/* * Benchmark for GLSL procedural noise functions. * * Shaders are loaded from external files, named in * the macro definitions VERTSHADERFILE and FRAGSHADERFILE*. * The main program draws a flat plane covering the * viewport, activates each of six fragment shaders in turn * and reports the fragment shading performance in Msamples/s * for each. * * This program uses GLFW for convenience, to handle the OS-specific * window management stuff. Some Windows-specific stuff for extension * loading is still here, but that code is short-circuited on other * platforms - this file compiles unedited on Windows, Linux and MacOS X, * provided you have the relevant libraries and header files installed * and set up your compilation to include the GLFW and OpenGL libraries. * * Author: Stefan Gustavson (stegu@itn.liu.se) 2004, 2005, 2010, 2011 * This code is in the public domain. */ // Identify the exact version of noise being benchmarked #define NOISEVERSION "2011-04-03" #include #include #include #include #ifdef __WIN32__ // The system level include file for GL extensions might not be up to date. #include "GL/glext.h" #else #include #endif #ifdef __APPLE__ // MacOS application bundles have the executable inside a directory structure #define VERTSHADERFILE "../../../noisebench.vert" #define FRAGSHADERFILE_S2D "../../../simplexnoise2D.frag" #define FRAGSHADERFILE_S3D "../../../simplexnoise3D.frag" #define FRAGSHADERFILE_S4D "../../../simplexnoise4D.frag" #define FRAGSHADERFILE_C2D "../../../classicnoise2D.frag" #define FRAGSHADERFILE_C3D "../../../classicnoise3D.frag" #define FRAGSHADERFILE_C4D "../../../classicnoise4D.frag" #define FRAGSHADERFILE_CONST "../../../constant.frag" #define LOGFILENAME "../../../ashimanoise.log" #else // Windows, Linux and other Unix systems expose executables as naked files #define VERTSHADERFILE "noisebench.vert" #define FRAGSHADERFILE_S2D "simplexnoise2D.frag" #define FRAGSHADERFILE_S3D "simplexnoise3D.frag" #define FRAGSHADERFILE_S4D "simplexnoise4D.frag" #define FRAGSHADERFILE_C2D "classicnoise2D.frag" #define FRAGSHADERFILE_C3D "classicnoise3D.frag" #define FRAGSHADERFILE_C4D "classicnoise4D.frag" #define FRAGSHADERFILE_CONST "constant.frag" #define LOGFILENAME "ashimanoise.log" #endif #ifdef __WIN32__ /* Global function pointers for everything we need beyond OpenGL 1.1 */ PFNGLCREATEPROGRAMPROC glCreateProgram = NULL; PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL; PFNGLUSEPROGRAMPROC glUseProgram = NULL; PFNGLCREATESHADERPROC glCreateShader = NULL; PFNGLDELETESHADERPROC glDeleteShader = NULL; PFNGLSHADERSOURCEPROC glShaderSource = NULL; PFNGLCOMPILESHADERPROC glCompileShader = NULL; PFNGLGETSHADERIVPROC glGetShaderiv = NULL; PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL; PFNGLATTACHSHADERPROC glAttachShader = NULL; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL; PFNGLLINKPROGRAMPROC glLinkProgram = NULL; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL; PFNGLUNIFORM1FVPROC glUniform1fv = NULL; #endif /* * printError() - Signal an error. * Simple printf() to console for portability. */ void printError(const char *errtype, const char *errmsg) { fprintf(stderr, "%s: %s\n", errtype, errmsg); } /* * Override the Win32 filelength() function with * a version that takes a Unix-style file handle as * input instead of a file ID number, and which works * on platforms other than Windows. */ long filelength(FILE *file) { long numbytes; long savedpos = ftell(file); fseek(file, 0, SEEK_END); numbytes = ftell(file); fseek(file, savedpos, SEEK_SET); return numbytes; } /* * loadExtensions() - Load OpenGL extensions for anything above OpenGL * version 1.1. (This is a requirement only on Windows, so on other * platforms, this function just checks for the required extensions.) */ void loadExtensions() { //These extension strings indicate that the OpenGL Shading Language // and GLSL shader objects are supported. if(!glfwExtensionSupported("GL_ARB_shading_language_100")) { printError("GL init error", "GL_ARB_shading_language_100 extension was not found"); return; } if(!glfwExtensionSupported("GL_ARB_shader_objects")) { printError("GL init error", "GL_ARB_shader_objects extension was not found"); return; } else { #ifdef __WIN32__ glCreateProgram = (PFNGLCREATEPROGRAMPROC)glfwGetProcAddress("glCreateProgram"); glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glfwGetProcAddress("glDeleteProgram"); glUseProgram = (PFNGLUSEPROGRAMPROC)glfwGetProcAddress("glUseProgram"); glCreateShader = (PFNGLCREATESHADERPROC)glfwGetProcAddress("glCreateShader"); glDeleteShader = (PFNGLDELETESHADERPROC)glfwGetProcAddress("glDeleteShader"); glShaderSource = (PFNGLSHADERSOURCEPROC)glfwGetProcAddress("glShaderSource"); glCompileShader = (PFNGLCOMPILESHADERPROC)glfwGetProcAddress("glCompileShader"); glGetShaderiv = (PFNGLGETSHADERIVPROC)glfwGetProcAddress("glGetShaderiv"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glfwGetProcAddress("glGetShaderInfoLog"); glAttachShader = (PFNGLATTACHSHADERPROC)glfwGetProcAddress("glAttachShader"); glLinkProgram = (PFNGLLINKPROGRAMPROC)glfwGetProcAddress("glLinkProgram"); glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glfwGetProcAddress("glGetProgramiv"); glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glfwGetProcAddress("glGetProgramInfoLog"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glfwGetProcAddress("glGetUniformLocation"); glUniform1fv = (PFNGLUNIFORM1FVPROC)glfwGetProcAddress("glUniform1fv"); if( !glCreateProgram || !glDeleteProgram || !glUseProgram || !glCreateShader || !glDeleteShader || !glShaderSource || !glCompileShader || !glGetShaderiv || !glGetShaderInfoLog || !glAttachShader || !glLinkProgram || !glGetProgramiv || !glGetProgramInfoLog || !glGetUniformLocation || !glUniform1fv ) { printError("GL init error", "One or more required OpenGL functions were not found"); return; } #endif } } /* * readShaderFile(filename) - read a shader source string from a file */ unsigned char* readShaderFile(const char *filename) { FILE *file = fopen(filename, "r"); if(file == NULL) { printError("ERROR", "Cannot open shader file!"); return 0; } int bytesinfile = filelength(file); unsigned char *buffer = (unsigned char*)malloc(bytesinfile+1); int bytesread = fread( buffer, 1, bytesinfile, file); buffer[bytesread] = 0; // Terminate the string with 0 fclose(file); return buffer; } /* * createShaders() - create, load, compile and link the GLSL shader objects. */ void createShader(GLuint *programObject, char *vertexshaderfile, char *fragmentshaderfile) { GLuint vertexShader; GLuint fragmentShader; const char *vertexShaderStrings[1]; const char *fragmentShaderStrings[1]; GLint vertexCompiled; GLint fragmentCompiled; GLint shadersLinked; char str[4096]; // For error messages from the GLSL compiler and linker // Create the vertex shader. vertexShader = glCreateShader(GL_VERTEX_SHADER); unsigned char *vertexShaderAssembly = readShaderFile( vertexshaderfile ); vertexShaderStrings[0] = (char*)vertexShaderAssembly; glShaderSource( vertexShader, 1, vertexShaderStrings, NULL ); glCompileShader( vertexShader); free((void *)vertexShaderAssembly); glGetShaderiv( vertexShader, GL_COMPILE_STATUS, &vertexCompiled ); if(vertexCompiled == GL_FALSE) { glGetShaderInfoLog(vertexShader, sizeof(str), NULL, str); printError("Vertex shader compile error", str); } // Create the fragment shader. fragmentShader = glCreateShader( GL_FRAGMENT_SHADER ); unsigned char *fragmentShaderAssembly = readShaderFile( fragmentshaderfile ); fragmentShaderStrings[0] = (char*)fragmentShaderAssembly; glShaderSource( fragmentShader, 1, fragmentShaderStrings, NULL ); glCompileShader( fragmentShader ); free((void *)fragmentShaderAssembly); glGetProgramiv( fragmentShader, GL_COMPILE_STATUS, &fragmentCompiled ); if(fragmentCompiled == GL_FALSE) { glGetShaderInfoLog( fragmentShader, sizeof(str), NULL, str ); printError("Fragment shader compile error", str); } // Create a program object and attach the two compiled shaders. *programObject = glCreateProgram(); glAttachShader( *programObject, vertexShader ); glAttachShader( *programObject, fragmentShader ); // Link the program object and print out the info log. glLinkProgram( *programObject ); glGetProgramiv( *programObject, GL_LINK_STATUS, &shadersLinked ); if( shadersLinked == GL_FALSE ) { glGetProgramInfoLog( *programObject, sizeof(str), NULL, str ); printError("Program object linking error", str); } } /* * computeFPS() - Calculate, display and return samples per second. * Stats are recomputed only once per second. */ double computeFPS() { static double t0 = 0.0; static int frames = 0; static double Msamplespersecond = 0.0; static char titlestring[200]; double t, fps; int width, height; // Get current time t = glfwGetTime(); // Gets number of seconds since glfwInit() // If one second has passed, or if this is the very first frame if( (t-t0) > 1.0 || frames == 0 ) { fps = (double)frames / (t-t0); glfwGetWindowSize( &width, &height ); // This assumes that multisampling for FSAA is disabled. Msamplespersecond = 1e-6*fps*width*height; sprintf(titlestring, "GLSL simplex noise (%.1f M samples/s)", Msamplespersecond); glfwSetWindowTitle(titlestring); printf("Speed: %.1f M samples/s\n", Msamplespersecond); t0 = t; frames = 0; } frames ++; return Msamplespersecond; } /* * setupCamera() - set up the OpenGL projection and (model)view matrices */ void setupCamera() { int width, height; // Get window size. It may start out different from the requested // size, and will change if the user resizes the window. glfwGetWindowSize( &width, &height ); if(height<=0) height=1; // Safeguard against iconified/closed window // Set viewport. This is the pixel rectangle we want to draw into. glViewport( 0, 0, width, height ); // The entire window // Select and setup the projection matrix. glMatrixMode(GL_PROJECTION); // "We want to edit the projection matrix" glLoadIdentity(); // Reset the matrix to identity // 45 degrees FOV, same aspect ratio as viewport, depth range 1 to 100 glOrtho( -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f ); // Select and setup the modelview matrix. glMatrixMode( GL_MODELVIEW ); // "We want to edit the modelview matrix" glLoadIdentity(); // Reset the matrix to identity } /* * initDisplayList(GLuint *listID, GLdouble scale) - create a display list * to render the demo geometry more efficently than by glVertex() calls. * (This is currently just as fast as a VBO, and I'm a bit lazy.) */ void initDisplayList(GLuint *listID) { *listID = glGenLists(1); glNewList(*listID, GL_COMPILE); glColor3f(1.0f, 1.0f, 1.0f); // White base color glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f); glEnd(); glEndList(); } /* * renderScene() - draw the scene with the shader active */ void renderScene( GLuint listID, GLuint programObject ) { GLint location_time = -1; float time = 0.0f; // Use vertex and fragment shaders. glUseProgram( programObject ); // Update the uniform time variable. location_time = glGetUniformLocation( programObject, "time" ); // glUniform1f() is bugged in Linux Nvidia driver 260.19.06, // so we use glUniform1fv() instead to work around the bug. if ( location_time != -1 ) { time = (float)glfwGetTime(); glUniform1fv( location_time, 1, &time ); } // Render with the shaders active. glCallList( listID ); // Deactivate the shaders. glUseProgram(0); } /* * main(argc, argv) - the standard C entry point for the program */ int main(int argc, char *argv[]) { GLuint displayList; GLuint programObject; double performance = 0.0; int activeshader = 0; // Currently active version of noise shader FILE *logfile; GLFWvidmode vidmode; GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE // Initialise GLFW glfwInit(); // Open a temporary OpenGL window just to determine the desktop size if( !glfwOpenWindow(256, 256, 8,8,8,8, 32,0, GLFW_WINDOW) ) { glfwTerminate(); // glfwOpenWindow failed, quit the program. return 1; } glfwGetDesktopMode(&vidmode); glfwCloseWindow(); // Open a fullscreen window using the current desktop resolution if( !glfwOpenWindow(vidmode.Width, vidmode.Height, 8,8,8,8, 32,0, GLFW_FULLSCREEN) ) { glfwTerminate(); // glfwOpenWindow failed, quit the program. return 1; } // Load the extensions for GLSL - note that this has to be done // *after* the window has been opened, or we won't have a GL context // to query for those extensions and connect to instances of them. loadExtensions(); logfile = fopen(LOGFILENAME, "w"); fprintf(logfile, "GL vendor: %s\n", glGetString(GL_VENDOR)); fprintf(logfile, "GL renderer: %s\n", glGetString(GL_RENDERER)); fprintf(logfile, "GL version: %s\n", glGetString(GL_VERSION)); fprintf(logfile, "Desktop size: %d x %d pixels\n", vidmode.Width, vidmode.Height); fprintf(logfile, "Noise version: %s\n\n", NOISEVERSION); // Disable Z buffering for this simple 2D shader benchmark glDisable(GL_DEPTH_TEST); // Use the Z buffer glfwSwapInterval(0); // Do not wait for screen refresh between frames // Compile a display list for the demo geometry, to render it efficiently initDisplayList(&displayList); // Main loop while(running) { double benchmarktime = 3.0; // Total time to run each shader // Switch between the different versions of noise if(activeshader == 0) { createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_CONST); activeshader++; fprintf(logfile, "Constant shading, "); } if((activeshader == 1) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_S2D); activeshader++; fprintf(logfile, "2D simplex noise, "); } if((activeshader == 2) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_S3D); activeshader++; fprintf(logfile, "3D simplex noise, "); } if((activeshader == 3) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_S4D); activeshader++; fprintf(logfile, "4D simplex noise, "); } if((activeshader == 4) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_C2D); activeshader++; fprintf(logfile, "2D classic noise, "); } if((activeshader == 5) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_C3D); activeshader++; fprintf(logfile, "3D classic noise, "); } if((activeshader == 6) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE_C4D); activeshader++; fprintf(logfile, "4D classic noise, "); } if((activeshader == 7) && (glfwGetTime() > benchmarktime * activeshader)) { fprintf(logfile, "%.1f Msamples/s\n", performance); running = GL_FALSE; } // Exit prematurely if the ESC key is pressed or the window is closed. if(glfwGetKey(GLFW_KEY_ESC) || !glfwGetWindowParam(GLFW_OPENED)) { running = GL_FALSE; } // Calculate and update the frames per second (FPS) display performance = computeFPS(); // Do not clear the buffers - this is a raw shader benchmark. //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Set up the camera projection. setupCamera(); // Draw the scene. renderScene(displayList, programObject); // Swap buffers, i.e. display the image and prepare for next frame. glfwSwapBuffers(); } // Close the OpenGL window and terminate GLFW. glfwTerminate(); fclose(logfile); return 0; }