Files
Horizon-OC-pro/Source/Benchmark-Toolbox/source/furmark/GPUPT.cpp
souldbminersmwc 4a5e889c40 benchmark-toolbox: add benchmark-toolbox
a unified benchmarking tool
2026-06-07 21:10:53 -04:00

771 lines
22 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <switch.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <glad/glad.h>
#define GLM_FORCE_PURE
#include "sates.h"
#include "stb_image.h"
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#ifndef ENABLE_NXLINK
#define TRACE(fmt, ...) ((void)0)
#else
#include <unistd.h>
#define TRACE(fmt, ...) printf("%s: " fmt "\n", __PRETTY_FUNCTION__, ##__VA_ARGS__)
static int s_nxlinkSock = -1;
static void initNxLink() {
if (R_FAILED(socketInitializeDefault()))
return;
s_nxlinkSock = nxlinkStdio();
if (s_nxlinkSock >= 0)
TRACE("printf output now goes to nxlink server");
else
socketExit();
}
static void deinitNxLink() {
if (s_nxlinkSock >= 0) {
close(s_nxlinkSock);
socketExit();
s_nxlinkSock = -1;
}
}
extern "C" void userAppInit() {
initNxLink();
}
extern "C" void userAppExit() {
deinitNxLink();
}
#endif
static EGLDisplay s_display;
static EGLContext s_context;
static EGLSurface s_surface;
static bool initEgl(NWindow *win) {
s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (!s_display) {
TRACE("Could not connect to display! error: %d", eglGetError());
goto _fail0;
}
eglInitialize(s_display, nullptr, nullptr);
if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE) {
TRACE("Could not set API! error: %d", eglGetError());
goto _fail1;
}
EGLConfig config;
EGLint numConfigs;
static const EGLint framebufferAttributeList[] = { EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_STENCIL_SIZE,
8,
EGL_NONE };
eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
if (numConfigs == 0) {
TRACE("No config found! error: %d", eglGetError());
goto _fail1;
}
s_surface = eglCreateWindowSurface(s_display, config, win, nullptr);
if (!s_surface) {
TRACE("Surface creation failed! error: %d", eglGetError());
goto _fail1;
}
static const EGLint contextAttributeList[] = { EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR,
EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
EGL_CONTEXT_MAJOR_VERSION_KHR,
4,
EGL_CONTEXT_MINOR_VERSION_KHR,
3,
EGL_NONE };
s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
if (!s_context) {
TRACE("Context creation failed! error: %d", eglGetError());
goto _fail2;
}
eglMakeCurrent(s_display, s_surface, s_surface, s_context);
return true;
_fail2:
eglDestroySurface(s_display, s_surface);
s_surface = nullptr;
_fail1:
eglTerminate(s_display);
s_display = nullptr;
_fail0:
return false;
}
static void deinitEgl() {
if (s_display) {
eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (s_context) {
eglDestroyContext(s_display, s_context);
s_context = nullptr;
}
if (s_surface) {
eglDestroySurface(s_display, s_surface);
s_surface = nullptr;
}
eglTerminate(s_display);
s_display = nullptr;
}
}
static const char *const text_vs = R"text(
#version 330 core
layout(location=0) in vec2 inPos;
layout(location=1) in vec3 inColor;
out vec3 color;
void main() {
color = inColor;
gl_Position = vec4(inPos, 0.0, 1.0);
}
)text";
static const char *const text_fs = R"text(
#version 330 core
in vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
)text";
static GLuint s_textProgram = 0;
static GLuint s_textVao = 0;
static GLuint s_textVbo = 0;
static const unsigned char font8x8[11][8] = { { 0x3E, 0x63, 0x73, 0x7B, 0x6F, 0x67, 0x3E, 0x00 }, { 0x0C, 0x0E, 0x0C, 0x0C, 0x0C, 0x0C, 0x3F, 0x00 },
{ 0x1E, 0x33, 0x30, 0x1C, 0x06, 0x33, 0x3F, 0x00 }, { 0x1E, 0x33, 0x30, 0x1C, 0x30, 0x33, 0x1E, 0x00 },
{ 0x38, 0x3C, 0x36, 0x33, 0x7F, 0x30, 0x78, 0x00 }, { 0x3F, 0x03, 0x1F, 0x30, 0x30, 0x33, 0x1E, 0x00 },
{ 0x1C, 0x06, 0x03, 0x1F, 0x33, 0x33, 0x1E, 0x00 }, { 0x3F, 0x33, 0x30, 0x18, 0x0C, 0x0C, 0x0C, 0x00 },
{ 0x1E, 0x33, 0x33, 0x1E, 0x33, 0x33, 0x1E, 0x00 }, { 0x1E, 0x33, 0x33, 0x3E, 0x30, 0x18, 0x0E, 0x00 },
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x0C, 0x0C, 0x00 } };
static GLuint createAndCompileShader(GLenum type, const char *source);
static void initTextRenderer() {
GLuint vsh = createAndCompileShader(GL_VERTEX_SHADER, text_vs);
GLuint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, text_fs);
s_textProgram = glCreateProgram();
glAttachShader(s_textProgram, vsh);
glAttachShader(s_textProgram, fsh);
glLinkProgram(s_textProgram);
glDeleteShader(vsh);
glDeleteShader(fsh);
glGenVertexArrays(1, &s_textVao);
glGenBuffers(1, &s_textVbo);
}
static void drawTextPixel(float x, float y, float size, float r, float g, float b, float *vertexData, int *offset) {
float verts[] = { x, y, r, g, b, x + size, y, r, g, b, x + size, y + size, r, g, b,
x, y, r, g, b, x + size, y + size, r, g, b, x, y + size, r, g, b };
memcpy(&vertexData[*offset], verts, sizeof(verts));
*offset += 30;
}
static void drawChar(char c, float x, float y, float scale, float r, float g, float b, float *vertexData, int *offset) {
int idx = -1;
if (c >= '0' && c <= '9')
idx = c - '0';
else if (c == '.')
idx = 10;
else
return;
const unsigned char *glyph = font8x8[idx];
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (glyph[row] & (1 << col)) {
float px = x + col * scale;
float py = y - row * scale;
drawTextPixel(px, py, scale, r, g, b, vertexData, offset);
}
}
}
}
static void drawText(const char *text, float x, float y, float scale, float r, float g, float b) {
float *vertexData = (float *)malloc(100 * 64 * 6 * 5 * sizeof(float));
int offset = 0;
float cx = x;
while (*text) {
drawChar(*text, cx, y, scale, r, g, b, vertexData, &offset);
cx += 8 * scale;
text++;
}
if (offset > 0) {
glUseProgram(s_textProgram);
glBindVertexArray(s_textVao);
glBindBuffer(GL_ARRAY_BUFFER, s_textVbo);
glBufferData(GL_ARRAY_BUFFER, offset * sizeof(float), vertexData, GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float)));
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, offset / 5);
}
free(vertexData);
}
static void cleanupTextRenderer() {
if (s_textVbo) {
glDeleteBuffers(1, &s_textVbo);
s_textVbo = 0;
}
if (s_textVao) {
glDeleteVertexArrays(1, &s_textVao);
s_textVao = 0;
}
if (s_textProgram) {
glDeleteProgram(s_textProgram);
s_textProgram = 0;
}
}
static void setMesaConfig() {
setenv("EGL_LOG_LEVEL", "debug", 1);
setenv("MESA_VERBOSE", "all", 1);
setenv("NOUVEAU_MESA_DEBUG", "1", 1);
setenv("NV50_PROG_OPTIMIZE", "0", 1);
setenv("NV50_PROG_DEBUG", "1", 1);
setenv("NV50_PROG_CHIPSET", "0x120", 1);
}
static const char *const vertexShaderSource = R"text(
#version 330 core
out vec2 uv;
void main()
{
vec2 pos = vec2(
(gl_VertexID == 2) ? 3.0 : -1.0,
(gl_VertexID == 1) ? 3.0 : -1.0
);
uv = 0.5 * (pos + 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}
)text";
static const char *const fragmentShaderSource = R"text(
#version 330 core
// Alright so originally this was supposed to be a way more complex shader
// It was supposed to be a proceduraly generated path tracing scene
// Unfortunately, my stupidity knows no bounds, and well over 5000 lines in I decided that I was better off waterboarding myself
// To anyone who even wants to ask, no you don't want to see the original, it was a fucking war crime
// Ask Adam why he thought it was a good idea to copy entire libraries into this shit, and then acted surprised when it didn't work
// so, have a cornel box instead, because I cannot be fucked to make a proper shader file loader, despite needing one soon anyway.
in vec2 uv;
out vec4 fragColor;
uniform vec2 u_resolution;
uniform float u_time;
// Sampler variables
uniform int u_frame;
uniform sampler2D u_prevFrame;
#define WHITE 0
#define RED 1
#define GREEN 2
#define LIGHT 3
#define MIRROR 4
struct Hit {
float dist;
int material;
vec3 normal;
};
float hash(vec2 p){
return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453);
}
vec3 rand3(vec3 p){
float f = float(u_frame);
return vec3(
hash(p.xy + f),
hash(p.yz + f*1.37),
hash(p.zx + f*2.17)
) * 2.0 - 1.0;
}
float sdSphere(vec3 p, float r){
return length(p) - r;
}
Hit map(vec3 p)
{
Hit h;
h.dist = 1e9;
h.material = WHITE;
// ---------- mirror sphere ----------
float s = sdSphere(p - vec3(0,1.0,-0.5), 1.0);
if(s < h.dist){
h.dist = s;
h.material = MIRROR;
h.normal = normalize(p - vec3(0,1.0,-0.5));
}
// ---------- room walls (inward planes) ----------
// left (red)
float left = p.x + 2.0;
if(left < h.dist){
h.dist = left;
h.material = RED;
h.normal = vec3(1, 0, 0);
}
// right (green)
float right = 2.0 - p.x;
if(right < h.dist){
h.dist = right;
h.material = GREEN;
h.normal = vec3(-1, 0, 0);
}
// floor
float floor = p.y;
if(floor < h.dist){
h.dist = floor;
h.material = WHITE;
h.normal = vec3(0, 1, 0);
}
// ceiling
float ceil = 4.0 - p.y;
if(ceil < h.dist){
h.dist = ceil;
h.material = WHITE;
h.normal = vec3(0, -1, 0);
}
// back wall
float back = 2.0 - p.z;
if(back < h.dist){
h.dist = back;
h.material = WHITE;
h.normal = vec3(0, 0, -1);
}
vec3 lCenter = vec3(0.0, 3.98, -1.2);
vec3 lSize = vec3(0.9, 0.01, 0.9);
vec3 d = abs(p - lCenter) - lSize;
float light = length(max(d,0.0)) + min(max(d.x,max(d.y,d.z)),0.0);
if(light < h.dist){
h.dist = light;
h.material = LIGHT;
}
return h;
}
Hit raymarch(vec3 ro, vec3 rd)
{
float t = 0.0;
// 80 steps, lower values give better performance, while higher values increase load
// increasing load beyond this only decreases power draw, while lowering results in graphical glitches
for(int i=0;i<80;i++){
vec3 p = ro + rd*t;
Hit h = map(p);
if(h.dist < 0.001){
h.dist = t;
return h;
}
t += h.dist;
if(t > 50.0) break;
}
Hit miss;
miss.dist = -1.0;
return miss;
}
vec3 getColor(int m){
if(m==RED) return vec3(1,0.2,0.2);
if(m==GREEN) return vec3(0.2,1,0.2);
return vec3(0.9);
}
bool isLight(int m){ return m==LIGHT; }
bool isMirror(int m){ return m==MIRROR; }
vec3 trace(vec3 ro, vec3 rd)
{
vec3 color = vec3(0);
vec3 throughput = vec3(1);
// Controls the amount of bounces made by rays in the scene
// reduced to 3 for parody with CPU mode
for(int bounce=0; bounce<3; bounce++)
{
Hit h = raymarch(ro, rd);
// sky fallback
if(h.dist < 0.0){
color += throughput * vec3(0.7,0.8,1.0);
break;
}
vec3 pos = ro + rd*h.dist;
vec3 n = h.normal;
// hit light
if(isLight(h.material)){
color += throughput * vec3(12.0);
break;
}
// mirror bounce
if(isMirror(h.material)){
rd = reflect(rd, n);
}
else{
// diffuse bounce (hemisphere)
vec3 r = rand3(pos + float(bounce) + float(u_frame));
rd = normalize(n + r);
// cosine weighting (energy can only be transfered)
// I mean if you want to change this sure, but you'll get flashbanged.
float cosTheta = max(dot(rd, n), 0.0);
throughput *= getColor(h.material) * cosTheta;
}
ro = pos + n*0.001;
}
// Clamp color values so we don't get a concussion simulator
return color;
}
vec3 pathTrace(vec2 uv)
{
// convert uv to screen space values
vec2 p = uv * 2.0 - 1.0;
p.x *= u_resolution.x / u_resolution.y;
// Camera setup
vec3 ro = vec3(0,2,-6);
vec3 target = vec3(0,2,0);
vec3 forward = normalize(target - ro);
vec3 right = normalize(cross(forward, vec3(0,1,0)));
vec3 up = cross(right, forward);
vec3 rd = normalize(forward + p.x*right + p.y*up);
// Add pixel jittering to reduce noise
vec2 jitter = vec2(
hash(gl_FragCoord.xy + float(u_frame)),
hash(gl_FragCoord.yx + float(u_frame))
) / u_resolution;
return trace(ro, rd + vec3(jitter, 00));
}
void main()
{
//setup output
vec2 uv = gl_FragCoord.xy / u_resolution;
vec3 newSample = pathTrace(uv);
// Accumulation
vec3 prev = texture(u_prevFrame, gl_FragCoord.xy / u_resolution).rgb;
vec3 accumulated;
if(u_frame == 0)
accumulated = newSample;
else
accumulated = (prev *float(u_frame) + newSample) / float(u_frame + 1);
// Output final pixels, send to vertex
fragColor = vec4(accumulated, 1.0);
}
)text";
static GLuint s_program;
static GLuint s_vao, s_vbo;
static GLint resolutionLoc;
static GLint loc_mdlvMtx, loc_projMtx;
static GLint loc_time;
static u64 s_startTicks;
static u64 s_lastFrameTime = 0;
static float s_fps = 0.0f;
static int s_frameCount = 0;
static u64 s_fpsUpdateTime = 0;
static GLuint tex[2], fbo[2];
static GLuint frameLoc, prevframeLoc;
static int frame = 0;
static GLuint createAndCompileShader(GLenum type, const char *source) {
GLint success;
GLchar msg[512];
GLuint handle = glCreateShader(type);
if (!handle) {
TRACE("%u: cannot create shader", type);
return 0;
}
glShaderSource(handle, 1, &source, nullptr);
glCompileShader(handle);
glGetShaderiv(handle, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(handle, sizeof(msg), nullptr, msg);
TRACE("%u: %s\n", type, msg);
glDeleteShader(handle);
return 0;
}
return handle;
}
void GPUPTSceneInit() {
GLint vsh = createAndCompileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLint fsh = createAndCompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
if (!vsh || !fsh) {
TRACE("Shader compile failed — aborting");
return;
}
s_program = glCreateProgram();
glViewport(0, 0, 1280, 720);
glAttachShader(s_program, vsh);
glAttachShader(s_program, fsh);
glBindFragDataLocation(s_program, 0, "fragColor");
glLinkProgram(s_program);
frameLoc = glGetUniformLocation(s_program, "u_frame");
prevframeLoc = glGetUniformLocation(s_program, "u_prevFrame");
resolutionLoc = glGetUniformLocation(s_program, "u_resolution");
loc_time = glGetUniformLocation(s_program, "u_time");
GLint success;
glGetProgramiv(s_program, GL_LINK_STATUS, &success);
if (!success) {
char buf[512];
glGetProgramInfoLog(s_program, sizeof(buf), nullptr, buf);
TRACE("Link error: %s", buf);
}
glDeleteShader(vsh);
glDeleteShader(fsh);
loc_mdlvMtx = glGetUniformLocation(s_program, "mdlvMtx");
loc_projMtx = glGetUniformLocation(s_program, "projMtx");
loc_time = glGetUniformLocation(s_program, "u_time");
static float vertices[] = {
-1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f,
};
glGenTextures(2, tex);
glGenFramebuffers(2, fbo);
for (int i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, tex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 1280, 720, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[i], 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
glGenVertexArrays(1, &s_vao);
glGenBuffers(1, &s_vbo);
glBindVertexArray(s_vao);
glBindBuffer(GL_ARRAY_BUFFER, s_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glEnable(GL_FRAMEBUFFER_SRGB);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(s_program);
auto projMtx = glm::perspective(glm::radians(40.0f), 1280.0f / 720.0f, 0.01f, 1000.0f);
glUniformMatrix4fv(loc_projMtx, 1, GL_FALSE, glm::value_ptr(projMtx));
s_startTicks = armGetSystemTick();
s_lastFrameTime = s_startTicks;
s_fpsUpdateTime = s_startTicks;
s_frameCount = 0;
initTextRenderer();
}
float getTime2() {
u64 elapsed = armGetSystemTick() - s_startTicks;
return (elapsed * 625 / 12) / 2000000000.0;
}
void GPUPTRender() {
static int X = 0;
static int Y = 1;
u64 currentTime = armGetSystemTick();
s_frameCount++;
u64 timeSinceUpdate = currentTime - s_fpsUpdateTime;
float secondsSinceUpdate = (timeSinceUpdate * 625.0f / 12.0f) / 1000000000.0f;
if (secondsSinceUpdate >= 0.01f) {
s_fps = s_frameCount / secondsSinceUpdate;
s_frameCount = 0;
s_fpsUpdateTime = currentTime;
}
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glUseProgram(s_program);
glUniform1f(loc_time, getTime2());
glUniform2f(resolutionLoc, 1280.0f, 720.0f);
glBindVertexArray(s_vao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex[X]);
glUniform1i(prevframeLoc, 0);
glUniform1i(frameLoc, frame);
glBindFramebuffer(GL_FRAMEBUFFER, fbo[Y]);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo[Y]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, 1280, 720, 0, 0, 1280, 720, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (frame == 0) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo[X]);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
std::swap(X, Y);
frame++;
glBindVertexArray(0);
char fpsText[32];
snprintf(fpsText, sizeof(fpsText), "%.3f", s_fps);
drawText(fpsText, -0.95f, 0.90f, 0.02f, 1.0f, 0.0f, 0.0f);
char sampleText[64];
snprintf(sampleText, sizeof(sampleText), "Samples: %d", frame);
drawText(sampleText, -0.95f, 0.90f, 0.02f, 1.0f, 0.0f, 0.0f);
}
void GPUPTExit() {
cleanupTextRenderer();
glDeleteBuffers(1, &s_vbo);
glDeleteVertexArrays(1, &s_vao);
glDeleteProgram(s_program);
frame = 0;
}
int GPUPTMain(int argc, char *argv[]) {
setMesaConfig();
if (!initEgl(nwindowGetDefault()))
return EXIT_FAILURE;
gladLoadGLLoader((GLADloadproc)eglGetProcAddress);
GPUPTSceneInit();
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
PadState pad;
padInitializeDefault(&pad);
while (appletMainLoop()) {
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_B) {
GPUPTExit();
deinitEgl();
state = STATE_MENU;
return 0;
}
GPUPTRender();
eglSwapBuffers(s_display, s_surface);
}
GPUPTExit();
deinitEgl();
return EXIT_SUCCESS;
}