// Copyright (c) 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include #include #include #include #include // Some tests for compressed textures. #include "gpu/demos/framework/demo_factory.h" #include "gpu/demos/gles2_book/example.h" namespace gpu { namespace demos { namespace { int g_frameCount = 0; int g_textureIndex = 0; int g_numTextures = 1; GLuint g_textures[5]; int g_textureLoc = -1; GLuint g_programObject = 0; GLuint g_worldMatrixLoc = 0; GLuint g_vbo = 0; GLsizei g_texCoordOffset = 0; int g_angle = 0; void CheckGLError(const char* func_name, int line_no) { #ifndef NDEBUG GLenum error = GL_NO_ERROR; while ((error = glGetError()) != GL_NO_ERROR) { fprintf(stderr, "GL ERROR in %s at line %d : 0x%04x\n", func_name, line_no, error); } #endif } GLuint LoadShader(GLenum type, const char* shaderSrc) { CheckGLError("LoadShader", __LINE__); GLuint shader = glCreateShader(type); if (shader == 0) { return 0; } // Load the shader source glShaderSource(shader, 1, &shaderSrc, NULL); // Compile the shader glCompileShader(shader); // Check the compile status GLint value = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &value); if (value == 0) { char buffer[1024]; GLsizei length = 0; glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); std::string log(buffer, length); fprintf(stderr, "Error compiling shader: %s\n", log.c_str()); glDeleteShader(shader); return 0; } return shader; } void InitShaders() { static const char* vShaderStr = "uniform mat4 worldMatrix;\n" "attribute vec3 g_Position;\n" "attribute vec2 g_TexCoord0;\n" "varying vec2 texCoord;\n" "void main()\n" "{\n" " gl_Position = worldMatrix *\n" " vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);\n" " texCoord = g_TexCoord0;\n" "}\n"; static const char* fShaderStr = "precision mediump float;" "uniform sampler2D tex;\n" "varying vec2 texCoord;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(tex, texCoord);\n" "}\n"; CheckGLError("InitShaders", __LINE__); GLuint vertexShader = LoadShader(GL_VERTEX_SHADER, vShaderStr); GLuint fragmentShader = LoadShader(GL_FRAGMENT_SHADER, fShaderStr); // Create the program object GLuint programObject = glCreateProgram(); if (programObject == 0) { fprintf(stderr, "Creating program failed\n"); return; } glAttachShader(programObject, vertexShader); glAttachShader(programObject, fragmentShader); // Bind g_Position to attribute 0 // Bind g_TexCoord0 to attribute 1 glBindAttribLocation(programObject, 0, "g_Position"); glBindAttribLocation(programObject, 1, "g_TexCoord0"); // Link the program glLinkProgram(programObject); // Check the link status GLint linked = 0; glGetProgramiv(programObject, GL_LINK_STATUS, &linked); if (linked == 0) { char buffer[1024]; GLsizei length = 0; glGetProgramInfoLog(programObject, sizeof(buffer), &length, buffer); std::string log(buffer, length); fprintf(stderr, "Error linking program: %s\n", log.c_str()); glDeleteProgram(programObject); return; } g_programObject = programObject; g_worldMatrixLoc = glGetUniformLocation(g_programObject, "worldMatrix"); g_textureLoc = glGetUniformLocation(g_programObject, "tex"); glGenBuffers(1, &g_vbo); glBindBuffer(GL_ARRAY_BUFFER, g_vbo); static float vertices[] = { 0.25, 0.75, 0.0, -0.75, 0.75, 0.0, -0.75, -0.25, 0.0, 0.25, 0.75, 0.0, -0.75, -0.25, 0.0, 0.25, -0.25, 0.0, }; static float texCoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, }; g_texCoordOffset = sizeof(vertices); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices) + sizeof(texCoords), NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBufferSubData(GL_ARRAY_BUFFER, g_texCoordOffset, sizeof(texCoords), texCoords); CheckGLError("InitShaders", __LINE__); } GLuint CreateCheckerboardTexture() { CheckGLError("CreateCheckerboardTexture", __LINE__); static unsigned char pixels[] = { 255, 255, 255, 0, 0, 0, 0, 0, 0, 255, 255, 255, }; GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); CheckGLError("CreateCheckerboardTexture", __LINE__); return texture; } GLuint CreateCompressedTexture( const void* data, GLsizeiptr size, GLenum format, GLint width, GLint height) { GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glCompressedTexImage2D( GL_TEXTURE_2D, 0, format, width, height, 0, size, data); CheckGLError("CreateCompressedTxture", __LINE__); return texture; } GLuint LoadDXT1RGBTexture() { static unsigned char data[] = { 0x00, 0xd0, 0x00, 0xef, 0x00, 0xaa, 0x95, 0xd5, 0x00, 0x90, 0x57, 0xff, 0x00, 0xaa, 0xff, 0x55, 0x00, 0x88, 0x99, 0xff, 0x00, 0xaa, 0xff, 0x55, 0x20, 0xb8, 0xe4, 0xf6, 0x00, 0xaa, 0x5b, 0x5d, 0x21, 0x09, 0xe6, 0x27, 0x15, 0x15, 0x15, 0x15, 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x56, 0x00, 0x00, 0xff, 0xff, 0x55, 0x00, 0x00, 0x55, 0xe0, 0x08, 0xa9, 0x2f, 0x51, 0x58, 0x56, 0x54, 0xff, 0x07, 0x15, 0x09, 0x40, 0x6a, 0xd5, 0xd5, 0xd7, 0xbd, 0xff, 0xff, 0x56, 0x16, 0x16, 0x16, 0x91, 0x08, 0xff, 0xff, 0x55, 0xff, 0x00, 0x03, 0xfe, 0x07, 0x5b, 0x09, 0x01, 0xa9, 0x55, 0xff, 0x0d, 0x10, 0x18, 0xe8, 0xea, 0x15, 0x95, 0x55, 0x08, 0x88, 0x3c, 0xe7, 0x55, 0x55, 0xff, 0x00, 0x10, 0x20, 0x18, 0xe8, 0xa8, 0x54, 0x56, 0x55, 0x1f, 0x78, 0x15, 0xf8, 0x00, 0xaa, 0x55, 0x55, }; return CreateCompressedTexture( data, sizeof(data), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, 16, 16); } GLuint LoadDXT1RGBATexture() { static unsigned char data[] = { 0xff, 0xff, 0x90, 0xee, 0x00, 0xaa, 0xff, 0x55, 0x53, 0xde, 0xdd, 0xff, 0x55, 0x55, 0x00, 0xff, 0xc9, 0xb4, 0xdd, 0xff, 0x55, 0x55, 0xaa, 0xff, 0x6f, 0xee, 0xdd, 0xff, 0x55, 0x55, 0xa8, 0x03, 0x60, 0xa3, 0xa5, 0xe5, 0x55, 0x55, 0xaa, 0x00, 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, 0x80, 0xab, 0xc2, 0xc4, 0xff, 0x55, 0xaa, 0xff, 0x60, 0x9b, 0xa5, 0xe5, 0x57, 0x56, 0xaa, 0x00, 0x1f, 0xbf, 0xff, 0xf7, 0x55, 0x55, 0xaa, 0x00, 0x00, 0x00, 0x01, 0x00, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xbe, 0x7e, 0xdf, 0xff, 0xaa, 0x55, 0x00, 0xfe, 0xbe, 0xff, 0xf7, 0x54, 0x56, 0xaa, 0x00, 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, 0xbb, 0x2c, 0x98, 0x54, 0xff, 0xff, 0x55, 0xaa, 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, 0xfa, 0x4c, 0x7e, 0x9e, 0x55, 0xaa, 0x00, 0x00, }; return CreateCompressedTexture( data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 16, 16); } GLuint LoadDXT3RGBATexture() { static unsigned char data[] = { 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xa3, 0x22, 0x03, 0x03, 0x55, 0xff, 0xaa, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x83, 0x1a, 0x03, 0x03, 0x55, 0xff, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xff, 0xcf, 0x7c, 0xc3, 0x12, 0x55, 0x55, 0x55, 0x54, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xc3, 0x59, 0x63, 0x32, 0x55, 0xff, 0xaa, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x00, 0x8f, 0x94, 0x03, 0x4a, 0x54, 0x94, 0x94, 0x54, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0xa3, 0x59, 0x43, 0x2a, 0x55, 0xff, 0xaa, 0x00, 0xf0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xaf, 0x84, 0x03, 0x42, 0x54, 0x55, 0x55, 0x55, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xc3, 0xa0, 0x83, 0x71, 0x55, 0xff, 0xaa, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x40, 0x00, 0x40, 0x0f, 0xb4, 0x43, 0x81, 0x54, 0x94, 0x94, 0x94, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xff, 0xaa, 0x00, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xc3, 0xa0, 0x83, 0x69, 0x55, 0xfd, 0xaa, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, 0x00, 0x40, 0x00, 0x40, 0xff, 0xff, 0xff, 0xff, 0xf0, 0xc3, 0x43, 0xc0, 0x94, 0x94, 0x55, 0x55, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x23, 0xd0, 0xa3, 0xb0, 0x55, 0xff, 0xaa, 0x00, }; return CreateCompressedTexture( data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 16, 16); } GLuint LoadDXT5RGBATexture() { static unsigned char data[] = { 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, 0x04, 0xfb, 0xff, 0xff, 0xff, 0x49, 0x02, 0xdb, 0x97, 0xf6, 0x32, 0xcd, 0xc0, 0xc0, 0x7b, 0xc0, 0xfb, 0xff, 0x49, 0x92, 0x24, 0x00, 0x60, 0xdb, 0x11, 0xcd, 0x67, 0x82, 0x78, 0x78, 0x5e, 0x78, 0x04, 0xfb, 0xff, 0xff, 0xff, 0xf9, 0x8f, 0xff, 0x2e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x14, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0xdb, 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, 0xfb, 0x00, 0x49, 0x02, 0x00, 0x00, 0x90, 0x24, 0xb0, 0xbc, 0x26, 0x7a, 0x78, 0x78, 0x78, 0x78, 0x04, 0xf7, 0xf8, 0x9f, 0xff, 0xf9, 0x9f, 0xff, 0x0e, 0xac, 0x83, 0x69, 0x34, 0x35, 0x35, 0x35, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, 0x04, 0x43, 0xb0, 0x0d, 0x3b, 0xb0, 0x03, 0x3b, 0xb8, 0xf6, 0xd5, 0xd5, 0x60, 0x60, 0x60, 0x60, 0xfb, 0xff, 0xb6, 0x0d, 0x00, 0x49, 0x92, 0x24, 0x11, 0xcd, 0x67, 0x82, 0x78, 0x5e, 0x78, 0x78, 0xea, 0xff, 0x4a, 0xd2, 0x24, 0x49, 0x92, 0x24, 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x72, 0xdd, 0x03, 0x92, 0x2d, 0x2d, 0x2d, 0x2d, 0xfd, 0x00, 0x49, 0x9c, 0xc4, 0x00, 0x00, 0x00, 0xb8, 0xf6, 0x53, 0xcd, 0xe0, 0xe0, 0x7f, 0xe0, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf1, 0xcc, 0x46, 0x82, 0x78, 0x78, 0x78, 0x78, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0e, 0xac, 0xc4, 0x71, 0x15, 0x15, 0x15, 0x15, }; return CreateCompressedTexture( data, sizeof(data), GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 16, 16); } } // anonymous namespace. static int stInit(ESContext *esContext) { CheckGLError("GLFromCPPInit", __LINE__); g_textures[0] = CreateCheckerboardTexture(); glClearColor(0.f, 0.f, .7f, 1.f); const char* extensions = reinterpret_cast(glGetString(GL_EXTENSIONS)); if (strstr(extensions, "GL_EXT_texture_compression_dxt1")) { g_textures[g_numTextures++] = LoadDXT1RGBTexture(); g_textures[g_numTextures++] = LoadDXT1RGBATexture(); } if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt3")) { g_textures[g_numTextures++] = LoadDXT3RGBATexture(); } if (strstr(extensions, "GL_CHROMIUM_texture_compression_dxt5")) { g_textures[g_numTextures++] = LoadDXT5RGBATexture(); } InitShaders(); CheckGLError("GLFromCPPInit", __LINE__); return 1; } static void stDraw (ESContext *esContext) { const float kPi = 3.1415926535897932384626433832795f; CheckGLError("GLFromCPPDraw", __LINE__); // TODO(kbr): base the angle on time rather than on ticks g_angle = (g_angle + 1) % 360; // Rotate about the Z axis GLfloat rot_matrix[16]; GLfloat cos_angle = cosf(static_cast(g_angle) * kPi / 180.0f); GLfloat sin_angle = sinf(static_cast(g_angle) * kPi / 180.0f); // OpenGL matrices are column-major rot_matrix[0] = cos_angle; rot_matrix[1] = sin_angle; rot_matrix[2] = 0.0f; rot_matrix[3] = 0.0f; rot_matrix[4] = -sin_angle; rot_matrix[5] = cos_angle; rot_matrix[6] = 0.0f; rot_matrix[7] = 0.0f; rot_matrix[8] = 0.0f; rot_matrix[9] = 0.0f; rot_matrix[10] = 1.0f; rot_matrix[11] = 0.0f; rot_matrix[12] = 0.0f; rot_matrix[13] = 0.0f; rot_matrix[14] = 0.0f; rot_matrix[15] = 1.0f; g_frameCount++; if (g_frameCount > 60) { g_frameCount = 0; g_textureIndex = (g_textureIndex + 1) % g_numTextures; } // Note: the viewport is automatically set up to cover the entire Canvas. // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CheckGLError("GLFromCPPDraw", __LINE__); // Use the program object glUseProgram(g_programObject); CheckGLError("GLFromCPPDraw", __LINE__); // Set up the model matrix glUniformMatrix4fv(g_worldMatrixLoc, 1, GL_FALSE, rot_matrix); // Load the vertex data glBindBuffer(GL_ARRAY_BUFFER, g_vbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast(g_texCoordOffset)); CheckGLError("GLFromCPPDraw", __LINE__); // Bind the texture to texture unit 0 glBindTexture(GL_TEXTURE_2D, g_textures[g_textureIndex]); CheckGLError("GLFromCPPDraw", __LINE__); // Point the uniform sampler to texture unit 0 glUniform1i(g_textureLoc, 0); CheckGLError("GLFromCPPDraw", __LINE__); glDrawArrays(GL_TRIANGLES, 0, 6); CheckGLError("GLFromCPPDraw", __LINE__); glFlush(); } static void stShutDown (ESContext *esContext) { } struct STUserData { int dummy; }; class CompressedTextureTest : public gles2_book::Example { public: CompressedTextureTest() { RegisterCallbacks(stInit, NULL, stDraw, stShutDown); } const wchar_t* Title() const { return L"Compressed Texture Test"; } bool IsAnimated() { return true; } }; Demo* CreateDemo() { return new CompressedTextureTest(); } } // namespace demos } // namespace gpu