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kc3-lang/angle/src/tests/compiler_tests/VariablePacker_test.cpp

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  • Author : Jamie Madill
    Date : 2017-08-31 14:39:15
    Hash : f00f7ffe
    Message : Add a Uniform type info table. Currently most uniform type info is determined by switching on the uniform type. Some values are computed from other values, which can result in three or more switch statements plus some multiplies or other math. This patch attempts to improve the speed by pre computing necessary values into constant static tables. Improves performance by about 7% in a uniform stress test. BUG=angleproject:1390 Change-Id: I29bef259a17f6d6536171ade4950e2d712bfd39c Reviewed-on: https://chromium-review.googlesource.com/643791 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/compiler_tests/VariablePacker_test.cpp
  • //
    // Copyright (c) 2002-2012 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.
    //
    #include "gtest/gtest.h"
    #include "angle_gl.h"
    #include "common/utilities.h"
    #include "common/angleutils.h"
    #include "compiler/translator/VariablePacker.h"
    
    namespace
    {
    
    static sh::GLenum types[] = {
        GL_FLOAT_MAT4,                     // 0
        GL_FLOAT_MAT2,                     // 1
        GL_FLOAT_VEC4,                     // 2
        GL_INT_VEC4,                       // 3
        GL_BOOL_VEC4,                      // 4
        GL_FLOAT_MAT3,                     // 5
        GL_FLOAT_VEC3,                     // 6
        GL_INT_VEC3,                       // 7
        GL_BOOL_VEC3,                      // 8
        GL_FLOAT_VEC2,                     // 9
        GL_INT_VEC2,                       // 10
        GL_BOOL_VEC2,                      // 11
        GL_FLOAT,                          // 12
        GL_INT,                            // 13
        GL_BOOL,                           // 14
        GL_SAMPLER_2D,                     // 15
        GL_SAMPLER_CUBE,                   // 16
        GL_SAMPLER_EXTERNAL_OES,           // 17
        GL_SAMPLER_2D_RECT_ANGLE,          // 18
        GL_UNSIGNED_INT,                   // 19
        GL_UNSIGNED_INT_VEC2,              // 20
        GL_UNSIGNED_INT_VEC3,              // 21
        GL_UNSIGNED_INT_VEC4,              // 22
        GL_FLOAT_MAT2x3,                   // 23
        GL_FLOAT_MAT2x4,                   // 24
        GL_FLOAT_MAT3x2,                   // 25
        GL_FLOAT_MAT3x4,                   // 26
        GL_FLOAT_MAT4x2,                   // 27
        GL_FLOAT_MAT4x3,                   // 28
        GL_SAMPLER_3D,                     // 29
        GL_SAMPLER_2D_ARRAY,               // 30
        GL_SAMPLER_2D_SHADOW,              // 31
        GL_SAMPLER_CUBE_SHADOW,            // 32
        GL_SAMPLER_2D_ARRAY_SHADOW,        // 33
        GL_INT_SAMPLER_2D,                 // 34
        GL_INT_SAMPLER_CUBE,               // 35
        GL_INT_SAMPLER_3D,                 // 36
        GL_INT_SAMPLER_2D_ARRAY,           // 37
        GL_UNSIGNED_INT_SAMPLER_2D,        // 38
        GL_UNSIGNED_INT_SAMPLER_CUBE,      // 39
        GL_UNSIGNED_INT_SAMPLER_3D,        // 40
        GL_UNSIGNED_INT_SAMPLER_2D_ARRAY,  // 41
    };
    
    static sh::GLenum nonSqMatTypes[] = {GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4, GL_FLOAT_MAT3x2,
                                         GL_FLOAT_MAT3x4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3};
    
    }  // anonymous namespace
    
    TEST(VariablePacking, Pack)
    {
        std::vector<sh::ShaderVariable> vars;
        const int kMaxRows = 16;
        // test no vars.
        EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    
        for (size_t tt = 0; tt < ArraySize(types); ++tt)
        {
            sh::GLenum type            = types[tt];
            int num_rows               = sh::GetVariablePackingRows(type);
            int num_components_per_row = sh::GetVariablePackingComponentsPerRow(type);
            // Check 1 of the type.
            vars.clear();
            vars.push_back(sh::ShaderVariable(type, 0));
            EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    
            // Check exactly the right amount of 1 type as an array.
            int num_vars = kMaxRows / num_rows;
            vars.clear();
            vars.push_back(sh::ShaderVariable(type, num_vars == 1 ? 0 : num_vars));
            EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    
            // test too many
            vars.clear();
            vars.push_back(sh::ShaderVariable(type, num_vars == 0 ? 0 : (num_vars + 1)));
            EXPECT_FALSE(CheckVariablesInPackingLimits(kMaxRows, vars));
    
            // Check exactly the right amount of 1 type as individual vars.
            num_vars =
                kMaxRows / num_rows * ((num_components_per_row > 2) ? 1 : (4 / num_components_per_row));
            vars.clear();
            for (int ii = 0; ii < num_vars; ++ii)
            {
                vars.push_back(sh::ShaderVariable(type, 0));
            }
            EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    
            // Check 1 too many.
            vars.push_back(sh::ShaderVariable(type, 0));
            EXPECT_FALSE(CheckVariablesInPackingLimits(kMaxRows, vars));
        }
    
        // Test example from GLSL ES 3.0 spec chapter 11.
        vars.clear();
        vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC4, 0));
        vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
        vars.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
        vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
        vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
        vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 0));
        vars.push_back(sh::ShaderVariable(GL_FLOAT, 3));
        vars.push_back(sh::ShaderVariable(GL_FLOAT, 2));
        vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
        EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    }
    
    TEST(VariablePacking, PackSizes)
    {
        for (size_t tt = 0; tt < ArraySize(types); ++tt)
        {
            sh::GLenum type = types[tt];
    
            int expectedComponents = gl::VariableComponentCount(type);
            int expectedRows       = gl::VariableRowCount(type);
    
            if (type == GL_FLOAT_MAT2)
            {
                expectedComponents = 4;
            }
            else if (gl::IsMatrixType(type))
            {
                int squareSize = std::max(gl::VariableRowCount(type), gl::VariableColumnCount(type));
                expectedComponents = squareSize;
                expectedRows       = squareSize;
            }
    
            EXPECT_EQ(expectedComponents, sh::GetVariablePackingComponentsPerRow(type));
            EXPECT_EQ(expectedRows, sh::GetVariablePackingRows(type));
        }
    }
    
    // Check special assumptions about packing non-square mats
    TEST(VariablePacking, NonSquareMats)
    {
    
        for (size_t mt = 0; mt < ArraySize(nonSqMatTypes); ++mt)
        {
    
            sh::GLenum type = nonSqMatTypes[mt];
    
            int rows       = gl::VariableRowCount(type);
            int cols       = gl::VariableColumnCount(type);
            int squareSize = std::max(rows, cols);
    
            std::vector<sh::ShaderVariable> vars;
            vars.push_back(sh::ShaderVariable(type, 0));
    
            // Fill columns
            for (int row = 0; row < squareSize; row++)
            {
                for (int col = squareSize; col < 4; ++col)
                {
                    vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
                }
            }
    
            EXPECT_TRUE(CheckVariablesInPackingLimits(squareSize, vars));
    
            // and one scalar and packing should fail
            vars.push_back(sh::ShaderVariable(GL_FLOAT, 0));
            EXPECT_FALSE(CheckVariablesInPackingLimits(squareSize, vars));
        }
    }
    
    // Scalar type variables can be packed sharing rows with other variables.
    TEST(VariablePacking, ReuseRows)
    {
        std::vector<sh::ShaderVariable> vars;
        const int kMaxRows = 512;
    
        // uniform bool u0[129];
        // uniform bool u1[129];
        // uniform bool u2[129];
        // uniform bool u3[129];
        {
            int num_arrays             = 4;
            int num_elements_per_array = kMaxRows / num_arrays + 1;
            for (int ii = 0; ii < num_arrays; ++ii)
            {
                vars.push_back(sh::ShaderVariable(GL_BOOL, num_elements_per_array));
            }
            EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
        }
    
        vars.clear();
        // uniform vec2 u0[257];
        // uniform float u1[257];
        // uniform int u1[257];
        {
            int num_elements_per_array = kMaxRows / 2 + 1;
            vars.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, num_elements_per_array));
            vars.push_back(sh::ShaderVariable(GL_FLOAT, num_elements_per_array));
            vars.push_back(sh::ShaderVariable(GL_INT, num_elements_per_array));
            EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
        }
    }
    
    // Check the packer supports and flattens structures.
    TEST(VariablePacking, Struct)
    {
        std::vector<sh::ShaderVariable> fields;
        const int kMaxRows = 16;
    
        // Test example from GLSL ES 3.0 spec chapter 11, but with structs
        std::vector<sh::ShaderVariable> vars;
        vars.push_back(sh::ShaderVariable(GL_NONE, 0));
    
        sh::ShaderVariable &parentStruct = vars[0];
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC4, 0));
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
    
        parentStruct.fields.push_back(sh::ShaderVariable(GL_NONE, 0));
        sh::ShaderVariable &innerStruct = parentStruct.fields.back();
        innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_MAT3, 0));
        innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 6));
        innerStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 4));
    
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT_VEC2, 0));
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 3));
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 2));
        parentStruct.fields.push_back(sh::ShaderVariable(GL_FLOAT, 0));
    
        EXPECT_TRUE(CheckVariablesInPackingLimits(kMaxRows, vars));
    }