/* * 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 rate of binding/switching between FBO targets. * Create two framebuffer objects for rendering to two textures. * Ping pong between texturing from one and drawing into the other. * * Brian Paul * 22 Sep 2009 */ #include #include "glmain.h" #include "common.h" int WinWidth = 100, WinHeight = 100; static GLuint VBO; static GLuint FBO[2], Tex[2]; static const GLsizei TexSize = 512; static const GLboolean DrawPoint = GL_TRUE; 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; int i; if (!PerfExtensionSupported("GL_EXT_framebuffer_object")) { perf_printf("fboswitch: 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); glGenFramebuffersEXT(2, FBO); glGenTextures(2, Tex); for (i = 0; i < 2; i++) { /* setup texture */ glBindTexture(GL_TEXTURE_2D, Tex[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexSize, TexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); /* setup fbo */ glBindFramebufferEXT(GL_FRAMEBUFFER, FBO[i]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Tex[i], 0/*level*/); stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) { perf_printf("fboswitch: Error: incomplete FBO!\n"); exit(1); } /* clear the FBO */ glClear(GL_COLOR_BUFFER_BIT); } glEnable(GL_TEXTURE_2D); } static void FBOBind(unsigned count) { unsigned i; for (i = 1; i < count; i++) { const GLuint dst = i & 1; const GLuint src = 1 - dst; /* bind src texture */ glBindTexture(GL_TEXTURE_2D, Tex[src]); /* bind dst fbo */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBO[dst]); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); /* draw something */ if (DrawPoint) glDrawArrays(GL_POINTS, 0, 1); } glFinish(); } /** Called from test harness/main */ void PerfNextRound(void) { } /** Called from test harness/main */ void PerfDraw(void) { double rate; rate = PerfMeasureRate(FBOBind); perf_printf(" FBO Binding: %1.f binds/sec\n", rate); exit(0); }