Merge "DO NOT MERGE Removing an activity that shouldn't go into samples" into honeycomb
This commit is contained in:
committed by
Android (Google) Code Review
commit
699a096943
@@ -21,14 +21,5 @@
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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<activity android:name="RsBench"
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android:label="RsBenchmark"
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android:theme="@android:style/Theme.Black.NoTitleBar">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@@ -1,71 +0,0 @@
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.samples;
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import android.renderscript.RSSurfaceView;
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import android.renderscript.RenderScript;
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import android.app.Activity;
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import android.content.res.Configuration;
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import android.os.Bundle;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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import android.provider.Settings.System;
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import android.util.Config;
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import android.util.Log;
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import android.view.Menu;
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import android.view.MenuItem;
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import android.view.View;
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import android.view.Window;
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import android.widget.Button;
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import android.widget.ListView;
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import java.lang.Runtime;
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public class RsBench extends Activity {
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private RsBenchView mView;
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@Override
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public void onCreate(Bundle icicle) {
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super.onCreate(icicle);
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// Create our Preview view and set it as the content of our
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// Activity
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mView = new RsBenchView(this);
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setContentView(mView);
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}
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@Override
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protected void onResume() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity loses focus
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super.onResume();
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mView.resume();
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}
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@Override
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protected void onPause() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity loses focus
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super.onPause();
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mView.pause();
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}
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}
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@@ -1,429 +0,0 @@
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.samples;
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import java.io.Writer;
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import android.content.res.Resources;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.renderscript.*;
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import android.renderscript.Allocation.MipmapControl;
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import android.renderscript.Program.TextureType;
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import android.renderscript.ProgramStore.DepthFunc;
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import android.renderscript.ProgramStore.BlendSrcFunc;
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import android.renderscript.ProgramStore.BlendDstFunc;
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import android.renderscript.Sampler.Value;
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import android.util.Log;
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public class RsBenchRS {
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int mWidth;
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int mHeight;
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public RsBenchRS() {
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}
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public void init(RenderScriptGL rs, Resources res, int width, int height) {
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mRS = rs;
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mRes = res;
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mWidth = width;
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mHeight = height;
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mOptionsARGB.inScaled = false;
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mOptionsARGB.inPreferredConfig = Bitmap.Config.ARGB_8888;
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mMode = 0;
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mMaxModes = 0;
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initRS();
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}
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private Resources mRes;
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private RenderScriptGL mRS;
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private Sampler mLinearClamp;
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private Sampler mLinearWrap;
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private Sampler mMipLinearWrap;
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private Sampler mNearestClamp;
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private Sampler mMipLinearAniso8;
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private Sampler mMipLinearAniso15;
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private ProgramStore mProgStoreBlendNoneDepth;
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private ProgramStore mProgStoreBlendNone;
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private ProgramStore mProgStoreBlendAlpha;
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private ProgramStore mProgStoreBlendAdd;
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private ProgramFragment mProgFragmentTexture;
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private ProgramFragment mProgFragmentColor;
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private ProgramVertex mProgVertex;
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private ProgramVertexFixedFunction.Constants mPVA;
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// Custom shaders
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private ProgramVertex mProgVertexCustom;
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private ProgramFragment mProgFragmentCustom;
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private ProgramFragment mProgFragmentMultitex;
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private ProgramVertex mProgVertexPixelLight;
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private ProgramVertex mProgVertexPixelLightMove;
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private ProgramFragment mProgFragmentPixelLight;
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private ScriptField_VertexShaderConstants_s mVSConst;
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private ScriptField_FragentShaderConstants_s mFSConst;
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private ScriptField_VertexShaderConstants3_s mVSConstPixel;
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private ScriptField_FragentShaderConstants3_s mFSConstPixel;
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private ProgramVertex mProgVertexCube;
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private ProgramFragment mProgFragmentCube;
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private ProgramRaster mCullBack;
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private ProgramRaster mCullFront;
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private ProgramRaster mCullNone;
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private Allocation mTexTorus;
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private Allocation mTexOpaque;
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private Allocation mTexTransparent;
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private Allocation mTexChecker;
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private Allocation mTexCube;
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private Mesh m10by10Mesh;
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private Mesh m100by100Mesh;
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private Mesh mWbyHMesh;
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private Mesh mTorus;
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Font mFontSans;
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Font mFontSerif;
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Font mFontSerifBold;
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Font mFontSerifItalic;
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Font mFontSerifBoldItalic;
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Font mFontMono;
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private Allocation mTextAlloc;
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private ScriptC_rsbench mScript;
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private final BitmapFactory.Options mOptionsARGB = new BitmapFactory.Options();
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int mMode;
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int mMaxModes;
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public void onActionDown(int x, int y) {
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mMode ++;
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mMode = mMode % mMaxModes;
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mScript.set_gDisplayMode(mMode);
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}
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ProgramStore BLEND_ADD_DEPTH_NONE(RenderScript rs) {
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ProgramStore.Builder builder = new ProgramStore.Builder(rs);
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builder.setDepthFunc(ProgramStore.DepthFunc.ALWAYS);
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builder.setBlendFunc(BlendSrcFunc.ONE, BlendDstFunc.ONE);
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builder.setDitherEnabled(false);
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builder.setDepthMaskEnabled(false);
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return builder.create();
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}
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private Mesh getMbyNMesh(float width, float height, int wResolution, int hResolution) {
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Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS,
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2, Mesh.TriangleMeshBuilder.TEXTURE_0);
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for (int y = 0; y <= hResolution; y++) {
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final float normalizedY = (float)y / hResolution;
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final float yOffset = (normalizedY - 0.5f) * height;
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for (int x = 0; x <= wResolution; x++) {
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float normalizedX = (float)x / wResolution;
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float xOffset = (normalizedX - 0.5f) * width;
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tmb.setTexture((float)x % 2, (float)y % 2);
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tmb.addVertex(xOffset, yOffset);
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}
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}
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for (int y = 0; y < hResolution; y++) {
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final int curY = y * (wResolution + 1);
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final int belowY = (y + 1) * (wResolution + 1);
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for (int x = 0; x < wResolution; x++) {
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int curV = curY + x;
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int belowV = belowY + x;
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tmb.addTriangle(curV, belowV, curV + 1);
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tmb.addTriangle(belowV, belowV + 1, curV + 1);
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}
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}
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return tmb.create(true);
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}
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private void initProgramStore() {
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// Use stock the stock program store object
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mProgStoreBlendNoneDepth = ProgramStore.BLEND_NONE_DEPTH_TEST(mRS);
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mProgStoreBlendNone = ProgramStore.BLEND_NONE_DEPTH_NONE(mRS);
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// Create a custom program store
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ProgramStore.Builder builder = new ProgramStore.Builder(mRS);
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builder.setDepthFunc(ProgramStore.DepthFunc.ALWAYS);
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builder.setBlendFunc(ProgramStore.BlendSrcFunc.SRC_ALPHA,
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ProgramStore.BlendDstFunc.ONE_MINUS_SRC_ALPHA);
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builder.setDitherEnabled(false);
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builder.setDepthMaskEnabled(false);
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mProgStoreBlendAlpha = builder.create();
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mProgStoreBlendAdd = BLEND_ADD_DEPTH_NONE(mRS);
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mScript.set_gProgStoreBlendNoneDepth(mProgStoreBlendNoneDepth);
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mScript.set_gProgStoreBlendNone(mProgStoreBlendNone);
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mScript.set_gProgStoreBlendAlpha(mProgStoreBlendAlpha);
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mScript.set_gProgStoreBlendAdd(mProgStoreBlendAdd);
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}
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private void initProgramFragment() {
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ProgramFragmentFixedFunction.Builder texBuilder = new ProgramFragmentFixedFunction.Builder(mRS);
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texBuilder.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
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ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
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mProgFragmentTexture = texBuilder.create();
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mProgFragmentTexture.bindSampler(mLinearClamp, 0);
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ProgramFragmentFixedFunction.Builder colBuilder = new ProgramFragmentFixedFunction.Builder(mRS);
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colBuilder.setVaryingColor(false);
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mProgFragmentColor = colBuilder.create();
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mScript.set_gProgFragmentColor(mProgFragmentColor);
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mScript.set_gProgFragmentTexture(mProgFragmentTexture);
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}
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private void initProgramVertex() {
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ProgramVertexFixedFunction.Builder pvb = new ProgramVertexFixedFunction.Builder(mRS);
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mProgVertex = pvb.create();
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mPVA = new ProgramVertexFixedFunction.Constants(mRS);
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((ProgramVertexFixedFunction)mProgVertex).bindConstants(mPVA);
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Matrix4f proj = new Matrix4f();
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proj.loadOrthoWindow(mWidth, mHeight);
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mPVA.setProjection(proj);
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mScript.set_gProgVertex(mProgVertex);
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}
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private void initCustomShaders() {
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mVSConst = new ScriptField_VertexShaderConstants_s(mRS, 1);
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mFSConst = new ScriptField_FragentShaderConstants_s(mRS, 1);
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mScript.bind_gVSConstants(mVSConst);
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mScript.bind_gFSConstants(mFSConst);
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mVSConstPixel = new ScriptField_VertexShaderConstants3_s(mRS, 1);
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mFSConstPixel = new ScriptField_FragentShaderConstants3_s(mRS, 1);
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mScript.bind_gVSConstPixel(mVSConstPixel);
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mScript.bind_gFSConstPixel(mFSConstPixel);
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// Initialize the shader builder
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ProgramVertex.Builder pvbCustom = new ProgramVertex.Builder(mRS);
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// Specify the resource that contains the shader string
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pvbCustom.setShader(mRes, R.raw.shaderv);
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// Use a script field to specify the input layout
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pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
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// Define the constant input layout
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pvbCustom.addConstant(mVSConst.getAllocation().getType());
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mProgVertexCustom = pvbCustom.create();
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// Bind the source of constant data
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mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 0);
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ProgramFragment.Builder pfbCustom = new ProgramFragment.Builder(mRS);
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// Specify the resource that contains the shader string
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pfbCustom.setShader(mRes, R.raw.shaderf);
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// Tell the builder how many textures we have
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pfbCustom.addTexture(Program.TextureType.TEXTURE_2D);
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// Define the constant input layout
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pfbCustom.addConstant(mFSConst.getAllocation().getType());
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mProgFragmentCustom = pfbCustom.create();
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// Bind the source of constant data
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mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 0);
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// Cubemap test shaders
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pvbCustom = new ProgramVertex.Builder(mRS);
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pvbCustom.setShader(mRes, R.raw.shadercubev);
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pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
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pvbCustom.addConstant(mVSConst.getAllocation().getType());
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mProgVertexCube = pvbCustom.create();
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mProgVertexCube.bindConstants(mVSConst.getAllocation(), 0);
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pfbCustom = new ProgramFragment.Builder(mRS);
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pfbCustom.setShader(mRes, R.raw.shadercubef);
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pfbCustom.addTexture(Program.TextureType.TEXTURE_CUBE);
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mProgFragmentCube = pfbCustom.create();
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pvbCustom = new ProgramVertex.Builder(mRS);
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pvbCustom.setShader(mRes, R.raw.shader2v);
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pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
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pvbCustom.addConstant(mVSConstPixel.getAllocation().getType());
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mProgVertexPixelLight = pvbCustom.create();
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mProgVertexPixelLight.bindConstants(mVSConstPixel.getAllocation(), 0);
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pvbCustom = new ProgramVertex.Builder(mRS);
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pvbCustom.setShader(mRes, R.raw.shader2movev);
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pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS));
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pvbCustom.addConstant(mVSConstPixel.getAllocation().getType());
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mProgVertexPixelLightMove = pvbCustom.create();
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mProgVertexPixelLightMove.bindConstants(mVSConstPixel.getAllocation(), 0);
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pfbCustom = new ProgramFragment.Builder(mRS);
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pfbCustom.setShader(mRes, R.raw.shader2f);
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pfbCustom.addTexture(Program.TextureType.TEXTURE_2D);
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pfbCustom.addConstant(mFSConstPixel.getAllocation().getType());
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mProgFragmentPixelLight = pfbCustom.create();
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mProgFragmentPixelLight.bindConstants(mFSConstPixel.getAllocation(), 0);
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pfbCustom = new ProgramFragment.Builder(mRS);
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pfbCustom.setShader(mRes, R.raw.multitexf);
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for (int texCount = 0; texCount < 3; texCount ++) {
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pfbCustom.addTexture(Program.TextureType.TEXTURE_2D);
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}
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mProgFragmentMultitex = pfbCustom.create();
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mScript.set_gProgVertexCustom(mProgVertexCustom);
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mScript.set_gProgFragmentCustom(mProgFragmentCustom);
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mScript.set_gProgVertexCube(mProgVertexCube);
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mScript.set_gProgFragmentCube(mProgFragmentCube);
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mScript.set_gProgVertexPixelLight(mProgVertexPixelLight);
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mScript.set_gProgVertexPixelLightMove(mProgVertexPixelLightMove);
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mScript.set_gProgFragmentPixelLight(mProgFragmentPixelLight);
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mScript.set_gProgFragmentMultitex(mProgFragmentMultitex);
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}
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private Allocation loadTextureRGB(int id) {
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return Allocation.createFromBitmapResource(mRS, mRes, id,
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Allocation.MipmapControl.MIPMAP_ON_SYNC_TO_TEXTURE,
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Allocation.USAGE_GRAPHICS_TEXTURE);
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}
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private Allocation loadTextureARGB(int id) {
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Bitmap b = BitmapFactory.decodeResource(mRes, id, mOptionsARGB);
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return Allocation.createFromBitmap(mRS, b,
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Allocation.MipmapControl.MIPMAP_ON_SYNC_TO_TEXTURE,
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Allocation.USAGE_GRAPHICS_TEXTURE);
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}
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private void loadImages() {
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mTexTorus = loadTextureRGB(R.drawable.torusmap);
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mTexOpaque = loadTextureRGB(R.drawable.data);
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mTexTransparent = loadTextureARGB(R.drawable.leaf);
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mTexChecker = loadTextureRGB(R.drawable.checker);
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Bitmap b = BitmapFactory.decodeResource(mRes, R.drawable.cubemap_test);
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mTexCube = Allocation.createCubemapFromBitmap(mRS, b);
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mScript.set_gTexTorus(mTexTorus);
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mScript.set_gTexOpaque(mTexOpaque);
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mScript.set_gTexTransparent(mTexTransparent);
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mScript.set_gTexChecker(mTexChecker);
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mScript.set_gTexCube(mTexCube);
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}
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private void initFonts() {
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// Sans font by family name
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mFontSans = Font.create(mRS, mRes, "sans-serif", Font.Style.NORMAL, 8);
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mFontSerif = Font.create(mRS, mRes, "serif", Font.Style.NORMAL, 8);
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// Create fonts by family and style
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mFontSerifBold = Font.create(mRS, mRes, "serif", Font.Style.BOLD, 8);
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mFontSerifItalic = Font.create(mRS, mRes, "serif", Font.Style.ITALIC, 8);
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mFontSerifBoldItalic = Font.create(mRS, mRes, "serif", Font.Style.BOLD_ITALIC, 8);
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mFontMono = Font.create(mRS, mRes, "mono", Font.Style.NORMAL, 8);
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mTextAlloc = Allocation.createFromString(mRS, "String from allocation", Allocation.USAGE_SCRIPT);
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mScript.set_gFontSans(mFontSans);
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mScript.set_gFontSerif(mFontSerif);
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mScript.set_gFontSerifBold(mFontSerifBold);
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mScript.set_gFontSerifItalic(mFontSerifItalic);
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mScript.set_gFontSerifBoldItalic(mFontSerifBoldItalic);
|
||||
mScript.set_gFontMono(mFontMono);
|
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mScript.set_gTextAlloc(mTextAlloc);
|
||||
}
|
||||
|
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private void initMesh() {
|
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m10by10Mesh = getMbyNMesh(mWidth, mHeight, 10, 10);
|
||||
mScript.set_g10by10Mesh(m10by10Mesh);
|
||||
m100by100Mesh = getMbyNMesh(mWidth, mHeight, 100, 100);
|
||||
mScript.set_g100by100Mesh(m100by100Mesh);
|
||||
mWbyHMesh= getMbyNMesh(mWidth, mHeight, mWidth/4, mHeight/4);
|
||||
mScript.set_gWbyHMesh(mWbyHMesh);
|
||||
|
||||
FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.torus);
|
||||
FileA3D.IndexEntry entry = model.getIndexEntry(0);
|
||||
if (entry == null || entry.getEntryType() != FileA3D.EntryType.MESH) {
|
||||
Log.e("rs", "could not load model");
|
||||
} else {
|
||||
mTorus = (Mesh)entry.getObject();
|
||||
mScript.set_gTorusMesh(mTorus);
|
||||
}
|
||||
}
|
||||
|
||||
private void initSamplers() {
|
||||
Sampler.Builder bs = new Sampler.Builder(mRS);
|
||||
bs.setMinification(Sampler.Value.LINEAR);
|
||||
bs.setMagnification(Sampler.Value.LINEAR);
|
||||
bs.setWrapS(Sampler.Value.WRAP);
|
||||
bs.setWrapT(Sampler.Value.WRAP);
|
||||
mLinearWrap = bs.create();
|
||||
|
||||
mLinearClamp = Sampler.CLAMP_LINEAR(mRS);
|
||||
mNearestClamp = Sampler.CLAMP_NEAREST(mRS);
|
||||
mMipLinearWrap = Sampler.WRAP_LINEAR_MIP_LINEAR(mRS);
|
||||
|
||||
bs = new Sampler.Builder(mRS);
|
||||
bs.setMinification(Sampler.Value.LINEAR_MIP_LINEAR);
|
||||
bs.setMagnification(Sampler.Value.LINEAR);
|
||||
bs.setWrapS(Sampler.Value.WRAP);
|
||||
bs.setWrapT(Sampler.Value.WRAP);
|
||||
bs.setAnisotropy(8.0f);
|
||||
mMipLinearAniso8 = bs.create();
|
||||
bs.setAnisotropy(15.0f);
|
||||
mMipLinearAniso15 = bs.create();
|
||||
|
||||
mScript.set_gLinearClamp(mLinearClamp);
|
||||
mScript.set_gLinearWrap(mLinearWrap);
|
||||
mScript.set_gMipLinearWrap(mMipLinearWrap);
|
||||
mScript.set_gMipLinearAniso8(mMipLinearAniso8);
|
||||
mScript.set_gMipLinearAniso15(mMipLinearAniso15);
|
||||
mScript.set_gNearestClamp(mNearestClamp);
|
||||
}
|
||||
|
||||
private void initProgramRaster() {
|
||||
mCullBack = ProgramRaster.CULL_BACK(mRS);
|
||||
mCullFront = ProgramRaster.CULL_FRONT(mRS);
|
||||
mCullNone = ProgramRaster.CULL_NONE(mRS);
|
||||
|
||||
mScript.set_gCullBack(mCullBack);
|
||||
mScript.set_gCullFront(mCullFront);
|
||||
mScript.set_gCullNone(mCullNone);
|
||||
}
|
||||
|
||||
private void initRS() {
|
||||
|
||||
mScript = new ScriptC_rsbench(mRS, mRes, R.raw.rsbench);
|
||||
|
||||
mMaxModes = mScript.get_gMaxModes();
|
||||
|
||||
initSamplers();
|
||||
initProgramStore();
|
||||
initProgramFragment();
|
||||
initProgramVertex();
|
||||
initFonts();
|
||||
loadImages();
|
||||
initMesh();
|
||||
initProgramRaster();
|
||||
initCustomShaders();
|
||||
|
||||
mRS.bindRootScript(mScript);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,91 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2008 The Android Open Source Project
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
package com.android.samples;
|
||||
|
||||
import java.io.Writer;
|
||||
import java.util.ArrayList;
|
||||
import java.util.concurrent.Semaphore;
|
||||
|
||||
import android.renderscript.RSSurfaceView;
|
||||
import android.renderscript.RenderScript;
|
||||
import android.renderscript.RenderScriptGL;
|
||||
|
||||
import android.content.Context;
|
||||
import android.content.res.Resources;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.drawable.BitmapDrawable;
|
||||
import android.graphics.drawable.Drawable;
|
||||
import android.os.Handler;
|
||||
import android.os.Message;
|
||||
import android.util.AttributeSet;
|
||||
import android.util.Log;
|
||||
import android.view.Surface;
|
||||
import android.view.SurfaceHolder;
|
||||
import android.view.SurfaceView;
|
||||
import android.view.KeyEvent;
|
||||
import android.view.MotionEvent;
|
||||
|
||||
public class RsBenchView extends RSSurfaceView {
|
||||
|
||||
public RsBenchView(Context context) {
|
||||
super(context);
|
||||
}
|
||||
|
||||
private RenderScriptGL mRS;
|
||||
private RsBenchRS mRender;
|
||||
|
||||
|
||||
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
|
||||
super.surfaceChanged(holder, format, w, h);
|
||||
if (mRS == null) {
|
||||
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
|
||||
sc.setDepth(16, 24);
|
||||
mRS = createRenderScriptGL(sc);
|
||||
mRS.setSurface(holder, w, h);
|
||||
mRender = new RsBenchRS();
|
||||
mRender.init(mRS, getResources(), w, h);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDetachedFromWindow() {
|
||||
if (mRS != null) {
|
||||
mRS = null;
|
||||
destroyRenderScriptGL();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean onKeyDown(int keyCode, KeyEvent event) {
|
||||
return super.onKeyDown(keyCode, event);
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public boolean onTouchEvent(MotionEvent ev) {
|
||||
boolean ret = false;
|
||||
int act = ev.getAction();
|
||||
if (act == ev.ACTION_DOWN) {
|
||||
mRender.onActionDown((int)ev.getX(), (int)ev.getY());
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,789 +0,0 @@
|
||||
// Copyright (C) 2009 The Android Open Source Project
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||||
// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
#pragma version(1)
|
||||
|
||||
#pragma rs java_package_name(com.android.samples)
|
||||
|
||||
#include "rs_graphics.rsh"
|
||||
#include "shader_def.rsh"
|
||||
|
||||
const int gMaxModes = 26;
|
||||
|
||||
rs_program_vertex gProgVertex;
|
||||
rs_program_fragment gProgFragmentColor;
|
||||
rs_program_fragment gProgFragmentTexture;
|
||||
|
||||
rs_program_store gProgStoreBlendNoneDepth;
|
||||
rs_program_store gProgStoreBlendNone;
|
||||
rs_program_store gProgStoreBlendAlpha;
|
||||
rs_program_store gProgStoreBlendAdd;
|
||||
|
||||
rs_allocation gTexOpaque;
|
||||
rs_allocation gTexTorus;
|
||||
rs_allocation gTexTransparent;
|
||||
rs_allocation gTexChecker;
|
||||
rs_allocation gTexCube;
|
||||
|
||||
rs_mesh g10by10Mesh;
|
||||
rs_mesh g100by100Mesh;
|
||||
rs_mesh gWbyHMesh;
|
||||
rs_mesh gTorusMesh;
|
||||
|
||||
rs_font gFontSans;
|
||||
rs_font gFontSerif;
|
||||
rs_font gFontSerifBold;
|
||||
rs_font gFontSerifItalic;
|
||||
rs_font gFontSerifBoldItalic;
|
||||
rs_font gFontMono;
|
||||
rs_allocation gTextAlloc;
|
||||
|
||||
int gDisplayMode;
|
||||
|
||||
rs_sampler gLinearClamp;
|
||||
rs_sampler gLinearWrap;
|
||||
rs_sampler gMipLinearWrap;
|
||||
rs_sampler gMipLinearAniso8;
|
||||
rs_sampler gMipLinearAniso15;
|
||||
rs_sampler gNearestClamp;
|
||||
|
||||
rs_program_raster gCullBack;
|
||||
rs_program_raster gCullFront;
|
||||
rs_program_raster gCullNone;
|
||||
|
||||
// Custom vertex shader compunents
|
||||
VertexShaderConstants *gVSConstants;
|
||||
FragentShaderConstants *gFSConstants;
|
||||
VertexShaderConstants3 *gVSConstPixel;
|
||||
FragentShaderConstants3 *gFSConstPixel;
|
||||
// Export these out to easily set the inputs to shader
|
||||
VertexShaderInputs *gVSInputs;
|
||||
// Custom shaders we use for lighting
|
||||
rs_program_vertex gProgVertexCustom;
|
||||
rs_program_fragment gProgFragmentCustom;
|
||||
rs_program_vertex gProgVertexPixelLight;
|
||||
rs_program_vertex gProgVertexPixelLightMove;
|
||||
rs_program_fragment gProgFragmentPixelLight;
|
||||
rs_program_vertex gProgVertexCube;
|
||||
rs_program_fragment gProgFragmentCube;
|
||||
rs_program_fragment gProgFragmentMultitex;
|
||||
|
||||
float gDt = 0;
|
||||
|
||||
void init() {
|
||||
}
|
||||
|
||||
static const char *sampleText = "This is a sample of small text for performace";
|
||||
// Offsets for multiple layer of text
|
||||
static int textOffsets[] = { 0, 0, -5, -5, 5, 5, -8, -8, 8, 8};
|
||||
static float textColors[] = {1.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.7f, 0.5f, 1.0f,
|
||||
0.7f, 0.5f, 0.5f, 1.0f,
|
||||
0.5f, 0.5f, 0.7f, 1.0f,
|
||||
0.5f, 0.6f, 0.7f, 1.0f,
|
||||
};
|
||||
|
||||
static void displayFontSamples(int fillNum) {
|
||||
|
||||
rs_font fonts[5];
|
||||
rsSetObject(&fonts[0], gFontSans);
|
||||
rsSetObject(&fonts[1], gFontSerif);
|
||||
rsSetObject(&fonts[2], gFontSerifBold);
|
||||
rsSetObject(&fonts[3], gFontSerifBoldItalic);
|
||||
rsSetObject(&fonts[4], gFontSans);
|
||||
|
||||
uint width = rsgGetWidth();
|
||||
uint height = rsgGetHeight();
|
||||
int left = 0, right = 0, top = 0, bottom = 0;
|
||||
rsgMeasureText(sampleText, &left, &right, &top, &bottom);
|
||||
|
||||
int textHeight = top - bottom;
|
||||
int textWidth = right - left;
|
||||
int numVerticalLines = height / textHeight;
|
||||
int yPos = top;
|
||||
|
||||
int xOffset = 0, yOffset = 0;
|
||||
for(int fillI = 0; fillI < fillNum; fillI ++) {
|
||||
rsgBindFont(fonts[fillI]);
|
||||
xOffset = textOffsets[fillI * 2];
|
||||
yOffset = textOffsets[fillI * 2 + 1];
|
||||
float *colPtr = textColors + fillI * 4;
|
||||
rsgFontColor(colPtr[0], colPtr[1], colPtr[2], colPtr[3]);
|
||||
for (int h = 0; h < 4; h ++) {
|
||||
yPos = top + yOffset;
|
||||
for (int v = 0; v < numVerticalLines; v ++) {
|
||||
rsgDrawText(sampleText, xOffset + textWidth * h, yPos);
|
||||
yPos += textHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 5; i ++) {
|
||||
rsClearObject(&fonts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
static void bindProgramVertexOrtho() {
|
||||
// Default vertex sahder
|
||||
rsgBindProgramVertex(gProgVertex);
|
||||
// Setup the projection matrix
|
||||
rs_matrix4x4 proj;
|
||||
rsMatrixLoadOrtho(&proj, 0, rsgGetWidth(), rsgGetHeight(), 0, -500, 500);
|
||||
rsgProgramVertexLoadProjectionMatrix(&proj);
|
||||
}
|
||||
|
||||
static void displaySingletexFill(bool blend, int quadCount) {
|
||||
bindProgramVertexOrtho();
|
||||
rs_matrix4x4 matrix;
|
||||
rsMatrixLoadIdentity(&matrix);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
// Fragment shader with texture
|
||||
if (!blend) {
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
} else {
|
||||
rsgBindProgramStore(gProgStoreBlendAlpha);
|
||||
}
|
||||
rsgBindProgramFragment(gProgFragmentTexture);
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
|
||||
|
||||
for (int i = 0; i < quadCount; i ++) {
|
||||
float startX = 10 * i, startY = 10 * i;
|
||||
float width = rsgGetWidth() - startX, height = rsgGetHeight() - startY;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1,
|
||||
startX + width, startY + height, 0, 1, 1,
|
||||
startX + width, startY, 0, 1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void displayBlendingSamples() {
|
||||
int i;
|
||||
|
||||
bindProgramVertexOrtho();
|
||||
rs_matrix4x4 matrix;
|
||||
rsMatrixLoadIdentity(&matrix);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
rsgBindProgramFragment(gProgFragmentColor);
|
||||
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
for (i = 0; i < 3; i ++) {
|
||||
float iPlusOne = (float)(i + 1);
|
||||
rsgProgramFragmentConstantColor(gProgFragmentColor,
|
||||
0.1f*iPlusOne, 0.2f*iPlusOne, 0.3f*iPlusOne, 1);
|
||||
float yPos = 150 * (float)i;
|
||||
rsgDrawRect(0, yPos, 200, yPos + 200, 0);
|
||||
}
|
||||
|
||||
rsgBindProgramStore(gProgStoreBlendAlpha);
|
||||
for (i = 0; i < 3; i ++) {
|
||||
float iPlusOne = (float)(i + 1);
|
||||
rsgProgramFragmentConstantColor(gProgFragmentColor,
|
||||
0.2f*iPlusOne, 0.3f*iPlusOne, 0.1f*iPlusOne, 0.5);
|
||||
float yPos = 150 * (float)i;
|
||||
rsgDrawRect(150, yPos, 350, yPos + 200, 0);
|
||||
}
|
||||
|
||||
rsgBindProgramStore(gProgStoreBlendAdd);
|
||||
for (i = 0; i < 3; i ++) {
|
||||
float iPlusOne = (float)(i + 1);
|
||||
rsgProgramFragmentConstantColor(gProgFragmentColor,
|
||||
0.3f*iPlusOne, 0.1f*iPlusOne, 0.2f*iPlusOne, 0.5);
|
||||
float yPos = 150 * (float)i;
|
||||
rsgDrawRect(300, yPos, 500, yPos + 200, 0);
|
||||
}
|
||||
|
||||
|
||||
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
rsgBindFont(gFontMono);
|
||||
rsgDrawText("No Blending", 10, 50);
|
||||
rsgDrawText("Alpha Blending", 160, 150);
|
||||
rsgDrawText("Additive Blending", 320, 250);
|
||||
|
||||
}
|
||||
|
||||
static void displayMeshSamples(int meshNum) {
|
||||
|
||||
bindProgramVertexOrtho();
|
||||
rs_matrix4x4 matrix;
|
||||
rsMatrixLoadTranslate(&matrix, rsgGetWidth()/2, rsgGetHeight()/2, 0);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
rsgBindProgramFragment(gProgFragmentTexture);
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
|
||||
|
||||
if (meshNum == 0) {
|
||||
rsgDrawMesh(g10by10Mesh);
|
||||
} else if (meshNum == 1) {
|
||||
rsgDrawMesh(g100by100Mesh);
|
||||
} else if (meshNum == 2) {
|
||||
rsgDrawMesh(gWbyHMesh);
|
||||
}
|
||||
}
|
||||
|
||||
static void displayTextureSamplers() {
|
||||
|
||||
bindProgramVertexOrtho();
|
||||
rs_matrix4x4 matrix;
|
||||
rsMatrixLoadIdentity(&matrix);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
rsgBindProgramFragment(gProgFragmentTexture);
|
||||
rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque);
|
||||
|
||||
// Linear clamp
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
|
||||
float startX = 0, startY = 0;
|
||||
float width = 300, height = 300;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1.1,
|
||||
startX + width, startY + height, 0, 1.1, 1.1,
|
||||
startX + width, startY, 0, 1.1, 0);
|
||||
|
||||
// Linear Wrap
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gLinearWrap);
|
||||
startX = 0; startY = 300;
|
||||
width = 300; height = 300;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1.1,
|
||||
startX + width, startY + height, 0, 1.1, 1.1,
|
||||
startX + width, startY, 0, 1.1, 0);
|
||||
|
||||
// Nearest
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gNearestClamp);
|
||||
startX = 300; startY = 0;
|
||||
width = 300; height = 300;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1.1,
|
||||
startX + width, startY + height, 0, 1.1, 1.1,
|
||||
startX + width, startY, 0, 1.1, 0);
|
||||
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap);
|
||||
startX = 300; startY = 300;
|
||||
width = 300; height = 300;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1.5,
|
||||
startX + width, startY + height, 0, 1.5, 1.5,
|
||||
startX + width, startY, 0, 1.5, 0);
|
||||
|
||||
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
rsgBindFont(gFontMono);
|
||||
rsgDrawText("Filtering: linear clamp", 10, 290);
|
||||
rsgDrawText("Filtering: linear wrap", 10, 590);
|
||||
rsgDrawText("Filtering: nearest clamp", 310, 290);
|
||||
rsgDrawText("Filtering: miplinear wrap", 310, 590);
|
||||
}
|
||||
|
||||
static float gTorusRotation = 0;
|
||||
static void updateModelMatrix(rs_matrix4x4 *matrix, void *buffer) {
|
||||
if (buffer == 0) {
|
||||
rsgProgramVertexLoadModelMatrix(matrix);
|
||||
} else {
|
||||
rsgAllocationSyncAll(rsGetAllocation(buffer));
|
||||
}
|
||||
}
|
||||
|
||||
static void drawToruses(int numMeshes, rs_matrix4x4 *matrix, void *buffer) {
|
||||
|
||||
if (numMeshes == 1) {
|
||||
rsMatrixLoadTranslate(matrix, 0.0f, 0.0f, -7.5f);
|
||||
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
|
||||
updateModelMatrix(matrix, buffer);
|
||||
rsgDrawMesh(gTorusMesh);
|
||||
return;
|
||||
}
|
||||
|
||||
if (numMeshes == 2) {
|
||||
rsMatrixLoadTranslate(matrix, -1.6f, 0.0f, -7.5f);
|
||||
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
|
||||
updateModelMatrix(matrix, buffer);
|
||||
rsgDrawMesh(gTorusMesh);
|
||||
|
||||
rsMatrixLoadTranslate(matrix, 1.6f, 0.0f, -7.5f);
|
||||
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
|
||||
updateModelMatrix(matrix, buffer);
|
||||
rsgDrawMesh(gTorusMesh);
|
||||
return;
|
||||
}
|
||||
|
||||
float startX = -5.0f;
|
||||
float startY = -1.5f;
|
||||
float startZ = -15.0f;
|
||||
float dist = 3.2f;
|
||||
|
||||
for (int h = 0; h < 4; h ++) {
|
||||
for (int v = 0; v < 2; v ++) {
|
||||
// Position our model on the screen
|
||||
rsMatrixLoadTranslate(matrix, startX + dist * h, startY + dist * v, startZ);
|
||||
rsMatrixRotate(matrix, gTorusRotation, 1.0f, 0.0f, 0.0f);
|
||||
updateModelMatrix(matrix, buffer);
|
||||
rsgDrawMesh(gTorusMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Quick hack to get some geometry numbers
|
||||
static void displaySimpleGeoSamples(bool useTexture, int numMeshes) {
|
||||
rsgBindProgramVertex(gProgVertex);
|
||||
rsgBindProgramRaster(gCullBack);
|
||||
// Setup the projection matrix with 30 degree field of view
|
||||
rs_matrix4x4 proj;
|
||||
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
|
||||
rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
|
||||
rsgProgramVertexLoadProjectionMatrix(&proj);
|
||||
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNoneDepth);
|
||||
if (useTexture) {
|
||||
rsgBindProgramFragment(gProgFragmentTexture);
|
||||
} else {
|
||||
rsgBindProgramFragment(gProgFragmentColor);
|
||||
rsgProgramFragmentConstantColor(gProgFragmentColor, 0.1, 0.7, 0.1, 1);
|
||||
}
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentTexture, 0, gTexTorus);
|
||||
|
||||
// Apply a rotation to our mesh
|
||||
gTorusRotation += 50.0f * gDt;
|
||||
if (gTorusRotation > 360.0f) {
|
||||
gTorusRotation -= 360.0f;
|
||||
}
|
||||
|
||||
rs_matrix4x4 matrix;
|
||||
drawToruses(numMeshes, &matrix, 0);
|
||||
}
|
||||
|
||||
float gLight0Rotation = 0;
|
||||
float gLight1Rotation = 0;
|
||||
|
||||
static void setupCustomShaderLights() {
|
||||
float4 light0Pos = {-5.0f, 5.0f, -10.0f, 1.0f};
|
||||
float4 light1Pos = {2.0f, 5.0f, 15.0f, 1.0f};
|
||||
float4 light0DiffCol = {0.9f, 0.7f, 0.7f, 1.0f};
|
||||
float4 light0SpecCol = {0.9f, 0.6f, 0.6f, 1.0f};
|
||||
float4 light1DiffCol = {0.5f, 0.5f, 0.9f, 1.0f};
|
||||
float4 light1SpecCol = {0.5f, 0.5f, 0.9f, 1.0f};
|
||||
|
||||
gLight0Rotation += 50.0f * gDt;
|
||||
if (gLight0Rotation > 360.0f) {
|
||||
gLight0Rotation -= 360.0f;
|
||||
}
|
||||
gLight1Rotation -= 50.0f * gDt;
|
||||
if (gLight1Rotation > 360.0f) {
|
||||
gLight1Rotation -= 360.0f;
|
||||
}
|
||||
|
||||
rs_matrix4x4 l0Mat;
|
||||
rsMatrixLoadRotate(&l0Mat, gLight0Rotation, 1.0f, 0.0f, 0.0f);
|
||||
light0Pos = rsMatrixMultiply(&l0Mat, light0Pos);
|
||||
rs_matrix4x4 l1Mat;
|
||||
rsMatrixLoadRotate(&l1Mat, gLight1Rotation, 0.0f, 0.0f, 1.0f);
|
||||
light1Pos = rsMatrixMultiply(&l1Mat, light1Pos);
|
||||
|
||||
// Set light 0 properties
|
||||
gVSConstants->light0_Posision = light0Pos;
|
||||
gVSConstants->light0_Diffuse = 1.0f;
|
||||
gVSConstants->light0_Specular = 0.5f;
|
||||
gVSConstants->light0_CosinePower = 10.0f;
|
||||
// Set light 1 properties
|
||||
gVSConstants->light1_Posision = light1Pos;
|
||||
gVSConstants->light1_Diffuse = 1.0f;
|
||||
gVSConstants->light1_Specular = 0.7f;
|
||||
gVSConstants->light1_CosinePower = 25.0f;
|
||||
rsgAllocationSyncAll(rsGetAllocation(gVSConstants));
|
||||
|
||||
// Update fragment shader constants
|
||||
// Set light 0 colors
|
||||
gFSConstants->light0_DiffuseColor = light0DiffCol;
|
||||
gFSConstants->light0_SpecularColor = light0SpecCol;
|
||||
// Set light 1 colors
|
||||
gFSConstants->light1_DiffuseColor = light1DiffCol;
|
||||
gFSConstants->light1_SpecularColor = light1SpecCol;
|
||||
rsgAllocationSyncAll(rsGetAllocation(gFSConstants));
|
||||
|
||||
// Set light 0 properties for per pixel lighting
|
||||
gFSConstPixel->light0_Posision = light0Pos;
|
||||
gFSConstPixel->light0_Diffuse = 1.0f;
|
||||
gFSConstPixel->light0_Specular = 0.5f;
|
||||
gFSConstPixel->light0_CosinePower = 10.0f;
|
||||
gFSConstPixel->light0_DiffuseColor = light0DiffCol;
|
||||
gFSConstPixel->light0_SpecularColor = light0SpecCol;
|
||||
// Set light 1 properties
|
||||
gFSConstPixel->light1_Posision = light1Pos;
|
||||
gFSConstPixel->light1_Diffuse = 1.0f;
|
||||
gFSConstPixel->light1_Specular = 0.7f;
|
||||
gFSConstPixel->light1_CosinePower = 25.0f;
|
||||
gFSConstPixel->light1_DiffuseColor = light1DiffCol;
|
||||
gFSConstPixel->light1_SpecularColor = light1SpecCol;
|
||||
rsgAllocationSyncAll(rsGetAllocation(gFSConstPixel));
|
||||
}
|
||||
|
||||
static void displayCustomShaderSamples(int numMeshes) {
|
||||
|
||||
// Update vertex shader constants
|
||||
// Load model matrix
|
||||
// Apply a rotation to our mesh
|
||||
gTorusRotation += 50.0f * gDt;
|
||||
if (gTorusRotation > 360.0f) {
|
||||
gTorusRotation -= 360.0f;
|
||||
}
|
||||
|
||||
// Setup the projection matrix
|
||||
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
|
||||
rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f);
|
||||
setupCustomShaderLights();
|
||||
|
||||
rsgBindProgramVertex(gProgVertexCustom);
|
||||
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNoneDepth);
|
||||
rsgBindProgramFragment(gProgFragmentCustom);
|
||||
rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentCustom, 0, gTexTorus);
|
||||
|
||||
// Use back face culling
|
||||
rsgBindProgramRaster(gCullBack);
|
||||
|
||||
drawToruses(numMeshes, &gVSConstants->model, gVSConstants);
|
||||
}
|
||||
|
||||
static void displayPixelLightSamples(int numMeshes, bool heavyVertex) {
|
||||
|
||||
// Update vertex shader constants
|
||||
// Load model matrix
|
||||
// Apply a rotation to our mesh
|
||||
gTorusRotation += 30.0f * gDt;
|
||||
if (gTorusRotation > 360.0f) {
|
||||
gTorusRotation -= 360.0f;
|
||||
}
|
||||
|
||||
gVSConstPixel->time = rsUptimeMillis()*0.005;
|
||||
|
||||
// Setup the projection matrix
|
||||
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
|
||||
rsMatrixLoadPerspective(&gVSConstPixel->proj, 30.0f, aspect, 0.1f, 100.0f);
|
||||
setupCustomShaderLights();
|
||||
|
||||
if (heavyVertex) {
|
||||
rsgBindProgramVertex(gProgVertexPixelLightMove);
|
||||
} else {
|
||||
rsgBindProgramVertex(gProgVertexPixelLight);
|
||||
}
|
||||
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNoneDepth);
|
||||
rsgBindProgramFragment(gProgFragmentPixelLight);
|
||||
rsgBindSampler(gProgFragmentPixelLight, 0, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentPixelLight, 0, gTexTorus);
|
||||
|
||||
// Use back face culling
|
||||
rsgBindProgramRaster(gCullBack);
|
||||
|
||||
drawToruses(numMeshes, &gVSConstPixel->model, gVSConstPixel);
|
||||
}
|
||||
|
||||
static void displayMultitextureSample(bool blend, int quadCount) {
|
||||
bindProgramVertexOrtho();
|
||||
rs_matrix4x4 matrix;
|
||||
rsMatrixLoadIdentity(&matrix);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
// Fragment shader with texture
|
||||
if (!blend) {
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
} else {
|
||||
rsgBindProgramStore(gProgStoreBlendAlpha);
|
||||
}
|
||||
rsgBindProgramFragment(gProgFragmentMultitex);
|
||||
rsgBindSampler(gProgFragmentMultitex, 0, gLinearClamp);
|
||||
rsgBindSampler(gProgFragmentMultitex, 1, gLinearWrap);
|
||||
rsgBindSampler(gProgFragmentMultitex, 2, gLinearClamp);
|
||||
rsgBindTexture(gProgFragmentMultitex, 0, gTexChecker);
|
||||
rsgBindTexture(gProgFragmentMultitex, 1, gTexTorus);
|
||||
rsgBindTexture(gProgFragmentMultitex, 2, gTexTransparent);
|
||||
|
||||
for (int i = 0; i < quadCount; i ++) {
|
||||
float startX = 10 * i, startY = 10 * i;
|
||||
float width = rsgGetWidth() - startX, height = rsgGetHeight() - startY;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 1,
|
||||
startX + width, startY + height, 0, 1, 1,
|
||||
startX + width, startY, 0, 1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static float gAnisoTime = 0.0f;
|
||||
static uint anisoMode = 0;
|
||||
static void displayAnisoSample() {
|
||||
|
||||
gAnisoTime += gDt;
|
||||
|
||||
rsgBindProgramVertex(gProgVertex);
|
||||
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
|
||||
rs_matrix4x4 proj;
|
||||
rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
|
||||
rsgProgramVertexLoadProjectionMatrix(&proj);
|
||||
|
||||
rs_matrix4x4 matrix;
|
||||
// Fragment shader with texture
|
||||
rsgBindProgramStore(gProgStoreBlendNone);
|
||||
rsgBindProgramFragment(gProgFragmentTexture);
|
||||
rsMatrixLoadTranslate(&matrix, 0.0f, 0.0f, -10.0f);
|
||||
rsMatrixRotate(&matrix, -80, 1.0f, 0.0f, 0.0f);
|
||||
rsgProgramVertexLoadModelMatrix(&matrix);
|
||||
|
||||
rsgBindProgramRaster(gCullNone);
|
||||
|
||||
rsgBindTexture(gProgFragmentTexture, 0, gTexChecker);
|
||||
|
||||
if (gAnisoTime >= 5.0f) {
|
||||
gAnisoTime = 0.0f;
|
||||
anisoMode ++;
|
||||
anisoMode = anisoMode % 3;
|
||||
}
|
||||
|
||||
if (anisoMode == 0) {
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso8);
|
||||
} else if (anisoMode == 1) {
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso15);
|
||||
} else {
|
||||
rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap);
|
||||
}
|
||||
|
||||
float startX = -15;
|
||||
float startY = -15;
|
||||
float width = 30;
|
||||
float height = 30;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 0,
|
||||
startX, startY + height, 0, 0, 10,
|
||||
startX + width, startY + height, 0, 10, 10,
|
||||
startX + width, startY, 0, 10, 0);
|
||||
|
||||
rsgBindProgramRaster(gCullBack);
|
||||
|
||||
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
rsgBindFont(gFontMono);
|
||||
if (anisoMode == 0) {
|
||||
rsgDrawText("Anisotropic filtering 8", 10, 40);
|
||||
} else if (anisoMode == 1) {
|
||||
rsgDrawText("Anisotropic filtering 15", 10, 40);
|
||||
} else {
|
||||
rsgDrawText("Miplinear filtering", 10, 40);
|
||||
}
|
||||
}
|
||||
|
||||
static bool checkInit() {
|
||||
|
||||
static int countdown = 5;
|
||||
|
||||
if (countdown == 0) {
|
||||
gDt = 0;
|
||||
countdown --;
|
||||
}
|
||||
// Perform all the uploads so we only measure rendered time
|
||||
if(countdown > 1) {
|
||||
displayFontSamples(5);
|
||||
displaySingletexFill(true, 3);
|
||||
displayBlendingSamples();
|
||||
displayMeshSamples(0);
|
||||
displayMeshSamples(1);
|
||||
displayMeshSamples(2);
|
||||
displayTextureSamplers();
|
||||
displayMultitextureSample(true, 5);
|
||||
displayAnisoSample();
|
||||
displayPixelLightSamples(1, false);
|
||||
displayPixelLightSamples(1, true);
|
||||
countdown --;
|
||||
rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f);
|
||||
|
||||
// Now use text metrics to center the text
|
||||
uint width = rsgGetWidth();
|
||||
uint height = rsgGetHeight();
|
||||
int left = 0, right = 0, top = 0, bottom = 0;
|
||||
|
||||
rsgFontColor(0.9f, 0.9f, 0.95f, 1.0f);
|
||||
rsgBindFont(gFontSerifBoldItalic);
|
||||
|
||||
const char* text = "Initializing";
|
||||
rsgMeasureText(text, &left, &right, &top, &bottom);
|
||||
int centeredPosX = width / 2 - (right - left) / 2;
|
||||
int centeredPosY = height / 2 - (top - bottom) / 2;
|
||||
rsgDrawText(text, centeredPosX, centeredPosY);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static int frameCount = 0;
|
||||
static int totalFramesRendered = 0;
|
||||
static int benchMode = 0;
|
||||
|
||||
#define testTime 5.0f
|
||||
static float curTestTime = testTime;
|
||||
|
||||
static const char *testNames[] = {
|
||||
"Finished text fill 1",
|
||||
"Finished text fill 2",
|
||||
"Finished text fill 3",
|
||||
"Finished text fill 4",
|
||||
"Finished text fill 5",
|
||||
"Finished 25.6k geo flat color",
|
||||
"Finished 51.2k geo flat color",
|
||||
"Finished 204.8k geo raster load flat color",
|
||||
"Finished 25.6k geo texture",
|
||||
"Finished 51.2k geo texture",
|
||||
"Finished 204.8k geo raster load texture",
|
||||
"Finished full screen mesh 10 by 10",
|
||||
"Finished full screen mesh 100 by 100",
|
||||
"Finished full screen mesh W / 4 by H / 4",
|
||||
"Finished 25.6k geo heavy vertex",
|
||||
"Finished 51.2k geo heavy vertex",
|
||||
"Finished 204.8k geo raster load heavy vertex",
|
||||
"Finished singletexture 5x fill",
|
||||
"Finished 3tex multitexture 5x fill",
|
||||
"Finished blend singletexture 5x fill",
|
||||
"Finished blend 3tex multitexture 5x fill",
|
||||
"Finished 25.6k geo heavy fragment",
|
||||
"Finished 51.2k geo heavy fragment",
|
||||
"Finished 204.8k geo raster load heavy fragment",
|
||||
"Finished 25.6k geo heavy fragment, heavy vertex",
|
||||
"Finished 51.2k geo heavy fragment, heavy vertex",
|
||||
"Finished 204.8k geo raster load heavy fragment, heavy vertex",
|
||||
};
|
||||
|
||||
int root(int launchID) {
|
||||
|
||||
gDt = rsGetDt();
|
||||
|
||||
rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f);
|
||||
rsgClearDepth(1.0f);
|
||||
|
||||
if(!checkInit()) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
curTestTime -= gDt;
|
||||
if(curTestTime < 0.0f) {
|
||||
float fps = (float)(frameCount) / (testTime - curTestTime);
|
||||
rsDebug(testNames[benchMode], fps);
|
||||
benchMode ++;
|
||||
curTestTime = testTime;
|
||||
totalFramesRendered += frameCount;
|
||||
frameCount = 0;
|
||||
gTorusRotation = 0;
|
||||
|
||||
if (benchMode > gMaxModes) {
|
||||
benchMode = 0;
|
||||
}
|
||||
}
|
||||
|
||||
switch (benchMode) {
|
||||
case 0:
|
||||
displayFontSamples(1);
|
||||
break;
|
||||
case 1:
|
||||
displayFontSamples(2);
|
||||
break;
|
||||
case 2:
|
||||
displayFontSamples(3);
|
||||
break;
|
||||
case 3:
|
||||
displayFontSamples(4);
|
||||
break;
|
||||
case 4:
|
||||
displayFontSamples(5);
|
||||
break;
|
||||
case 5:
|
||||
displaySimpleGeoSamples(false, 1);
|
||||
break;
|
||||
case 6:
|
||||
displaySimpleGeoSamples(false, 2);
|
||||
break;
|
||||
case 7:
|
||||
displaySimpleGeoSamples(false, 8);
|
||||
break;
|
||||
case 8:
|
||||
displaySimpleGeoSamples(true, 1);
|
||||
break;
|
||||
case 9:
|
||||
displaySimpleGeoSamples(true, 2);
|
||||
break;
|
||||
case 10:
|
||||
displaySimpleGeoSamples(true, 8);
|
||||
break;
|
||||
case 11:
|
||||
displayMeshSamples(0);
|
||||
break;
|
||||
case 12:
|
||||
displayMeshSamples(1);
|
||||
break;
|
||||
case 13:
|
||||
displayMeshSamples(2);
|
||||
break;
|
||||
case 14:
|
||||
displayCustomShaderSamples(1);
|
||||
break;
|
||||
case 15:
|
||||
displayCustomShaderSamples(2);
|
||||
break;
|
||||
case 16:
|
||||
displayCustomShaderSamples(8);
|
||||
break;
|
||||
case 17:
|
||||
displaySingletexFill(false, 5);
|
||||
break;
|
||||
case 18:
|
||||
displayMultitextureSample(false, 5);
|
||||
break;
|
||||
case 19:
|
||||
displaySingletexFill(true, 5);
|
||||
break;
|
||||
case 20:
|
||||
displayMultitextureSample(true, 5);
|
||||
break;
|
||||
case 21:
|
||||
displayPixelLightSamples(1, false);
|
||||
break;
|
||||
case 22:
|
||||
displayPixelLightSamples(2, false);
|
||||
break;
|
||||
case 23:
|
||||
displayPixelLightSamples(8, false);
|
||||
break;
|
||||
case 24:
|
||||
displayPixelLightSamples(1, true);
|
||||
break;
|
||||
case 25:
|
||||
displayPixelLightSamples(2, true);
|
||||
break;
|
||||
case 26:
|
||||
displayPixelLightSamples(8, true);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
frameCount ++;
|
||||
|
||||
return 1;
|
||||
}
|
||||
Reference in New Issue
Block a user