+++ /dev/null
-
-/*
- * Copyright (C) 1999 Brian Paul 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
- * BRIAN PAUL 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.
- */
-
-
-/*
- * texdown
- *
- * Measure texture download speed.
- * Use keyboard to change texture size, format, datatype, scale/bias,
- * subimageload, etc.
- *
- * Brian Paul 28 January 2000
- */
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glut.h>
-
-
-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 */
-
-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;
- GLenum IntFormat;
- GLint TexelSize;
-};
-
-
-static const struct FormatRec FormatTable[] = {
- /* Format Type IntFormat TexelSize */
- { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
- { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 },
- { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
- { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 },
- { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 },
- { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 },
- { GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 },
- { GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 },
-};
-static GLint Format;
-
-#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0]))
-
-static int
-BytesPerTexel(GLint format)
-{
- return FormatTable[format].TexelSize;
-}
-
-
-static const char *
-FormatStr(GLenum format)
-{
- switch (format) {
- case GL_RGB:
- return "GL_RGB";
- case GL_RGBA:
- return "GL_RGBA";
- case GL_BGRA:
- return "GL_BGRA";
- case GL_LUMINANCE:
- return "GL_LUMINANCE";
- case GL_LUMINANCE_ALPHA:
- return "GL_LUMINANCE_ALPHA";
- case GL_ALPHA:
- return "GL_ALPHA";
- default:
- return "";
- }
-}
-
-
-static const char *
-TypeStr(GLenum type)
-{
- switch (type) {
- case GL_UNSIGNED_BYTE:
- return "GL_UNSIGNED_BYTE";
- case GL_UNSIGNED_SHORT:
- return "GL_UNSIGNED_SHORT";
- case GL_UNSIGNED_SHORT_5_6_5:
- return "GL_UNSIGNED_SHORT_5_6_5";
- case GL_UNSIGNED_SHORT_5_6_5_REV:
- return "GL_UNSIGNED_SHORT_5_6_5_REV";
- default:
- return "";
- }
-}
-
-/* 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 long align(unsigned long value, unsigned long a)
-{
- return (value + a - 1) & ~(a-1);
-}
-
-static void
-MeasureDownloadRate(void)
-{
- const int w = TexWidth + 2 * TexBorder;
- const int h = TexHeight + 2 * TexBorder;
- 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 */
-
- 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 long)orig_texImage, ALIGN);
- getImage = (GLubyte *)align((unsigned long)orig_getImage, ALIGN);
-
- for (i = 1; !(((unsigned long)texImage) & i); i<<=1)
- ;
- printf("texture image alignment: %d bytes (%p)\n", i, texImage);
-
- for (i = 0; i < bytes; i++) {
- texImage[i] = i & 0xff;
- }
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
-
- if (ScaleAndBias) {
- glPixelTransferf(GL_RED_SCALE, 0.5);
- glPixelTransferf(GL_GREEN_SCALE, 0.5);
- glPixelTransferf(GL_BLUE_SCALE, 0.5);
- glPixelTransferf(GL_RED_BIAS, 0.5);
- glPixelTransferf(GL_GREEN_BIAS, 0.5);
- glPixelTransferf(GL_BLUE_BIAS, 0.5);
- }
- else {
- glPixelTransferf(GL_RED_SCALE, 1.0);
- glPixelTransferf(GL_GREEN_SCALE, 1.0);
- glPixelTransferf(GL_BLUE_SCALE, 1.0);
- glPixelTransferf(GL_RED_BIAS, 0.0);
- glPixelTransferf(GL_GREEN_BIAS, 0.0);
- glPixelTransferf(GL_BLUE_BIAS, 0.0);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glEnable(GL_TEXTURE_2D);
-
- 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) {
- /* 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,
-#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,
- img_ptr);
- total += w*h;
- }
-
- /* draw a tiny polygon to force texture into texram */
- glBegin(GL_TRIANGLES);
- glTexCoord2f(0, 0); glVertex2f(1, 1);
- glTexCoord2f(1, 0); glVertex2f(3, 1);
- glTexCoord2f(0.5, 1); glVertex2f(2, 3);
- glEnd();
-
- t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
- time = t1 - t0;
- count++;
- } while (time < 3.0);
-
- glDisable(GL_TEXTURE_2D);
-
- printf("total texels=%f time=%f\n", total, time);
- DownloadRate = total / time;
-
-
- free(orig_texImage);
- free(orig_getImage);
-
- {
- GLint err = glGetError();
- if (err)
- printf("GL error %d\n", err);
- }
-}
-
-
-static void
-PrintString(const char *s)
-{
- while (*s) {
- glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
- s++;
- }
-}
-
-
-static void
-Display(void)
-{
- const int w = TexWidth + 2 * TexBorder;
- const int h = TexHeight + 2 * TexBorder;
- char s[1000];
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- glRasterPos2i(10, 80);
- sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder);
- PrintString(s);
-
- glRasterPos2i(10, 65);
- sprintf(s, "Format[f]: %s Type: %s IntFormat: %s",
- FormatStr(FormatTable[Format].Format),
- TypeStr( FormatTable[Format].Type),
- FormatStr(FormatTable[Format].IntFormat));
- PrintString(s);
-
- glRasterPos2i(10, 50);
- sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s",
- ScaleAndBias ? "Yes" : "No",
- SubImage ? "Yes" : "No");
- PrintString(s);
-
- if (Mode == 0) {
- glRasterPos2i(200, 10);
- sprintf(s, "...Measuring...");
- PrintString(s);
- glutSwapBuffers();
- glutPostRedisplay();
- Mode++;
- }
- else if (Mode == 1) {
- MeasureDownloadRate();
- glutPostRedisplay();
- Mode++;
- }
- else {
- /* show results */
- glRasterPos2i(10, 10);
- sprintf(s, "Download rate: %g Mtexels/second %g MB/second",
- DownloadRate / 1000000.0,
- DownloadRate * BytesPerTexel(Format) / 1000000.0);
- PrintString(s);
- {
- GLint r, g, b, a, l, i;
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i);
- sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i);
- glRasterPos2i(10, 25);
- PrintString(s);
- }
-
- glutSwapBuffers();
- }
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport( 0, 0, width, height );
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
-}
-
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
- switch (key) {
- case ' ':
- Mode = 0;
- break;
- case 'b':
- /* toggle border */
- TexBorder = 1 - TexBorder;
- Mode = 0;
- break;
- case 'f':
- /* change format */
- Format = (Format + 1) % NUM_FORMATS;
- Mode = 0;
- break;
- case 'F':
- /* change format */
- Format = (Format - 1) % NUM_FORMATS;
- Mode = 0;
- break;
- case 'p':
- /* toggle border */
- ScaleAndBias = !ScaleAndBias;
- Mode = 0;
- break;
- case 's':
- SubImage = !SubImage;
- Mode = 0;
- break;
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-SpecialKey(int key, int x, int y)
-{
- (void) x;
- (void) y;
- switch (key) {
- case GLUT_KEY_UP:
- if (TexHeight < MaxSize)
- TexHeight *= 2;
- break;
- case GLUT_KEY_DOWN:
- if (TexHeight > 1)
- TexHeight /= 2;
- break;
- case GLUT_KEY_LEFT:
- if (TexWidth > 1)
- TexWidth /= 2;
- break;
- case GLUT_KEY_RIGHT:
- if (TexWidth < MaxSize)
- TexWidth *= 2;
- break;
- }
- Mode = 0;
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR));
- printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION));
- printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit( &argc, argv );
- glutInitWindowPosition( 0, 0 );
- glutInitWindowSize( 600, 100 );
- glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
- glutCreateWindow(argv[0]);
- glutReshapeFunc( Reshape );
- glutKeyboardFunc( Key );
- glutSpecialFunc( SpecialKey );
- glutDisplayFunc( Display );
- Init();
- glutMainLoop();
- return 0;
-}
--- /dev/null
+
+/*
+ * Copyright (C) 1999 Brian Paul 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
+ * BRIAN PAUL 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.
+ */
+
+
+/*
+ * texdown
+ *
+ * Measure texture download speed.
+ * Use keyboard to change texture size, format, datatype, scale/bias,
+ * subimageload, etc.
+ *
+ * Brian Paul 28 January 2000
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+
+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 */
+
+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;
+ GLenum IntFormat;
+ GLint TexelSize;
+};
+
+
+static const struct FormatRec FormatTable[] = {
+ /* Format Type IntFormat TexelSize */
+ { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
+ { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 },
+ { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
+ { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 },
+ { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 },
+ { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 },
+ { GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 },
+ { GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 },
+};
+static GLint Format;
+
+#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0]))
+
+static int
+BytesPerTexel(GLint format)
+{
+ return FormatTable[format].TexelSize;
+}
+
+
+static const char *
+FormatStr(GLenum format)
+{
+ switch (format) {
+ case GL_RGB:
+ return "GL_RGB";
+ case GL_RGBA:
+ return "GL_RGBA";
+ case GL_BGRA:
+ return "GL_BGRA";
+ case GL_LUMINANCE:
+ return "GL_LUMINANCE";
+ case GL_LUMINANCE_ALPHA:
+ return "GL_LUMINANCE_ALPHA";
+ case GL_ALPHA:
+ return "GL_ALPHA";
+ default:
+ return "";
+ }
+}
+
+
+static const char *
+TypeStr(GLenum type)
+{
+ switch (type) {
+ case GL_UNSIGNED_BYTE:
+ return "GL_UNSIGNED_BYTE";
+ case GL_UNSIGNED_SHORT:
+ return "GL_UNSIGNED_SHORT";
+ case GL_UNSIGNED_SHORT_5_6_5:
+ return "GL_UNSIGNED_SHORT_5_6_5";
+ case GL_UNSIGNED_SHORT_5_6_5_REV:
+ return "GL_UNSIGNED_SHORT_5_6_5_REV";
+ default:
+ return "";
+ }
+}
+
+/* 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 long align(unsigned long value, unsigned long a)
+{
+ return (value + a - 1) & ~(a-1);
+}
+
+static void
+MeasureDownloadRate(void)
+{
+ const int w = TexWidth + 2 * TexBorder;
+ const int h = TexHeight + 2 * TexBorder;
+ 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 */
+
+ 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 long)orig_texImage, ALIGN);
+ getImage = (GLubyte *)align((unsigned long)orig_getImage, ALIGN);
+
+ for (i = 1; !(((unsigned long)texImage) & i); i<<=1)
+ ;
+ printf("texture image alignment: %d bytes (%p)\n", i, texImage);
+
+ for (i = 0; i < bytes; i++) {
+ texImage[i] = i & 0xff;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ if (ScaleAndBias) {
+ glPixelTransferf(GL_RED_SCALE, 0.5);
+ glPixelTransferf(GL_GREEN_SCALE, 0.5);
+ glPixelTransferf(GL_BLUE_SCALE, 0.5);
+ glPixelTransferf(GL_RED_BIAS, 0.5);
+ glPixelTransferf(GL_GREEN_BIAS, 0.5);
+ glPixelTransferf(GL_BLUE_BIAS, 0.5);
+ }
+ else {
+ glPixelTransferf(GL_RED_SCALE, 1.0);
+ glPixelTransferf(GL_GREEN_SCALE, 1.0);
+ glPixelTransferf(GL_BLUE_SCALE, 1.0);
+ glPixelTransferf(GL_RED_BIAS, 0.0);
+ glPixelTransferf(GL_GREEN_BIAS, 0.0);
+ glPixelTransferf(GL_BLUE_BIAS, 0.0);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glEnable(GL_TEXTURE_2D);
+
+ 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) {
+ /* 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,
+#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,
+ img_ptr);
+ total += w*h;
+ }
+
+ /* draw a tiny polygon to force texture into texram */
+ glBegin(GL_TRIANGLES);
+ glTexCoord2f(0, 0); glVertex2f(1, 1);
+ glTexCoord2f(1, 0); glVertex2f(3, 1);
+ glTexCoord2f(0.5, 1); glVertex2f(2, 3);
+ glEnd();
+
+ t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ time = t1 - t0;
+ count++;
+ } while (time < 3.0);
+
+ glDisable(GL_TEXTURE_2D);
+
+ printf("total texels=%f time=%f\n", total, time);
+ DownloadRate = total / time;
+
+
+ free(orig_texImage);
+ free(orig_getImage);
+
+ {
+ GLint err = glGetError();
+ if (err)
+ printf("GL error %d\n", err);
+ }
+}
+
+
+static void
+PrintString(const char *s)
+{
+ while (*s) {
+ glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
+ s++;
+ }
+}
+
+
+static void
+Display(void)
+{
+ const int w = TexWidth + 2 * TexBorder;
+ const int h = TexHeight + 2 * TexBorder;
+ char s[1000];
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glRasterPos2i(10, 80);
+ sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder);
+ PrintString(s);
+
+ glRasterPos2i(10, 65);
+ sprintf(s, "Format[f]: %s Type: %s IntFormat: %s",
+ FormatStr(FormatTable[Format].Format),
+ TypeStr( FormatTable[Format].Type),
+ FormatStr(FormatTable[Format].IntFormat));
+ PrintString(s);
+
+ glRasterPos2i(10, 50);
+ sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s",
+ ScaleAndBias ? "Yes" : "No",
+ SubImage ? "Yes" : "No");
+ PrintString(s);
+
+ if (Mode == 0) {
+ glRasterPos2i(200, 10);
+ sprintf(s, "...Measuring...");
+ PrintString(s);
+ glutSwapBuffers();
+ glutPostRedisplay();
+ Mode++;
+ }
+ else if (Mode == 1) {
+ MeasureDownloadRate();
+ glutPostRedisplay();
+ Mode++;
+ }
+ else {
+ /* show results */
+ glRasterPos2i(10, 10);
+ sprintf(s, "Download rate: %g Mtexels/second %g MB/second",
+ DownloadRate / 1000000.0,
+ DownloadRate * BytesPerTexel(Format) / 1000000.0);
+ PrintString(s);
+ {
+ GLint r, g, b, a, l, i;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i);
+ sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i);
+ glRasterPos2i(10, 25);
+ PrintString(s);
+ }
+
+ glutSwapBuffers();
+ }
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -1, 1);
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+}
+
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case ' ':
+ Mode = 0;
+ break;
+ case 'b':
+ /* toggle border */
+ TexBorder = 1 - TexBorder;
+ Mode = 0;
+ break;
+ case 'f':
+ /* change format */
+ Format = (Format + 1) % NUM_FORMATS;
+ Mode = 0;
+ break;
+ case 'F':
+ /* change format */
+ Format = (Format - 1) % NUM_FORMATS;
+ Mode = 0;
+ break;
+ case 'p':
+ /* toggle border */
+ ScaleAndBias = !ScaleAndBias;
+ Mode = 0;
+ break;
+ case 's':
+ SubImage = !SubImage;
+ Mode = 0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ if (TexHeight < MaxSize)
+ TexHeight *= 2;
+ break;
+ case GLUT_KEY_DOWN:
+ if (TexHeight > 1)
+ TexHeight /= 2;
+ break;
+ case GLUT_KEY_LEFT:
+ if (TexWidth > 1)
+ TexWidth /= 2;
+ break;
+ case GLUT_KEY_RIGHT:
+ if (TexWidth < MaxSize)
+ TexWidth *= 2;
+ break;
+ }
+ Mode = 0;
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR));
+ printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION));
+ printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 600, 100 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}