void *gpu_write_thread(void *data) { workload_t *w = (workload_t *)data; struct limare_state *state; double t1, t2; int i = 0; int ret; int width, height; load_mali_kernel_module(); state = limare_init(); assert(state); ret = limare_state_setup(state, 0, 0, 0xFF505050); assert(ret == 0); limare_buffer_size(state, &width, &height); while (1) { state->clear_color = 0xFF000040 + abs((i++ * 1) % ((255 - 0x40) * 2) - (255 - 0x40)); limare_frame_new(state); ret = limare_frame_flush(state); assert(!ret); limare_buffer_swap(state); pthread_mutex_lock(&bandwidth_counters_mutex); w->bytes_counter += width * height * (state->fb->bpp / 8); pthread_mutex_unlock(&bandwidth_counters_mutex); } limare_finish(state); return 0; }
int main(int argc, char *argv[]) { struct limare_state *state; int ret; const char *vertex_shader_source = "uniform mat4 modelviewMatrix;\n" "uniform mat4 modelviewprojectionMatrix;\n" "uniform mat3 normalMatrix;\n" "\n" "attribute vec4 in_position; \n" "attribute vec3 in_normal; \n" "attribute vec2 in_coord; \n" "\n" "vec4 lightSource = vec4(10.0, 20.0, 40.0, 0.0);\n" " \n" "varying vec4 vVaryingColor; \n" "varying vec2 coord; \n" " \n" "void main() \n" "{ \n" " gl_Position = modelviewprojectionMatrix * in_position;\n" " vec3 vEyeNormal = normalMatrix * in_normal;\n" " vec4 vPosition4 = modelviewMatrix * in_position;\n" " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" " vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n" " coord = in_coord; \n" "} \n"; const char *fragment_shader_source = "precision mediump float; \n" " \n" "varying vec4 vVaryingColor; \n" "varying vec2 coord; \n" " \n" "uniform sampler2D in_texture; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = vVaryingColor * texture2D(in_texture, coord);\n" "} \n"; float *vertices_array = companion_vertices_array(); float *texture_coordinates_array = companion_texture_coordinates_array(); float *normals_array = companion_normals_array(); state = limare_init(); if (!state) return -1; limare_buffer_clear(state); ret = limare_state_setup(state, 0, 0, 0xFF505050); if (ret) return ret; int width, height; limare_buffer_size(state, &width, &height); float aspect = (float) height / width; limare_enable(state, GL_DEPTH_TEST); limare_enable(state, GL_CULL_FACE); limare_depth_mask(state, 1); int program = limare_program_new(state); vertex_shader_attach(state, program, vertex_shader_source); fragment_shader_attach(state, program, fragment_shader_source); limare_link(state); int vertices_buffer = limare_attribute_buffer_upload(state, LIMARE_ATTRIB_FLOAT, 3, 0, COMPANION_ARRAY_COUNT, vertices_array); int texture_coordinates_buffer = limare_attribute_buffer_upload(state, LIMARE_ATTRIB_FLOAT, 2, 0, COMPANION_ARRAY_COUNT, texture_coordinates_array); int normals_buffer = limare_attribute_buffer_upload(state, LIMARE_ATTRIB_FLOAT, 3, 0, COMPANION_ARRAY_COUNT, normals_array); limare_attribute_buffer_attach(state, "in_position", vertices_buffer); limare_attribute_buffer_attach(state, "in_coord", texture_coordinates_buffer); limare_attribute_buffer_attach(state, "in_normal", normals_buffer); int texture = limare_texture_upload(state, companion_texture, COMPANION_TEXTURE_WIDTH, COMPANION_TEXTURE_HEIGHT, COMPANION_TEXTURE_FORMAT, 0); limare_texture_attach(state, "in_texture", texture); ESMatrix modelview; esMatrixLoadIdentity(&modelview); esTranslate(&modelview, 0.0, 0.0, -4.0); esRotate(&modelview, -30.0, 1.0, 0.0, 0.0); esRotate(&modelview, -45.0, 0.0, 1.0, 0.0); ESMatrix projection; esMatrixLoadIdentity(&projection); esFrustum(&projection, -1.0, +1.0, -1.0 * aspect, +1.0 * aspect, 1.0, 10.0); ESMatrix modelviewprojection; esMatrixLoadIdentity(&modelviewprojection); esMatrixMultiply(&modelviewprojection, &modelview, &projection); float normal[9]; normal[0] = modelview.m[0][0]; normal[1] = modelview.m[0][1]; normal[2] = modelview.m[0][2]; normal[3] = modelview.m[1][0]; normal[4] = modelview.m[1][1]; normal[5] = modelview.m[1][2]; normal[6] = modelview.m[2][0]; normal[7] = modelview.m[2][1]; normal[8] = modelview.m[2][2]; limare_uniform_attach(state, "modelviewMatrix", 16, &modelview.m[0][0]); limare_uniform_attach(state, "modelviewprojectionMatrix", 16, &modelviewprojection.m[0][0]); limare_uniform_attach(state, "normalMatrix", 9, normal); limare_frame_new(state); ret = limare_draw_arrays(state, GL_TRIANGLES, 0, COMPANION_ARRAY_COUNT); if (ret) return ret; ret = limare_frame_flush(state); if (ret) return ret; limare_buffer_swap(state); limare_finish(state); return 0; }
int main(int argc, char *argv[]) { struct limare_state *state; int ret; const char *vertex_shader_source = "attribute vec4 aPosition; \n" " \n" "void main() \n" "{ \n" " gl_Position = aPosition; \n" "} \n"; const char *fragment_shader_source = "precision mediump float; \n" " \n" "uniform vec4 uColor; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = uColor; \n" "} \n"; float vertices[] = {-0.45, -0.75, 0.0, 0.45, -0.75, 0.0, -0.45, 0.75, 0.0, 0.45, 0.75, 0.0}; float color[] = {1.0, 0.0, 0.0, 1.0}; state = limare_init(); if (!state) return -1; limare_buffer_clear(state); ret = limare_state_setup(state, 0, 0, 0xFF505050); if (ret) return ret; int program = limare_program_new(state); vertex_shader_attach(state, program, vertex_shader_source); fragment_shader_attach(state, program, fragment_shader_source); limare_link(state); limare_attribute_pointer(state, "aPosition", LIMARE_ATTRIB_FLOAT, 3, 0, 4, vertices); limare_uniform_attach(state, "uColor", 4, color); limare_frame_new(state); ret = limare_draw_arrays(state, GL_TRIANGLE_STRIP, 0, 4); if (ret) return ret; ret = limare_frame_flush(state); if (ret) return ret; limare_buffer_swap(state); limare_finish(state); return 0; }
void *gpu_copy_thread(void *data) { workload_t *w = (workload_t *)data; struct limare_state *state; int ret, width, height, x, y; #include "shader_v.h" #include "shader_f.h" load_mali_kernel_module(); state = limare_init(); assert(state); ret = limare_state_setup(state, 0, 0, 0xFF505050); assert(state); limare_buffer_size(state, &width, &height); int program = limare_program_new(state); vertex_shader_attach_mbs_stream(state, program, vertex_shader_binary, sizeof(vertex_shader_binary)); fragment_shader_attach_mbs_stream(state, program, fragment_shader_binary, sizeof(fragment_shader_binary)); limare_link(state); limare_attribute_pointer(state, "in_position", LIMARE_ATTRIB_FLOAT, 3, 0, COPYTEST_VERTEX_COUNT, copytest_vertices); limare_attribute_pointer(state, "in_coord", LIMARE_ATTRIB_FLOAT, 2, 0, COPYTEST_VERTEX_COUNT, copytest_texture_coordinates); /* Generate a texture */ uint32_t *checkerboard_texture = malloc(width * height * sizeof(uint32_t)); assert(checkerboard_texture); for (y = 0; y < height; y++) { for (x = 0; x < width; x++) { uint32_t color; if (((x * 8 / width) % 2 == 0) ^ ((y * 8 / height) % 2 == 0)) color = (x % 2) ? 0xFFFFFFFF : 0; else color = (y % 2) ? 0xFFFFFFFF : 0; checkerboard_texture[y * width + x] = color; } } int texture = limare_texture_upload(state, checkerboard_texture, width, height, LIMA_TEXEL_FORMAT_RGBA_8888, 0); limare_texture_attach(state, "in_texture", texture); ESMatrix modelviewprojection; esMatrixLoadIdentity(&modelviewprojection); esTranslate(&modelviewprojection, 0.0, 0.0, -0.5); while (1) { limare_uniform_attach(state, "modelviewprojectionMatrix", 16, &modelviewprojection.m[0][0]); limare_frame_new(state); ret = limare_draw_elements(state, GL_TRIANGLES, COPYTEST_INDEX_COUNT, ©test_indices, GL_UNSIGNED_BYTE); assert(!ret); ret = limare_frame_flush(state); assert(!ret); limare_buffer_swap(state); pthread_mutex_lock(&bandwidth_counters_mutex); w->bytes_counter += width * height * (state->fb->bpp / 8) + width * height * 4; pthread_mutex_unlock(&bandwidth_counters_mutex); } limare_finish(state); free(checkerboard_texture); return 0; }
int main(int argc, char *argv[]) { struct limare_state *state; int ret; float vertices[] = { -0.45, -0.75, 0.0, 0.45, -0.75, 0.0, -0.45, 0.75, 0.0, 0.45, 0.75, 0.0 }; float color[] = {1.0, 0.0, 0.0, 1.0 }; const char *vertex_shader_source = "precision mediump float; \n" "attribute vec4 aPosition; \n" " \n" "void main() \n" "{ \n" " gl_Position = aPosition; \n" "} \n"; const char *fragment_shader_source = "precision mediump float; \n" "uniform vec4 uColor; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = uColor; \n" "} \n"; fb_clear(); state = limare_init(); if (!state) return -1; ret = limare_state_setup(state, WIDTH, HEIGHT, 0xFF505050); if (ret) return ret; vertex_shader_attach(state, vertex_shader_source); fragment_shader_attach(state, fragment_shader_source); limare_link(state); limare_attribute_pointer(state, "aPosition", 4, 3, vertices); limare_uniform_attach(state, "uColor", 4, 4, color); ret = limare_draw_arrays(state, GL_TRIANGLE_STRIP, 0, 4); if (ret) return ret; ret = limare_flush(state); if (ret) return ret; bmp_dump(state->pp->frame_address, state, "/sdcard/limare.bmp"); fb_dump(state->pp->frame_address, 0, state->width, state->height); limare_finish(); return 0; }