/* * 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 glCopyTex[Sub]Image() rate. * Create a large, off-screen framebuffer object for rendering and * copying the texture data from it since we can't make really large * on-screen windows. * * Brian Paul * 22 Sep 2009 */ #include #include "glmain.h" #include "common.h" int WinWidth = 100, WinHeight = 100; static GLuint VBO, FBO, RBO, Tex; const GLsizei MinSize = 16, MaxSize = 4096; static GLsizei TexSize; static const GLboolean DrawPoint = GL_TRUE; static const GLboolean TexSubImage4 = GL_FALSE; struct vertex { GLfloat x, y, s, t; }; static const struct vertex vertices[1] = { { 0.0, 0.0, 0.5, 0.5 }, }; #define VOFFSET(F) ((void *) offsetof(struct vertex, F)) /** Called from test harness/main */ void PerfInit(void) { const GLenum filter = GL_LINEAR; GLenum stat; if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) { perf_printf("copytex: GL_EXT_framebuffer_object not supported\n"); exit(0); } /* setup VBO */ 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)); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); /* setup texture */ glGenTextures(1, &Tex); glBindTexture(GL_TEXTURE_2D, Tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glEnable(GL_TEXTURE_2D); /* setup rbo */ glGenRenderbuffersEXT(1, &RBO); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBO); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, MaxSize, MaxSize); /* setup fbo */ glGenFramebuffersEXT(1, &FBO); glBindFramebufferEXT(GL_FRAMEBUFFER, FBO); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, RBO); stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) { perf_printf("fboswitch: Error: incomplete FBO!\n"); exit(1); } /* clear the FBO */ glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glViewport(0, 0, MaxSize, MaxSize); glClear(GL_COLOR_BUFFER_BIT); } static void CopyTexImage(unsigned count) { unsigned i; for (i = 1; i < count; i++) { /* draw something */ if (DrawPoint) glDrawArrays(GL_POINTS, 0, 1); /* copy whole texture */ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, TexSize, TexSize, 0); } glFinish(); } static void CopyTexSubImage(unsigned count) { unsigned i; for (i = 1; i < count; i++) { /* draw something */ if (DrawPoint) glDrawArrays(GL_POINTS, 0, 1); /* copy sub texture */ if (TexSubImage4) { /* four sub-copies */ GLsizei half = TexSize / 2; /* lower-left */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, half, half); /* lower-right */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, half, 0, half, 0, half, half); /* upper-left */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, half, 0, half, half, half); /* upper-right */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, half, half, half, half, half, half); } else { /* one big copy */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexSize, TexSize); } } glFinish(); } /** Called from test harness/main */ void PerfNextRound(void) { } /** Called from test harness/main */ void PerfDraw(void) { double rate, mbPerSec; GLint sub, maxTexSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); /* loop over whole/sub tex copy */ for (sub = 0; sub < 2; sub++) { /* loop over texture sizes */ for (TexSize = MinSize; TexSize <= MaxSize; TexSize *= 4) { if (TexSize <= maxTexSize) { GLint bytesPerImage = 4 * TexSize * TexSize; if (sub == 0) rate = PerfMeasureRate(CopyTexImage); else { /* setup empty dest texture */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexSize, TexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); rate = PerfMeasureRate(CopyTexSubImage); } mbPerSec = rate * bytesPerImage / (1024.0 * 1024.0); } else { rate = 0.0; mbPerSec = 0.0; } perf_printf(" glCopyTex%sImage(%d x %d): %.1f copies/sec, %.1f Mpixels/sec\n", (sub ? "Sub" : ""), TexSize, TexSize, rate, mbPerSec); } } exit(0); }