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kc3-lang/angle/src/tests/perf_tests/TexSubImage.cpp

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/TexSubImage.cpp
  • //
    // Copyright (c) 2014 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.
    //
    // TexSubImageBenchmark:
    //   Performace test for ANGLE texture updates.
    //
    
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 9;
    
    struct TexSubImageParams final : public RenderTestParams
    {
        TexSubImageParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default parameters
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 512;
            windowHeight = 512;
    
            imageWidth     = 1024;
            imageHeight    = 1024;
            subImageWidth  = 64;
            subImageHeight = 64;
        }
    
        std::string suffix() const override;
    
        // Static parameters
        int imageWidth;
        int imageHeight;
        int subImageWidth;
        int subImageHeight;
    };
    
    std::ostream &operator<<(std::ostream &os, const TexSubImageParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class TexSubImageBenchmark : public ANGLERenderTest,
                                 public ::testing::WithParamInterface<TexSubImageParams>
    {
      public:
        TexSubImageBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint createTexture();
    
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTexture;
    
        // Buffer handle
        GLuint mVertexBuffer;
        GLuint mIndexBuffer;
    
        GLubyte *mPixels;
    };
    
    std::string TexSubImageParams::suffix() const
    {
        // TODO(jmadill)
        return RenderTestParams::suffix();
    }
    
    TexSubImageBenchmark::TexSubImageBenchmark()
        : ANGLERenderTest("TexSubImage", GetParam()),
          mProgram(0),
          mPositionLoc(-1),
          mTexCoordLoc(-1),
          mSamplerLoc(-1),
          mTexture(0),
          mVertexBuffer(0),
          mIndexBuffer(0),
          mPixels(nullptr)
    {
        addExtensionPrerequisite("GL_EXT_texture_storage");
    }
    
    GLuint TexSubImageBenchmark::createTexture()
    {
        const auto &params = GetParam();
    
        // Use tightly packed data
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_2D, texture);
    
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.imageWidth, params.imageHeight);
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        return texture;
    }
    
    void TexSubImageBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        constexpr char kVS[] = R"(attribute vec4 a_position;
    attribute vec2 a_texCoord;
    varying vec2 v_texCoord;
    void main()
    {
        gl_Position = a_position;
        v_texCoord  = a_texCoord;
    })";
    
        constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texCoord;
    uniform sampler2D s_texture;
    void main()
    {
        gl_FragColor = texture2D(s_texture, v_texCoord);
    })";
    
        mProgram = CompileProgram(kVS, kFS);
        ASSERT_NE(0u, mProgram);
    
        // Get the attribute locations
        mPositionLoc = glGetAttribLocation(mProgram, "a_position");
        mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
    
        // Get the sampler location
        mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
        // Build the vertex buffer
        GLfloat vertices[] = {
            -0.5f, 0.5f,  0.0f,  // Position 0
            0.0f,  0.0f,         // TexCoord 0
            -0.5f, -0.5f, 0.0f,  // Position 1
            0.0f,  1.0f,         // TexCoord 1
            0.5f,  -0.5f, 0.0f,  // Position 2
            1.0f,  1.0f,         // TexCoord 2
            0.5f,  0.5f,  0.0f,  // Position 3
            1.0f,  0.0f          // TexCoord 3
        };
    
        glGenBuffers(1, &mVertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        GLushort indices[] = {0, 1, 2, 0, 2, 3};
        glGenBuffers(1, &mIndexBuffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        // Load the texture
        mTexture = createTexture();
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mPixels = new GLubyte[params.subImageWidth * params.subImageHeight * 4];
    
        // Fill the pixels structure with random data:
        for (int y = 0; y < params.subImageHeight; ++y)
        {
            for (int x = 0; x < params.subImageWidth; ++x)
            {
                int offset          = (x + (y * params.subImageWidth)) * 4;
                mPixels[offset + 0] = rand() % 255;  // Red
                mPixels[offset + 1] = rand() % 255;  // Green
                mPixels[offset + 2] = rand() % 255;  // Blue
                mPixels[offset + 3] = 255;           // Alpha
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TexSubImageBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mVertexBuffer);
        glDeleteBuffers(1, &mIndexBuffer);
        glDeleteTextures(1, &mTexture);
        delete[] mPixels;
    }
    
    void TexSubImageBenchmark::drawBenchmark()
    {
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        // Clear the color buffer
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Use the program object
        glUseProgram(mProgram);
    
        // Bind the buffers
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
    
        // Load the vertex position
        glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
        // Load the texture coordinate
        glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
                              reinterpret_cast<void *>(3 * sizeof(GLfloat)));
    
        glEnableVertexAttribArray(mPositionLoc);
        glEnableVertexAttribArray(mTexCoordLoc);
    
        // Bind the texture
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Set the texture sampler to texture unit to 0
        glUniform1i(mSamplerLoc, 0);
    
        ASSERT_GL_NO_ERROR();
    
        const auto &params = GetParam();
    
        for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
        {
            glTexSubImage2D(GL_TEXTURE_2D, 0, rand() % (params.imageWidth - params.subImageWidth),
                            rand() % (params.imageHeight - params.subImageHeight), params.subImageWidth,
                            params.subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, mPixels);
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TexSubImageParams D3D11Params()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    TexSubImageParams D3D9Params()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    TexSubImageParams OpenGLOrGLESParams()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
        return params;
    }
    
    TexSubImageParams VulkanParams()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    }  // namespace
    
    TEST_P(TexSubImageBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TexSubImageBenchmark,
                           D3D11Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());