else
+ ss << frg_step_simple;
+ }
+ ss << frg_epilogue;
+
+ return ss.str();
+}
+
+int SceneConditionals::load()
+{
+ mRotationSpeed = 36.0f;
+ mRunning = false;
+
+ return 1;
+}
+
+void SceneConditionals::unload()
+{
+}
+
+void SceneConditionals::setup()
+{
+ Scene::setup();
+
+ /* Parse options */
+ bool vtx_conditionals = mOptions["vertex-conditionals"].value == "true";
+ bool frg_conditionals = mOptions["fragment-conditionals"].value == "true";
+ int vtx_steps = 0;
+ int frg_steps = 0;
+ int grid_size = 0;
+ double grid_length = 0;
+
+ std::stringstream ss;
+
+ ss << mOptions["vertex-steps"].value;
+ ss >> vtx_steps;
+ ss.clear();
+ ss << mOptions["fragment-steps"].value;
+ ss >> frg_steps;
+ ss.clear();
+ ss << mOptions["grid-size"].value;
+ ss >> grid_size;
+ ss.clear();
+ ss << mOptions["grid-length"].value;
+ ss >> grid_length;
+
+ /* Load shaders */
+ std::string vtx_shader(get_vertex_shader_source(vtx_steps, vtx_conditionals));
+ std::string frg_shader(get_fragment_shader_source(frg_steps, frg_conditionals));
+
+ if (!Scene::load_shaders_from_strings(mProgram, vtx_shader, frg_shader))
+ return;
+
+ mProgram.start();
+
+ /* Create and configure the grid mesh */
+ std::vector<int> vertex_format;
+ vertex_format.push_back(3);
+ mMesh.set_vertex_format(vertex_format);
+
+ /*
+ * The spacing needed in order for the area of the requested grid
+ * to be the same as the area of a grid with size 32 and spacing 0.02.
+ */
+ double spacing = grid_length * (1 - 4.38 / 5.0) / (grid_size - 1.0);
+
+ mMesh.make_grid(grid_size, grid_size, grid_length, grid_length,
+ grid_size > 1 ? spacing : 0);
+ mMesh.build_vbo();
+
+ std::vector<GLint> attrib_locations;
+ attrib_locations.push_back(mProgram.getAttribIndex("position"));
+ mMesh.set_attrib_locations(attrib_locations);
+
+ mCurrentFrame = 0;
+ mRotation = 0.0f;
+ mRunning = true;
+ mStartTime = Scene::get_timestamp_us() / 1000000.0;
+ mLastUpdateTime = mStartTime;
+}
+
+void SceneConditionals::teardown()
+{
+ mProgram.stop();
+ mProgram.release();
+ mMesh.reset();
+
+ Scene::teardown();
+}
+
+void SceneConditionals::update()
+{
+ double current_time = Scene::get_timestamp_us() / 1000000.0;
+ double dt = current_time - mLastUpdateTime;
+ double elapsed_time = current_time - mStartTime;
+
+ mLastUpdateTime = current_time;
+
+ if (elapsed_time >= mDuration) {
+ mAverageFPS = mCurrentFrame / elapsed_time;
+ mRunning = false;
+ }
+
+ mRotation += mRotationSpeed * dt;
+
+ mCurrentFrame++;
+}
+
+void SceneConditionals::draw()
+{
+ // Load the ModelViewProjectionMatrix uniform in the shader
+ LibMatrix::Stack4 model_view;
+ LibMatrix::mat4 model_view_proj(mCanvas.projection());
+
+ model_view.translate(0.0f, 0.0f, -5.0f);
+ model_view.rotate(mRotation, 0.0f, 0.0f, 1.0f);
+ model_view_proj *= model_view.getCurrent();
+
+ mProgram.loadUniformMatrix(model_view_proj, "ModelViewProjectionMatrix");
+
+ mMesh.render_vbo();
+}
+
+Scene::ValidationResult
+SceneConditionals::validate()
+{
+ return Scene::ValidationUnknown;
+}
=== modified file 'src/scene.cpp'
@@ -179,6 +179,9 @@
{
program.init();
+ Log::debug("Loading vertex shader from file %s:\n%s",
+ vtx_shader_filename.c_str(), vtx_shader.c_str());
+
program.addShader(GL_VERTEX_SHADER, vtx_shader);
if (!program.valid()) {
Log::error("Failed to add vertex shader from file %s:\n %s\n",
@@ -188,6 +191,9 @@
return false;
}
+ Log::debug("Loading fragment shader from file %s:\n%s",
+ frg_shader_filename.c_str(), frg_shader.c_str());
+
program.addShader(GL_FRAGMENT_SHADER, frg_shader);
if (!program.valid()) {
Log::error("Failed to add fragment shader from file %s:\n %s\n",
=== modified file 'src/scene.h'
@@ -205,4 +205,25 @@
float mRotationSpeed;
};
+class SceneConditionals : public Scene
+{
+public:
+ SceneConditionals(Canvas &pCanvas);
+ int load();
+ void unload();
+ void setup();
+ void teardown();
+ void update();
+ void draw();
+ ValidationResult validate();
+
+ ~SceneConditionals();
+
+protected:
+ Program mProgram;
+
+ Mesh mMesh;
+ float mRotation;
+ float mRotationSpeed;
+};
#endif