--- /dev/null
+/*
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * VMWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * Measure drawing overhead
+ *
+ * This is the first in a series of simple performance benchmarks.
+ * The code in this file should be as simple as possible to make it
+ * easily portable to other APIs.
+ *
+ * All the window-system stuff should be contained in glmain.c (or TBDmain.c).
+ * All the re-usable, generic code should be in common.c (XXX not done yet).
+ *
+ * Brian Paul
+ * 15 Sep 2009
+ */
+
+#include "glmain.h"
+#include "common.h"
+
+
+int WinWidth = 100, WinHeight = 100;
+int real_WinWidth, real_WinHeight; /* don't know whats going on here */
+
+static GLuint VBO;
+
+struct vertex
+{
+ GLfloat x, y;
+};
+
+static const struct vertex vertices[4] = {
+ { -1.0, -1.0 },
+ { 1.0, -1.0 },
+ { 1.0, 1.0 },
+ { -1.0, 1.0 }
+};
+
+
+/** Called from test harness/main */
+void
+PerfInit(void)
+{
+ /* setup VBO w/ vertex data */
+ glGenBuffersARB(1, &VBO);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(vertices), vertices, GL_STATIC_DRAW_ARB);
+ glVertexPointer(2, GL_FLOAT, sizeof(struct vertex), (void *) 0);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ /* misc GL state */
+ glAlphaFunc(GL_ALWAYS, 0.0);
+}
+
+static void
+SwapNaked(unsigned count)
+{
+ unsigned i;
+ for (i = 0; i < count; i++) {
+ PerfSwapBuffers();
+ }
+}
+
+
+static void
+SwapClear(unsigned count)
+{
+ unsigned i;
+ for (i = 0; i < count; i++) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ PerfSwapBuffers();
+ }
+}
+
+static void
+SwapClearPoint(unsigned count)
+{
+ unsigned i;
+ for (i = 0; i < count; i++) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glDrawArrays(GL_POINTS, 0, 4);
+ PerfSwapBuffers();
+ }
+}
+
+
+static const struct {
+ unsigned w;
+ unsigned h;
+} sizes[] = {
+ { 320, 240 },
+ { 640, 480 },
+ { 1024, 768 },
+ { 1200, 1024 },
+ { 1600, 1200 }
+};
+
+void
+PerfNextRound(void)
+{
+ static unsigned i;
+
+ if (i < sizeof(sizes) / sizeof(sizes[0])) {
+ perf_printf("Reshape %dx%d\n", sizes[i].w, sizes[i].h);
+ PerfReshapeWindow( sizes[i].w, sizes[i].h );
+ real_WinWidth = sizes[i].w;
+ real_WinHeight = sizes[i].h;
+ i++;
+ }
+ else {
+ exit(0);
+ }
+}
+
+
+
+
+/** Called from test harness/main */
+void
+PerfDraw(void)
+{
+ double rate0;
+
+ rate0 = PerfMeasureRate(SwapNaked);
+ perf_printf(" Swapbuffers (Bare) %dx%d: %s swaps/second",
+ real_WinWidth, real_WinHeight,
+ PerfHumanFloat(rate0));
+ perf_printf(" %s pixels/second\n",
+ PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight));
+
+
+
+ rate0 = PerfMeasureRate(SwapClear);
+ perf_printf(" Swapbuffers + Clear %dx%d: %s swaps/second",
+ real_WinWidth, real_WinHeight,
+ PerfHumanFloat(rate0));
+ perf_printf(" %s pixels/second\n",
+ PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight));
+
+
+ rate0 = PerfMeasureRate(SwapClearPoint);
+ perf_printf(" Swapbuffers + Clear + DrawPoint %dx%d: %s swaps/second",
+ real_WinWidth, real_WinHeight,
+ PerfHumanFloat(rate0));
+ perf_printf(" %s pixels/second\n",
+ PerfHumanFloat(rate0 * real_WinWidth * real_WinHeight));
+}
+