Hash :
8e7d3379
Author :
Date :
2024-03-25T22:09:44
Vulkan: Add a perf test for multisample resolve + invalidate Bug: angleproject:7551 Change-Id: I1d45e720a6273650aaebd98aade9b363a804e886 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5392548 Reviewed-by: Yuxin Hu <yuxinhu@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2024 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MultisampleResolvePerf:
// Performance tests for glBlitFramebuffer and glInvalidateFramebuffer where the framebuffer is
// multisampled.
#include "ANGLEPerfTest.h"
#include "util/shader_utils.h"
namespace
{
constexpr unsigned int kIterationsPerStep = 1;
enum class Multisample
{
Yes,
No,
};
enum class WithDepthStencil
{
Yes,
No,
};
struct MultisampleResolveParams final : public RenderTestParams
{
MultisampleResolveParams(Multisample multisample, WithDepthStencil depthStencil)
{
iterationsPerStep = kIterationsPerStep;
majorVersion = 3;
minorVersion = 0;
windowWidth = 256;
windowHeight = 256;
if (multisample == Multisample::No)
{
samples = 0;
}
withDepthStencil = depthStencil == WithDepthStencil::Yes;
}
std::string story() const override
{
std::stringstream storyStr;
storyStr << RenderTestParams::story();
if (withDepthStencil)
{
storyStr << "_ds";
}
if (samples == 0)
{
storyStr << "_singlesampled_reference";
}
return storyStr.str();
}
unsigned int framebufferSize = 1024;
unsigned int samples = 4;
bool withDepthStencil = false;
};
std::ostream &operator<<(std::ostream &os, const MultisampleResolveParams ¶ms)
{
os << params.backendAndStory().substr(1);
return os;
}
class MultisampleResolvePerf : public ANGLERenderTest,
public ::testing::WithParamInterface<MultisampleResolveParams>
{
public:
MultisampleResolvePerf() : ANGLERenderTest("MultisampleResolvePerf", GetParam()) {}
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
GLuint mMSAAFramebuffer = 0;
GLuint mMSAAColor[2] = {};
GLuint mMSAADepthStencil = 0;
GLuint mResolveFramebuffer[2] = {};
GLuint mResolveColor[2] = {};
GLuint mResolveDepthStencil = 0;
GLuint mReferenceFramebuffer = 0;
GLuint mProgram = 0;
};
void MultisampleResolvePerf::initializeBenchmark()
{
const MultisampleResolveParams ¶m = GetParam();
glGenFramebuffers(1, &mMSAAFramebuffer);
glGenFramebuffers(2, mResolveFramebuffer);
glGenFramebuffers(1, &mReferenceFramebuffer);
// Create source and destination Renderbuffers.
glGenRenderbuffers(2, mMSAAColor);
glGenRenderbuffers(1, &mMSAADepthStencil);
glGenRenderbuffers(2, mResolveColor);
glGenRenderbuffers(1, &mResolveDepthStencil);
ASSERT_GL_NO_ERROR();
const GLuint size = param.framebufferSize;
for (uint32_t i = 0; i < 2; ++i)
{
glBindRenderbuffer(GL_RENDERBUFFER, mResolveColor[i]);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, size, size);
glBindFramebuffer(GL_FRAMEBUFFER, mResolveFramebuffer[i]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mResolveColor[i]);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
if (param.withDepthStencil)
{
glBindRenderbuffer(GL_RENDERBUFFER, mResolveDepthStencil);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size, size);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mResolveDepthStencil);
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
if (param.samples > 0)
{
glBindRenderbuffer(GL_RENDERBUFFER, mMSAAColor[0]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, param.samples, GL_RGBA8, size, size);
glBindRenderbuffer(GL_RENDERBUFFER, mMSAAColor[1]);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, param.samples, GL_RGBA8, size, size);
glBindFramebuffer(GL_FRAMEBUFFER, mMSAAFramebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mMSAAColor[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER,
mMSAAColor[1]);
if (param.withDepthStencil)
{
glBindRenderbuffer(GL_RENDERBUFFER, mMSAADepthStencil);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, param.samples, GL_DEPTH24_STENCIL8,
size, size);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mMSAADepthStencil);
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
else
{
glBindFramebuffer(GL_FRAMEBUFFER, mReferenceFramebuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
mResolveColor[0]);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER,
mResolveColor[1]);
if (param.withDepthStencil)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
mResolveDepthStencil);
}
ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
GLenum bufs[3] = {GL_COLOR_ATTACHMENT0, GL_NONE, GL_COLOR_ATTACHMENT2};
glDrawBuffers(3, bufs);
ASSERT_GL_NO_ERROR();
constexpr char kVS[] = R"(#version 300 es
precision highp float;
void main()
{
// gl_VertexID x y
// 0 -1 -1
// 1 1 -1
// 2 -1 1
// 3 1 1
int bit0 = gl_VertexID & 1;
int bit1 = gl_VertexID >> 1;
gl_Position = vec4(bit0 * 2 - 1, bit1 * 2 - 1, gl_VertexID % 2 == 0 ? -1 : 1, 1);
})";
constexpr char kFS[] = R"(#version 300 es
precision highp float;
uniform vec4 value0;
uniform vec4 value2;
layout(location = 0) out vec4 color0;
layout(location = 2) out vec4 color2;
void main()
{
color0 = value0;
color2 = value2;
})";
mProgram = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram);
glUseProgram(mProgram);
const GLint color0Loc = glGetUniformLocation(mProgram, "value0");
const GLint color1Loc = glGetUniformLocation(mProgram, "value2");
glUniform4f(color0Loc, 1, 0, 0, 1);
glUniform4f(color1Loc, 0, 1, 0, 1);
}
void MultisampleResolvePerf::destroyBenchmark()
{
glDeleteFramebuffers(1, &mMSAAFramebuffer);
glDeleteFramebuffers(2, mResolveFramebuffer);
glDeleteFramebuffers(1, &mReferenceFramebuffer);
glDeleteRenderbuffers(2, mMSAAColor);
glDeleteRenderbuffers(1, &mMSAADepthStencil);
glDeleteRenderbuffers(2, mResolveColor);
glDeleteRenderbuffers(1, &mResolveDepthStencil);
glDeleteProgram(mProgram);
}
void MultisampleResolvePerf::drawBenchmark()
{
const MultisampleResolveParams ¶m = GetParam();
const int size = param.framebufferSize;
const bool singleSampled = param.samples == 0;
glViewport(0, 0, size, size);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0x55, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilMask(0xFF);
for (unsigned int iteration = 0; iteration < param.iterationsPerStep; ++iteration)
{
const GLenum discards[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT2,
GL_DEPTH_STENCIL_ATTACHMENT};
glBindFramebuffer(GL_FRAMEBUFFER, singleSampled ? mReferenceFramebuffer : mMSAAFramebuffer);
glInvalidateFramebuffer(GL_FRAMEBUFFER, param.withDepthStencil ? 3 : 2, discards);
// Start a render pass, then resolve each attachment + invalidate them. Every render pass
// should thus start with LOAD_OP_DONT_CARE and end in STORE_OP_DONT_CARE (for the
// attachments) and STORE_OP_STORE (for the resolve attachments).
//
// In single-sampled mode, just draw. This is used to compare the performance of
// multisampled with single sampled rendering.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (!singleSampled)
{
for (uint32_t i = 0; i < 2; ++i)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mResolveFramebuffer[i]);
glReadBuffer(discards[i]);
glBlitFramebuffer(0, 0, size, size, 0, 0, size, size, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
ASSERT_GL_NO_ERROR();
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, &discards[i]);
}
if (param.withDepthStencil)
{
glBlitFramebuffer(0, 0, size, size, 0, 0, size, size,
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, &discards[2]);
}
ASSERT_GL_NO_ERROR();
}
}
ASSERT_GL_NO_ERROR();
}
// Test that multisample resolve + invalidate is as efficient as single sampling on tilers.
TEST_P(MultisampleResolvePerf, Run)
{
run();
}
MultisampleResolveParams Vulkan(Multisample multisample, WithDepthStencil depthStencil)
{
MultisampleResolveParams params(multisample, depthStencil);
params.eglParameters = angle::egl_platform::VULKAN();
return params;
}
} // anonymous namespace
ANGLE_INSTANTIATE_TEST(MultisampleResolvePerf,
Vulkan(Multisample::No, WithDepthStencil::No),
Vulkan(Multisample::Yes, WithDepthStencil::No),
Vulkan(Multisample::No, WithDepthStencil::Yes),
Vulkan(Multisample::Yes, WithDepthStencil::Yes));
// This test suite is not instantiated on some OSes.
GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(MultisampleResolvePerf);