// Copyright (c) 2013 The Chromium OS Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This test evaluates the speed of using the same textures to draw repeatedly.
// It uploads a series of textures initially. On subsequent iterations, it uses
// those uploaded textures to draw.
#include "base/logging.h"
#include "texturetest.h"
#include "main.h"
namespace glbench {
class TextureReuseTest : public TextureTest {
public:
TextureReuseTest() {}
virtual ~TextureReuseTest() {}
virtual bool TestFunc(uint64_t iterations);
virtual const char* Name() const { return "texture_reuse"; }
virtual bool IsDrawTest() const { return true; }
};
bool TextureReuseTest::TestFunc(uint64_t iterations) {
glGetError();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFlush();
for (uint64_t i = 0; i < iterations; ++i) {
glBindTexture(GL_TEXTURE_2D, textures_[i % kNumberOfTextures]);
switch (flavor_) {
case TEX_IMAGE:
glTexImage2D(GL_TEXTURE_2D, 0, texel_gl_format_, width_, height_,
0, texel_gl_format_, GL_UNSIGNED_BYTE,
pixels_[i % kNumberOfTextures].get());
break;
case TEX_SUBIMAGE:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_, height_,
texel_gl_format_, GL_UNSIGNED_BYTE,
pixels_[i % kNumberOfTextures].get());
break;
}
// After having uploaded |kNumberOfTextures| textures, use each of them to
// draw once before uploading new textures.
if ((i % kNumberOfTextures) == (kNumberOfTextures - 1)) {
for (int j = 0; j < kNumberOfTextures; ++j) {
glBindTexture(GL_TEXTURE_2D, textures_[j]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
}
return true;
}
TestBase* GetTextureReuseTest() {
return new TextureReuseTest;
}
} // namespace glbench