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package demos.es2.perftst;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLException;
import com.jogamp.opengl.math.FixedPoint;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.glsl.ShaderState;
public abstract class PerfModule {
public abstract ShaderState initShaderState(GL2ES2 gl);
public abstract void run(GLAutoDrawable drawable, int loops);
ShaderState st = null;
public ShaderState getShaderState() { return st; }
public ShaderState initShaderState(GL2ES2 gl, String vShaderName, String fShaderName) {
if(st!=null) {
return st;
}
long t0, t1;
st = new ShaderState();
// Create & Compile the shader objects
ShaderCode vp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, Perftst.class,
"shader", "shader/bin", vShaderName, false);
ShaderCode fp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, Perftst.class,
"shader", "shader/bin", fShaderName, false);
// Create & Link the shader program
ShaderProgram sp = new ShaderProgram();
sp.add(vp);
sp.add(fp);
t0 = System.currentTimeMillis();
if(!sp.link(gl, System.err)) {
throw new GLException("Couldn't link program: "+sp);
}
t1 = System.currentTimeMillis();
long dt = t1-t0;
System.out.println("shader creation: "+dt+" ms");
// Let's manage all our states using ShaderState.
st.attachShaderProgram(gl, sp, true);
return st;
}
public static final void put(Buffer buffer, int type, float v) {
switch (type) {
case GL.GL_UNSIGNED_BYTE:
((ByteBuffer)buffer).put((byte)(v*(float)0xFF));
break;
case GL.GL_BYTE:
((ByteBuffer)buffer).put((byte)(v*(float)0x7F));
break;
case GL.GL_UNSIGNED_SHORT:
((ShortBuffer)buffer).put((short)(v*(float)0xFFFF));
break;
case GL.GL_SHORT:
((ShortBuffer)buffer).put((short)(v*(float)0x7FFF));
break;
case GL.GL_FLOAT:
((FloatBuffer)buffer).put(v);
break;
case GL.GL_FIXED:
((IntBuffer)buffer).put(FixedPoint.toFixed(v));
break;
}
}
public static final String getTypeName(int type) {
switch (type) {
case GL.GL_UNSIGNED_BYTE:
return "GL_UNSIGNED_BYTE";
case GL.GL_BYTE:
return "GL_BYTE";
case GL.GL_UNSIGNED_SHORT:
return "GL_UNSIGNED_SHORT";
case GL.GL_SHORT:
return "GL_SHORT";
case GL.GL_FLOAT:
return "GL_FLOAT";
case GL.GL_FIXED:
return "GL_FIXED";
}
return null;
}
}
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