#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include <unistd.h>
#define DRAW_TO_SCREEN 1
#define USE_16BPP_TEXTURE 0 // forces texture to load as 16bpp, define before image_file.h
#ifdef __arm__
#define PATH_PREFIX "/data/"
#else
#define PATH_PREFIX ""
#endif
#include <pixelflinger2/pixelflinger2_interface.h>
#include "image_file.h"
#include "m_matrix.h"
#ifdef __arm__
extern "C" int SetupDrawingSurface(unsigned * width, unsigned * height, unsigned * bpp);
extern "C" void * PresentDrawingSurface();
extern "C" void DisposeDrawingSurface();
#endif
GGLInterface * ggl = NULL;
gl_shader * load_shader(const unsigned type, const char * path)
{
FILE * file = NULL;
file = fopen(path, "rb");
if (!file)
printf("failed to open '%s' \n", path);
fseek(file, 0, SEEK_END);
unsigned fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
char * shader_string = (char *)malloc(fileSize + 1);
printf("fileSize=%dB \n", fileSize);
int read = fread(shader_string, 1, fileSize, file);
shader_string[read] = '\0';
fclose(file);
puts(shader_string);
puts("compiling shader...");
gl_shader * shader = ggl->ShaderCreate(ggl, type);
const char * infoLog = NULL;
GLboolean compileStatus = ggl->ShaderCompile(ggl, shader, shader_string, &infoLog);
printf("shader.InfoLog = %s \nshader.CompileStatus = %d \n\n",
infoLog, compileStatus);
if (!compileStatus)
exit(1);
free(shader_string);
return shader;
}
gl_shader_program * init_shader()
{
puts("\n -- load vertex shader -- \n");
struct gl_shader * vertShader = load_shader(GL_VERTEX_SHADER, PATH_PREFIX"vs.vert");
puts("\n -- load fragment shader -- \n");
struct gl_shader * fragShader = load_shader(GL_FRAGMENT_SHADER, PATH_PREFIX"fs.frag");
gl_shader_program * program = ggl->ShaderProgramCreate(ggl);
// current scan_test assumes the following attribute layout
ggl->ShaderAttributeBind(program, 0, "aPosition");
ggl->ShaderAttributeBind(program, 1, "aTexCoord");
puts("\n -- linking -- \n");
ggl->ShaderAttach(ggl, program, vertShader);
ggl->ShaderAttach(ggl, program, fragShader);
const char * infoLog = NULL;
GLboolean linkStatus = ggl->ShaderProgramLink(program, &infoLog);
printf("finished linking, LinkStatus=%d \n %s \n", linkStatus, infoLog);
if (!linkStatus)
exit(1);
ggl->ShaderUse(ggl, program);
return program;
}
void test_scan()
{
srand(1337);
ggl = CreateGGLInterface();
GGLSurface frameSurface = {0};
#if defined __arm__ && DRAW_TO_SCREEN
unsigned width = 0, height = 0, bpp = 0;
SetupDrawingSurface(&width, &height, &bpp);
frameSurface.data = PresentDrawingSurface();
#else
const unsigned width = 640, height = 400;
frameSurface.data = (unsigned int *)malloc(width * height * 4);
#endif
frameSurface.format = GGL_PIXEL_FORMAT_RGBA_8888;
frameSurface.width = width;
frameSurface.height = height;
GGLSurface depthSurface = {0};
depthSurface.width = width;
depthSurface.height = height;
depthSurface.format = GGL_PIXEL_FORMAT_Z_32;
depthSurface.data = malloc(width * height * 4);
ggl->SetBuffer(ggl, GL_DEPTH_BUFFER_BIT, &depthSurface);
GGLSurface stencilSurface = {0};
stencilSurface.width = width;
stencilSurface.height = height;
stencilSurface.format = GGL_PIXEL_FORMAT_S_8;
stencilSurface.data = malloc(width * height);
ggl->SetBuffer(ggl, GL_STENCIL_BUFFER_BIT, &stencilSurface);
ggl->ClearStencil(ggl, 0);
ggl->StencilFuncSeparate(ggl, GL_FRONT_AND_BACK, GL_EQUAL, 0, 0xff);
ggl->StencilOpSeparate(ggl, GL_FRONT_AND_BACK, GL_INCR, GL_KEEP, GL_KEEP);
//ggl->EnableDisable(ggl, GL_STENCIL_TEST, true);
gl_shader_program * program = init_shader(); // change states after to test code cache
GGLTexture texture = {0};
LoadTGA(PATH_PREFIX"android.tga", &texture.width, &texture.height,
&texture.levels);
// for (unsigned i = 0; i < texture.width * texture.height; i++)
// {
// const unsigned x = i % 480, y = i / 480;
// ((unsigned *)texture.levels[0])[i] = ((x + y) % 2) * 0xffffff | 0xff000000;
// }
#if USE_16BPP_TEXTURE
texture.format = GGL_PIXEL_FORMAT_RGB_565;
#else
texture.format = GGL_PIXEL_FORMAT_RGBA_8888;
#endif
texture.type = GL_TEXTURE_2D;
texture.levelCount = 1;
texture.wrapS = texture.wrapT = GGLTexture::GGL_REPEAT; // repeat = 0 fastest, clamp = 1, mirrored = 2
texture.minFilter = texture.magFilter = GGLTexture::GGL_NEAREST; // nearest = 0, linear = 1
//texture.levelCount = GenerateMipmaps(texture.levels, texture.width, texture.height);
// static unsigned texels [6] = {0xff0000ff, 0xff00ff00, 0xffff0000,
// 0xff00ffff, 0xffffff00, 0xffff00ff};
// memcpy(texture.levels[0], texels, sizeof texels);
// texture.format = GGL_PIXEL_FORMAT_RGBA_8888;
// texture.width = texture.height = 1;
//texture.height /= 6;
//texture.type = GL_TEXTURE_CUBE_MAP;
ggl->SetSampler(ggl, 0, &texture);
//ggl->EnableDisable(ggl, GL_CULL_FACE, true);
ggl->FrontFace(ggl, GL_CW);
ggl->CullFace(ggl, GL_BACK);
ggl->EnableDisable(ggl, GL_BLEND, true);
ggl->BlendFuncSeparate(ggl, GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR,
GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR);
ggl->BlendEquationSeparate(ggl, GL_FUNC_ADD, GL_FUNC_ADD);
ggl->BlendColor(ggl, 0.7, 0.7, 0.7, 1);
ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, &frameSurface);
ggl->EnableDisable(ggl, GL_DEPTH_TEST, true);
ggl->DepthFunc(ggl, GL_LESS);
ggl->DepthRangef(ggl, 0.0f, 1.0f);
ggl->Viewport(ggl, 0, 0, width, height);
const unsigned scale = 1, portWidth = 640, portHeight = 400;
//const unsigned scale = 1, portWidth = width / scale, portHeight = height / scale;
ggl->Viewport(ggl, 0, 0, portWidth, portHeight);
//ggl->Viewport(ggl, (width - portWidth) / 2, (height - portHeight) / 2,
//portWidth, portHeight);
GLmatrix m0, m1, m2, m3, m4;
_math_matrix_ctr(&m0);
_math_matrix_ctr(&m1);
_math_matrix_ctr(&m2);
_math_matrix_ctr(&m3);
_math_matrix_ctr(&m4);
int uMatrixLoc = ggl->ShaderUniformLocation(program, "uMatrix");
int uRotMLoc = ggl->ShaderUniformLocation(program, "uRotM");
int uTLoc = ggl->ShaderUniformLocation(program, "t");
GGLTexture cubeTexture = {GL_TEXTURE_CUBE_MAP, GGL_PIXEL_FORMAT_RGBA_8888, 1, 1, 1, NULL, GGLTexture::GGL_CLAMP_TO_EDGE, GGLTexture::GGL_MIRRORED_REPEAT, GGLTexture::GGL_LINEAR, GGLTexture::GGL_LINEAR};
unsigned cubeTextureSurface [6] = {0xff0000ff, 0xff00ff00, 0xffff0000,
0xff00ffff, 0xffffff00, 0xffff00ff
};
void * levels [1] = {cubeTextureSurface};
cubeTexture.levels = levels;
if (program) {
ggl->ShaderUniformMatrix(program, 4, 4, uMatrixLoc, 1, GL_FALSE, m0.m);
int sampler2dLoc = ggl->ShaderUniformLocation(program, "sampler2d");
int samplercubeLoc = ggl->ShaderUniformLocation(program, "samplercube");
int samplerUnit = -1;
if (0 <= sampler2dLoc) { // set 2d texture to sampler if used
samplerUnit = sampler2dLoc;//ggl->ShaderUniformGetiv(ggl, program, sampler2dLoc, &samplerUnit);
ggl->SetSampler(ggl, samplerUnit, &texture);
}
if (0 <= samplercubeLoc) { // set cube texture to sampler if used
samplerUnit = samplercubeLoc;//ggl->ShaderUniformGetiv(ggl, program, samplercubeLoc, &samplerUnit);
ggl->SetSampler(ggl, samplerUnit, &cubeTexture);
}
}
VertexInput v0, v1, v2, v3;
const float z = +0.5;
// const float vcMin = -10, vcMax = 10;
// const float tcMin = -4.5, tcMax = 5.5;
const float vcMin = -1, vcMax = 1;
const float tcMin = 0, tcMax = 1;
v0.attributes[0] = Vector4_CTR(vcMin,vcMin,z,1);
v0.attributes[1] = Vector4_CTR(tcMin,tcMin,0,1);
v1.attributes[0] = Vector4_CTR(vcMin,vcMax,z,1);
v1.attributes[1] = Vector4_CTR(tcMin,tcMax,0,1);
v2.attributes[0] = Vector4_CTR(vcMax,vcMax,z,1);
v2.attributes[1] = Vector4_CTR(tcMax,tcMax,0,1);
v3.attributes[0] = Vector4_CTR(vcMax,vcMin,z,1);
v3.attributes[1] = Vector4_CTR(tcMax,tcMin,0,1);
VertexInput vertices[8] = {
// pos texcoord
{{Vector4_CTR(-1,-1,-1,1), Vector4_CTR(tcMin,tcMin,0,1)}},
{{Vector4_CTR(-1,-1, 1,1), Vector4_CTR(tcMin,tcMax,0,1)}},
{{Vector4_CTR( 1,-1, 1,1), Vector4_CTR(tcMax,tcMax,0,1)}},
{{Vector4_CTR( 1,-1,-1,1), Vector4_CTR(tcMax,tcMin,0,1)}},
{{Vector4_CTR(-1, 1,-1,1), Vector4_CTR(tcMin,tcMin,0,1)}},
{{Vector4_CTR(-1, 1, 1,1), Vector4_CTR(tcMin,tcMax,0,1)}},
{{Vector4_CTR( 1, 1, 1,1), Vector4_CTR(tcMax,tcMax,0,1)}},
{{Vector4_CTR( 1, 1,-1,1), Vector4_CTR(tcMax,tcMin,0,1)}},
};
unsigned indices[] = {
0,1,2, 0,2,3,
4,5,6, 4,6,7,
0,3,4, 3,4,7,
1,2,5, 2,5,6,
0,1,4, 1,4,5,
2,3,6, 3,6,7,
};
Vector4 pos = v0.attributes[0];
ggl->ViewportTransform(ggl, &pos);
ggl->ClearColor(ggl, 0.8f, 0.8f, 1, 1);
//ggl->ClearDepthf(ggl, pos.z + 0.0001f); // when there is no transform in vs
ggl->ClearDepthf(ggl, 1);
ggl->EnableDisable(ggl, GL_BLEND, false);
ggl->EnableDisable(ggl, GL_DEPTH_TEST, true);
ggl->EnableDisable(ggl, GL_STENCIL_TEST, false);
ggl->DrawTriangle(ggl, &v0, &v0, &v0); // cause re-JIT to not mess up timing
puts("\n -- begin rendering -- \n");
unsigned frames = 0;
clock_t c0 = clock();
#ifdef __arm__
//while (true)
#endif
for (
#ifdef __arm__
unsigned i = 0; i <= 90; i++
#else
unsigned i = 0; i <= 10; i+= 1
#endif
) {
// printf("frame=%d \n", i);
ggl->Clear(ggl, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//ggl->Clear(ggl, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
_math_matrix_set_identity(&m0);
_math_matrix_set_identity(&m1);
_math_matrix_set_identity(&m2);
//_math_matrix_set_identity(&m3);
//_math_matrix_ortho(&m0, 0, 480, 0, 800, 0.1, 1);
_math_matrix_perspective(&m0, 60, (float)width / height, 0.1f, 100);
//float ratio = (float)width / height;
//_math_matrix_frustum(&m0, -ratio, ratio, -1, 1, 3, 7);
_math_matrix_lookat(&m1, 0, 0, -6,
0, 0, 2,
0, 1, 0);
//_math_matrix_scale(&m0, 0.2, 0.2, 0.2);
//_math_matrix_translate(&m2, 1, 1, 1);
_math_matrix_rotate(&m2, i * 2, 1, 2, 3);
//_math_matrix_rotate(&m2, i, 0, 0, 1);
// matrix on the right is applied to vector first
_math_matrix_mul_matrix(&m3, &m1, &m2);
_math_matrix_mul_matrix(&m4, &m0, &m3);
float t = i * 0.6f;
if (program) {
ggl->ShaderUniformMatrix(program, 4, 4, uMatrixLoc, 1, GL_FALSE, m4.m);
ggl->ShaderUniformMatrix(program, 4, 4, uRotMLoc, 1, GL_FALSE, m2.m);
ggl->ShaderUniform(program, uTLoc, 1, &t, GL_FLOAT);
}
//ggl->EnableDisable(ggl, GL_BLEND, true);
//ggl->EnableDisable(ggl, GL_BLEND, false);
//ggl->EnableDisable(ggl, GL_BLEND, (i + 1) % 2);
//ggl->EnableDisable(ggl, GL_STENCIL_TEST, i / 2 % 2);
//ggl->BlendColor(ggl,(float)i / 10, (float) i / 15, (float)i < 20, 1);
for (unsigned j = 0; j < sizeof(indices) / sizeof(*indices); j += 3)
ggl->DrawTriangle(ggl, vertices + indices[j], vertices + indices[j+1], vertices + indices[j+2]);
// including clear, depth, and other ops, direct ScanLine calls are 4% faster than DrawTriangle
// X86 memcpy is 0.60ms vs 4.90ms for 480*800 fs texturing
// Nexus One memcpy is 8.7ms vs 71ms for 480*800 fs texturing
// Nexus One fixed point 480*800 fs texturing is 61ms
// texture * vtexcoord is 70ms, floating texture * vtexcoord is 170ms
//memcpy(((GGLContext *)ggl)->frameSurface.data, ((GGLContext *)ggl)->textureState.textures[0].levels[0], width * height * 4);
// ggl->DrawTriangle(ggl, &v0, &v1, &v2);
// ggl->DrawTriangle(ggl, &v2, &v3, &v0);
// VertexOutput tl = {0, Vector4(0,0,0,1), Vector4(0,0,0,1)};
// VertexOutput tr = {0, Vector4(portWidth - 1,0,0,1), Vector4(1,0,0,1)};
// VertexOutput bl = {0, Vector4(0, portHeight-1,0,1), Vector4(0,1,0,1)};
// VertexOutput br = {0, Vector4(portWidth - 1, portHeight - 1,0,1), Vector4(1,1,0,1)};
// ggl->RasterTrapezoid(ggl, &tl, &tr, &bl, &br);
//
// for (unsigned y = 0; y < portHeight; y++)
// {
// VertexOutput vo0 = {0, Vector4(0,y,0,1), Vector4(0,float(y) / (portHeight - 1),0,1)};
// VertexOutput vo1 = {0, Vector4(portWidth - 1,y,0,1), Vector4(1,float(y) / (portHeight - 1),0,1)};
// ggl->ScanLine(ggl, &vo0, &vo1);
// }
//#if !USE_LLVM_TEXTURE_SAMPLER
// extern const GGLContext * textureGGLContext;
// textureGGLContext = (GGLContext *)ggl;
//#endif
// for (unsigned y = 0; y < height; y++)
// for (unsigned x = 0; x < width; x++)
// {
// const unsigned index = y * width + x;
//// ((unsigned *)frameSurface.data)[index] = ((unsigned *)textureGGLContext->textureState.textures[0].levels[0])[index];
// Vector4 tc(float(x) / (width - 1), float(y) / (height - 1), 0, 0);
// unsigned color[4];
// tex2d_int32<GGL_PIXEL_FORMAT_RGBA_8888>(color, (const float *)&tc, 0);
// ((unsigned *)frameSurface.data)[index] = color[0];
// }
//#if !USE_LLVM_TEXTURE_SAMPLER
// textureGGLContext = NULL;
//#endif
frames++;
if (scale > 1)
for (int y = portHeight - 1; y >= 0; y--)
for (int x = portWidth - 1; x >= 0; x--) {
unsigned pixel = ((unsigned *)frameSurface.data)[y * width + x];
for (unsigned xx = 0; xx < scale; xx++)
for (unsigned yy = 0; yy < scale; yy++)
((unsigned *)frameSurface.data)[(y * scale + yy) * width + x * scale + xx] = pixel;
}
#if defined __arm__ && DRAW_TO_SCREEN
frameSurface.data = PresentDrawingSurface();
ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, &frameSurface);
#endif
//puts("frame completed, press ENTER"); getchar();
}
/*
#ifndef __arm__
__attribute__ ((aligned (16))) // LLVM generates movaps on X86, needs 16 bytes align
#endif
float data [64];
ShaderFunction_t function = ((GGLContext *)ggl)->glCtx->Shader.CurrentProgram->GLVMFP->function;
float * inputs = data;
float * outputs = data + 24;
float * constants = data + 48;
const unsigned wd = 200, ht = 200;
for (unsigned y = 0; y < ht; y++)
for (unsigned x = 0; x < wd; x++)
{
inputs[4] = ((float)x) / wd;
inputs[5] = ((float)y) / ht;
inputs[6] = 0;
inputs[7] = 1;
constants[0] = 0.0f;
function(inputs, outputs, constants);
unsigned r = outputs[0] * 255;
unsigned g = outputs[1] * 255;
unsigned b = outputs[2] * 255;
unsigned a = outputs[3] * 255;
((unsigned *)frameSurface.data)[y * width + x] = (a << 24) | (b << 16) | (g << 8) | r;
}
printf("gl_FragColor=%.2f, %.2f, %.2f %.2f \n", outputs[0], outputs[1], outputs[2], outputs[3]);
frames = 1;
//*/
float elapsed = (float)(clock() - c0) / CLOCKS_PER_SEC;
printf ("\n *** test_scan elapsed CPU time: %fs \n *** fps=%.2f, tpf=%.2fms \n",
elapsed, frames / elapsed, elapsed / frames * 1000);
#if USE_16BPP_TEXTURE
puts("USE_16BPP_TEXTURE");
#endif
#ifdef __arm__
SaveBMP("/sdcard/mesa.bmp", (unsigned *)frameSurface.data, frameSurface.width, frameSurface.height);
#else
SaveBMP("mesa.bmp", (unsigned *)frameSurface.data, frameSurface.width, frameSurface.height);
#endif
ggl->SetBuffer(ggl, GL_COLOR_BUFFER_BIT, NULL);
#if defined __arm__ && DRAW_TO_SCREEN
DisposeDrawingSurface();
#else
free(frameSurface.data);
#endif
ggl->SetBuffer(ggl, GL_DEPTH_BUFFER_BIT, NULL);
free(depthSurface.data);
ggl->SetBuffer(ggl, GL_STENCIL_BUFFER_BIT, NULL);
free(stencilSurface.data);
if (program)
ggl->ShaderProgramDelete(ggl, program);
free(texture.levels);
DestroyGGLInterface(ggl);
ggl = NULL;
}
extern "C" int cmain(int,char**);
#include "llvm/LLVMContext.h"
void GLContextDctr();
extern "C" void hieralloc_report(const void *, FILE *);
extern "C" void hieralloc_report_brief(const void *, FILE *);
int main (int argc, char * const argv[])
{
cmain(0,NULL);
// contextless_test();
// contextless_test();
test_scan();
// hieralloc_report(NULL, stdout);
hieralloc_report_brief(NULL, stdout);
puts("mesa done");
return 0;
}