=== added file 'data/shaders/loop-step-loop.all'
@@ -0,0 +1,2 @@
+ for (int i = 0; i < $NLOOPS$; i++)
+ d = fract(3.0 * d);
=== added file 'data/shaders/loop-step-simple.all'
@@ -0,0 +1,1 @@
+ d = fract(3.0 * d);
=== added file 'data/shaders/loop.frag'
@@ -0,0 +1,16 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec4 dummy;
+uniform int FragmentLoops;
+
+void main(void)
+{
+ float d = fract(gl_FragCoord.x * gl_FragCoord.y * 0.0001);
+
+$MAIN$
+
+ gl_FragColor = vec4(d, d, d, 1.0);
+}
+
=== added file 'data/shaders/loop.vert'
@@ -0,0 +1,26 @@
+attribute vec3 position;
+
+uniform mat4 ModelViewProjectionMatrix;
+uniform int VertexLoops;
+
+// 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);
+
+$MAIN$
+
+ 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;
+}
+
+
=== modified file 'src/main.cpp'
@@ -52,6 +52,9 @@
"conditionals:vertex-steps=5:fragment-steps=0",
"function:fragment-steps=5:fragment-complexity=low",
"function:fragment-steps=5:fragment-complexity=medium",
+ "loop:vertex-steps=5:fragment-steps=5:fragment-loop=false",
+ "loop:vertex-steps=5:fragment-steps=5:fragment-uniform=false",
+ "loop:vertex-steps=5:fragment-steps=5:fragment-uniform=true",
NULL
};
@@ -213,6 +216,7 @@
Benchmark::register_scene(*new SceneShading(canvas));
Benchmark::register_scene(*new SceneConditionals(canvas));
Benchmark::register_scene(*new SceneFunction(canvas));
+ Benchmark::register_scene(*new SceneLoop(canvas));
if (Options::list_scenes) {
list_scenes();
=== added file 'src/scene-loop.cpp'
@@ -0,0 +1,183 @@
+/*
+ * 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 <sstream>
+
+static const std::string shader_file_base(GLMARK_DATA_PATH"/shaders/loop");
+
+static const std::string vtx_file(shader_file_base + ".vert");
+static const std::string frg_file(shader_file_base + ".frag");
+static const std::string step_simple_file(shader_file_base + "-step-simple.all");
+static const std::string step_loop_file(shader_file_base + "-step-loop.all");
+
+SceneLoop::SceneLoop(Canvas &pCanvas) :
+ SceneGrid(pCanvas, "loop")
+{
+ mOptions["fragment-steps"] = Scene::Option("fragment-steps", "1",
+ "The number of computational steps in the fragment shader");
+ mOptions["fragment-loop"] = Scene::Option("fragment-function", "true",
+ "Whether to execute the steps in the vertex shader using a for loop");
+ mOptions["vertex-steps"] = Scene::Option("vertex-steps", "1",
+ "The number of computational steps in the vertex shader");
+ mOptions["vertex-loop"] = Scene::Option("vertex-function", "true",
+ "Whether to execute the steps in the vertex shader using a for loop");
+ mOptions["vertex-uniform"] = Scene::Option("vertex-uniform", "true",
+ "Whether to use a uniform in the vertex shader for the number of loop iterations to perform (i.e. vertex-steps)");
+ mOptions["fragment-uniform"] = Scene::Option("fragment-uniform", "true",
+ "Whether to use a uniform in the fragment shader for the number of loop iterations to perform (i.e. fragment-steps)");
+}
+
+SceneLoop::~SceneLoop()
+{
+}
+
+static std::string &
+replace_string(std::string &str, const std::string &remove, const std::string &insert)
+{
+ std::string::size_type pos = 0;
+
+ while ((pos = str.find(remove, pos)) != std::string::npos) {
+ str.replace(pos, remove.size(), insert);
+ pos++;
+ }
+
+ return str;
+}
+
+static std::string
+get_fragment_shader_source(int steps, bool loop, bool uniform)
+{
+ std::string frg_string, step_simple_string, step_loop_string;
+
+ if (!gotSource(frg_file, frg_string) ||
+ !gotSource(step_simple_file, step_simple_string) ||
+ !gotSource(step_loop_file, step_loop_string))
+ {
+ return "";
+ }
+
+ std::stringstream ss_main;
+
+ if (loop) {
+ if (uniform) {
+ replace_string(step_loop_string, "$NLOOPS$", "FragmentLoops");
+ }
+ else {
+ std::stringstream ss_steps;
+ ss_steps << steps;
+ replace_string(step_loop_string, "$NLOOPS$", ss_steps.str());
+ }
+ ss_main << step_loop_string;
+ }
+ else {
+ for (int i = 0; i < steps; i++)
+ ss_main << step_simple_string;
+ }
+
+ replace_string(frg_string, "$MAIN$", ss_main.str());
+
+ return frg_string;
+}
+
+static std::string
+get_vertex_shader_source(int steps, bool loop, bool uniform)
+{
+ std::string vtx_string, step_simple_string, step_loop_string;
+
+ if (!gotSource(vtx_file, vtx_string) ||
+ !gotSource(step_simple_file, step_simple_string) ||
+ !gotSource(step_loop_file, step_loop_string))
+ {
+ return "";
+ }
+
+ std::stringstream ss_main;
+
+ if (loop) {
+ if (uniform) {
+ replace_string(step_loop_string, "$NLOOPS$", "VertexLoops");
+ }
+ else {
+ std::stringstream ss_steps;
+ ss_steps << steps;
+ replace_string(step_loop_string, "$NLOOPS$", ss_steps.str());
+ }
+ ss_main << step_loop_string;
+ }
+ else {
+ for (int i = 0; i < steps; i++)
+ ss_main << step_simple_string;
+ }
+
+ replace_string(vtx_string, "$MAIN$", ss_main.str());
+
+ return vtx_string;
+}
+
+
+void SceneLoop::setup()
+{
+ SceneGrid::setup();
+
+ /* Parse options */
+ bool vtx_loop = mOptions["vertex-loop"].value == "true";
+ bool frg_loop = mOptions["fragment-loop"].value == "true";
+ bool vtx_uniform = mOptions["vertex-uniform"].value == "true";
+ bool frg_uniform = mOptions["fragment-uniform"].value == "true";
+ int vtx_steps = 0;
+ int frg_steps = 0;
+
+ std::stringstream ss;
+
+ ss << mOptions["vertex-steps"].value;
+ ss >> vtx_steps;
+ ss.clear();
+ ss << mOptions["fragment-steps"].value;
+ ss >> frg_steps;
+
+ /* Load shaders */
+ std::string vtx_shader(get_vertex_shader_source(vtx_steps, vtx_loop,
+ vtx_uniform));
+ std::string frg_shader(get_fragment_shader_source(frg_steps, frg_loop,
+ frg_uniform));
+
+ if (!Scene::load_shaders_from_strings(mProgram, vtx_shader, frg_shader))
+ return;
+
+ mProgram.start();
+
+ mProgram.loadUniformScalar(vtx_steps, "VertexLoops");
+ mProgram.loadUniformScalar(frg_steps, "FragmentLoops");
+
+ std::vector<GLint> attrib_locations;
+ attrib_locations.push_back(mProgram.getAttribIndex("position"));
+ mMesh.set_attrib_locations(attrib_locations);
+
+ mRunning = true;
+ mStartTime = Scene::get_timestamp_us() / 1000000.0;
+ mLastUpdateTime = mStartTime;
+}
=== modified file 'src/scene.h'
@@ -244,4 +244,13 @@
~SceneFunction();
};
+
+class SceneLoop : public SceneGrid
+{
+public:
+ SceneLoop(Canvas &pCanvas);
+ void setup();
+
+ ~SceneLoop();
+};
#endif