merge the (rest of) texmem branch

This commit is contained in:
Keith Whitwell
2006-11-01 14:26:10 +00:00
parent 5ac93f8621
commit 48e6fff3a9
7 changed files with 678 additions and 30 deletions

View File

@@ -47,6 +47,7 @@ PROGS = \
renormal \
shadowtex \
singlebuffer \
streaming_rect \
spectex \
spriteblast \
stex3d \

View File

@@ -0,0 +1,322 @@
/*
* GL_ARB_multitexture demo
*
* Command line options:
* -info print GL implementation information
*
*
* Brian Paul November 1998 This program is in the public domain.
* Modified on 12 Feb 2002 for > 2 texture units.
*/
#define GL_GLEXT_PROTOTYPES
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#include "readtex.h"
#define ANIMATE 10
#define PBO 11
#define QUIT 100
static GLboolean Animate = GL_TRUE;
static GLboolean use_pbo = 1;
static GLboolean whole_rect = 1;
static GLfloat Drift = 0.0;
static GLfloat drift_increment = 1/255.0;
static GLfloat Xrot = 20.0, Yrot = 30.0;
static GLuint Width = 1024;
static GLuint Height = 512;
static void Idle( void )
{
if (Animate) {
Drift += drift_increment;
if (Drift >= 1.0)
Drift = 0.0;
glutPostRedisplay();
}
}
static int max( int a, int b ) { return a > b ? a : b; }
static int min( int a, int b ) { return a < b ? a : b; }
static void DrawObject()
{
GLint size = Width * Height * 4;
if (use_pbo) {
/* XXX: This is extremely important - semantically makes the buffer
* contents undefined, but in practice means that the driver can
* release the old copy of the texture and allocate a new one
* without waiting for outstanding rendering to complete.
*/
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, size, NULL, GL_STREAM_DRAW_ARB);
{
char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
printf("char %d\n", (unsigned char)(Drift * 255));
memset(image, size, (unsigned char)(Drift * 255));
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
}
/* BGRA is required for most hardware paths:
*/
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else {
static char *image = NULL;
if (image == NULL)
image = malloc(size);
memset(image, size, (unsigned char)(Drift * 255));
/* BGRA should be the fast path for regular uploads as well.
*/
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, image);
}
{
int x,y,w,h;
if (whole_rect) {
x = y = 0;
w = Width;
h = Height;
}
else {
x = y = 0;
w = min(10, Width);
h = min(10, Height);
}
glBegin(GL_QUADS);
glTexCoord2f( x, y);
glVertex2f( x, y );
glTexCoord2f( x, y + h);
glVertex2f( x, y + h);
glTexCoord2f( x + w + .5, y + h);
glVertex2f( x + w, y + h );
glTexCoord2f( x + w, y + .5);
glVertex2f( x + w, y );
glEnd();
}
}
static void Display( void )
{
static GLint T0 = 0;
static GLint Frames = 0;
GLint t;
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
DrawObject();
glPopMatrix();
glutSwapBuffers();
Frames++;
t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 1000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
drift_increment = 2.2 * seconds / Frames;
T0 = t;
Frames = 0;
}
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
/* glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); */
gluOrtho2D( 0, width, height, 0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef(0.375, 0.375, 0);
}
static void ModeMenu(int entry)
{
if (entry==ANIMATE) {
Animate = !Animate;
}
else if (entry==PBO) {
use_pbo = !use_pbo;
}
else if (entry==QUIT) {
exit(0);
}
glutPostRedisplay();
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
float step = 3.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot += step;
break;
case GLUT_KEY_RIGHT:
Yrot -= step;
break;
}
glutPostRedisplay();
}
static void Init( int argc, char *argv[] )
{
const char *exten = (const char *) glGetString(GL_EXTENSIONS);
GLuint texObj, DrawPBO;
GLint size;
if (!strstr(exten, "GL_ARB_multitexture")) {
printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
exit(1);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
printf("%d x %d max texture size\n", size, size);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* allocate two texture objects */
glGenTextures(1, &texObj);
/* setup the texture objects */
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenBuffersARB(1, &DrawPBO);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT,
Width * Height * 4, NULL, GL_STREAM_DRAW);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glShadeModel(GL_SMOOTH);
glClearColor(0.3, 0.3, 0.4, 1.0);
if (argc > 1 && strcmp(argv[1], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
}
int main( int argc, char *argv[] )
{
GLint i;
glutInit( &argc, argv );
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-w") == 0) {
Width = atoi(argv[i+1]);
if (Width <= 0) {
printf("Error, bad width\n");
exit(1);
}
i++;
}
else if (strcmp(argv[i], "-h") == 0) {
Height = atoi(argv[i+1]);
if (Height <= 0) {
printf("Error, bad height\n");
exit(1);
}
i++;
}
}
glutInitWindowSize( Width, Height );
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
Init( argc, argv );
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
glutIdleFunc( Idle );
glutCreateMenu(ModeMenu);
glutAddMenuEntry("Toggle Animation", ANIMATE);
glutAddMenuEntry("Toggle PBO", PBO);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}

View File

@@ -38,8 +38,8 @@
#include <GL/glut.h>
static GLsizei MaxSize = 1024;
static GLsizei TexWidth = 256, TexHeight = 256, TexBorder = 0;
static GLsizei MaxSize = 2048;
static GLsizei TexWidth = 1024, TexHeight = 1024, TexBorder = 0;
static GLboolean ScaleAndBias = GL_FALSE;
static GLboolean SubImage = GL_FALSE;
static GLdouble DownloadRate = 0.0; /* texels/sec */
@@ -47,6 +47,32 @@ static GLdouble DownloadRate = 0.0; /* texels/sec */
static GLuint Mode = 0;
/* Try and avoid L2 cache effects by cycling through a small number of
* textures.
*
* At the initial size of 1024x1024x4 == 4mbyte, say 8 textures will
* keep us out of most caches at 32mb total.
*
* This turns into a fairly interesting question of what exactly you
* expect to be in cache in normal usage, and what you think should be
* outside. There's no rules for this, no reason to favour one usage
* over another except what the application you care about happens to
* resemble most closely.
*
* - Should the client texture image be in L2 cache? Has it just been
* generated or read from disk?
* - Does the application really use >1 texture, or is it constantly
* updating one image in-place?
*
* Different answers will favour different texture upload mechanisms.
* To upload an image that is purely outside of cache, a DMA-based
* upload will probably win, whereas for small, in-cache textures,
* copying looks good.
*/
#define NR_TEXOBJ 4
static GLuint TexObj[NR_TEXOBJ];
struct FormatRec {
GLenum Format;
GLenum Type;
@@ -116,25 +142,57 @@ TypeStr(GLenum type)
}
}
/* On x86, there is a performance cliff for memcpy to texture memory
* for sources below 64 byte alignment. We do our best with this in
* the driver, but it is better if the images are correctly aligned to
* start with:
*/
#define ALIGN (1<<12)
static unsigned align(unsigned value, unsigned a)
{
return (value + a - 1) & ~(a-1);
}
static int MIN2(int a, int b)
{
return a < b ? a : b;
}
static void
MeasureDownloadRate(void)
{
const int w = TexWidth + 2 * TexBorder;
const int h = TexHeight + 2 * TexBorder;
const int bytes = w * h * BytesPerTexel(Format);
const int image_bytes = align(w * h * BytesPerTexel(Format), ALIGN);
const int bytes = image_bytes * NR_TEXOBJ;
GLubyte *orig_texImage, *orig_getImage;
GLubyte *texImage, *getImage;
GLdouble t0, t1, time;
int count;
int i;
int offset = 0;
GLdouble total = 0; /* ints will tend to overflow */
texImage = (GLubyte *) malloc(bytes);
getImage = (GLubyte *) malloc(bytes);
if (!texImage || !getImage) {
printf("allocating %d bytes for %d %dx%d images\n",
bytes, NR_TEXOBJ, w, h);
orig_texImage = (GLubyte *) malloc(bytes + ALIGN);
orig_getImage = (GLubyte *) malloc(image_bytes + ALIGN);
if (!orig_texImage || !orig_getImage) {
DownloadRate = 0.0;
return;
}
printf("alloc %p %p\n", orig_texImage, orig_getImage);
texImage = (GLubyte *)align((unsigned)orig_texImage, ALIGN);
getImage = (GLubyte *)align((unsigned)orig_getImage, ALIGN);
for (i = 1; !(((unsigned)texImage) & i); i<<=1)
;
printf("texture image alignment: %d bytes (%p)\n", i, texImage);
for (i = 0; i < bytes; i++) {
texImage[i] = i & 0xff;
}
@@ -166,16 +224,50 @@ MeasureDownloadRate(void)
count = 0;
t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
do {
int img = count%NR_TEXOBJ;
GLubyte *img_ptr = texImage + img * image_bytes;
glBindTexture(GL_TEXTURE_2D, TexObj[img]);
if (SubImage && count > 0) {
glTexSubImage2D(GL_TEXTURE_2D, 0, -TexBorder, -TexBorder, w, h,
/* Only update a portion of the image each iteration. This
* is presumably why you'd want to use texsubimage, otherwise
* you may as well just call teximage again.
*
* A bigger question is whether to use a pointer that moves
* with each call, ie does the incoming data come from L2
* cache under normal circumstances, or is it pulled from
* uncached memory?
*
* There's a good argument to say L2 cache, ie you'd expect
* the data to have been recently generated. It's possible
* that it could have come from a file read, which may or may
* not have gone through the cpu.
*/
glTexSubImage2D(GL_TEXTURE_2D, 0,
-TexBorder,
-TexBorder + offset * h/8,
w,
h/8,
FormatTable[Format].Format,
FormatTable[Format].Type, texImage);
FormatTable[Format].Type,
#if 1
texImage /* likely in L2$ */
#else
img_ptr + offset * bytes/8 /* unlikely in L2$ */
#endif
);
offset += 1;
offset %= 8;
total += w * h / 8;
}
else {
glTexImage2D(GL_TEXTURE_2D, 0,
FormatTable[Format].IntFormat, w, h, TexBorder,
FormatTable[Format].Format,
FormatTable[Format].Type, texImage);
FormatTable[Format].Type,
img_ptr);
total += w*h;
}
/* draw a tiny polygon to force texture into texram */
@@ -192,25 +284,12 @@ MeasureDownloadRate(void)
glDisable(GL_TEXTURE_2D);
printf("w*h=%d count=%d time=%f\n", w*h, count, time);
DownloadRate = w * h * count / time;
printf("total texels=%f time=%f\n", total, time);
DownloadRate = total / time;
#if 0
if (!ScaleAndBias) {
/* verify texture readback */
glGetTexImage(GL_TEXTURE_2D, 0,
FormatTable[Format].Format,
FormatTable[Format].Type, getImage);
for (i = 0; i < w * h; i++) {
if (texImage[i] != getImage[i]) {
printf("[%d] %d != %d\n", i, texImage[i], getImage[i]);
}
}
}
#endif
free(texImage);
free(getImage);
free(orig_texImage);
free(orig_getImage);
{
GLint err = glGetError();