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

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  • Author : Olli Etuaho
    Date : 2015-12-15 17:54:42
    Hash : 8047f065
    Message : Improve perf testing framework The ANGLERenderTest subclasses have a parameter "iterations". Previously most of these tests would perform iterations^2 iterations, since the looping was done both in ANGLERenderTest and in the individual test classes. Do the looping only in the individual test classes instead. This enables getting rid of separate beginDrawBenchmark() and endDrawBenchmark() functions. Some other unused code is also removed: 1. stepBenchmark function 2. unused parameters to step() This makes the core loop of running tests simpler. The perf testing framework also now has shared logic for deciding when to end a given test. The score calculation for tests is also changed. Instead of reporting just the number of operations done, it is reported relative to the actual run time of the test. This should make the test results more accurate, since run time of the tests may have some variation. It also enables changing the run time of the tests without rebaselining them. In the tests that use GPU, GPU operations are also waited to finish before stopping the timer. BUG=angleproject:1261 TEST=angle_perftests Change-Id: I69e9aad8afd2d9dedd60e144f0a5d4203618feef Reviewed-on: https://chromium-review.googlesource.com/319381 Tryjob-Request: Olli Etuaho <oetuaho@nvidia.com> Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>

  • src/tests/perf_tests/BufferSubData.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.
    //
    // BufferSubDataBenchmark:
    //   Performance test for ANGLE buffer updates.
    //
    
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    struct BufferSubDataParams final : public RenderTestParams
    {
        BufferSubDataParams()
        {
            // Common default values
            majorVersion = 2;
            minorVersion = 0;
            windowWidth = 512;
            windowHeight = 512;
            updateSize = 3000;
            bufferSize = 40000000;
            iterations   = 4;
            updateRate = 1;
        }
    
        std::string suffix() const override;
    
        GLboolean vertexNormalized;
        GLenum vertexType;
        GLint vertexComponentCount;
        unsigned int updateRate;
    
        // static parameters
        GLsizeiptr updateSize;
        GLsizeiptr bufferSize;
        unsigned int iterations;
    };
    
    std::ostream &operator<<(std::ostream &os, const BufferSubDataParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class BufferSubDataBenchmark : public ANGLERenderTest,
                                   public ::testing::WithParamInterface<BufferSubDataParams>
    {
      public:
        BufferSubDataBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram;
        GLuint mBuffer;
        uint8_t *mUpdateData;
        int mNumTris;
    };
    
    GLfloat *GetFloatData(GLint componentCount)
    {
        static GLfloat vertices2[] =
        {
            1, 2,
            0, 0,
            2, 0,
        };
    
        static GLfloat vertices3[] =
        {
            1, 2, 1,
            0, 0, 1,
            2, 0, 1,
        };
    
        static GLfloat vertices4[] =
        {
            1, 2, 1, 3,
            0, 0, 1, 3,
            2, 0, 1, 3,
        };
    
        switch (componentCount)
        {
            case 2:
                return vertices2;
            case 3:
                return vertices3;
            case 4:
                return vertices4;
            default:
                return nullptr;
        }
    }
    
    template <class T>
    GLsizeiptr GetNormalizedData(GLsizeiptr numElements, GLfloat *floatData, std::vector<uint8_t> *data)
    {
        GLsizeiptr triDataSize = sizeof(T) * numElements;
        data->resize(triDataSize);
    
        T *destPtr = reinterpret_cast<T*>(data->data());
    
        for (GLsizeiptr dataIndex = 0; dataIndex < numElements; dataIndex++)
        {
            GLfloat scaled = floatData[dataIndex] * 0.25f;
            destPtr[dataIndex] = static_cast<T>(scaled * static_cast<GLfloat>(std::numeric_limits<T>::max()));
        }
    
        return triDataSize;
    }
    
    template <class T>
    GLsizeiptr GetIntData(GLsizeiptr numElements, GLfloat *floatData, std::vector<uint8_t> *data)
    {
        GLsizeiptr triDataSize = sizeof(T) * numElements;
        data->resize(triDataSize);
    
        T *destPtr = reinterpret_cast<T*>(data->data());
    
        for (GLsizeiptr dataIndex = 0; dataIndex < numElements; dataIndex++)
        {
            destPtr[dataIndex] = static_cast<T>(floatData[dataIndex]);
        }
    
        return triDataSize;
    }
    
    GLsizeiptr GetVertexData(GLenum type, GLint componentCount, GLboolean normalized, std::vector<uint8_t> *data)
    {
        GLsizeiptr triDataSize = 0;
        GLfloat *floatData = GetFloatData(componentCount);
    
        if (type == GL_FLOAT)
        {
            triDataSize = sizeof(GLfloat) * componentCount * 3;
            data->resize(triDataSize);
            memcpy(data->data(), floatData, triDataSize);
        }
        else if (normalized == GL_TRUE)
        {
            GLsizeiptr numElements = componentCount * 3;
    
            switch (type)
            {
                case GL_BYTE:
                    triDataSize = GetNormalizedData<GLbyte>(numElements, floatData, data);
                    break;
                case GL_SHORT:
                    triDataSize = GetNormalizedData<GLshort>(numElements, floatData, data);
                    break;
                case GL_INT:
                    triDataSize = GetNormalizedData<GLint>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_BYTE:
                    triDataSize = GetNormalizedData<GLubyte>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_SHORT:
                    triDataSize = GetNormalizedData<GLushort>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_INT:
                    triDataSize = GetNormalizedData<GLuint>(numElements, floatData, data);
                    break;
                default:
                    assert(0);
            }
        }
        else
        {
            GLsizeiptr numElements = componentCount * 3;
    
            switch (type)
            {
                case GL_BYTE:
                    triDataSize = GetIntData<GLbyte>(numElements, floatData, data);
                    break;
                case GL_SHORT:
                    triDataSize = GetIntData<GLshort>(numElements, floatData, data);
                    break;
                case GL_INT:
                    triDataSize = GetIntData<GLint>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_BYTE:
                    triDataSize = GetIntData<GLubyte>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_SHORT:
                    triDataSize = GetIntData<GLushort>(numElements, floatData, data);
                    break;
                case GL_UNSIGNED_INT:
                    triDataSize = GetIntData<GLuint>(numElements, floatData, data);
                    break;
                default:
                    assert(0);
            }
        }
    
        return triDataSize;
    }
    
    std::string BufferSubDataParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix();
    
        if (vertexNormalized)
        {
            strstr << "_norm";
        }
    
        switch (vertexType)
        {
            case GL_FLOAT:
                strstr << "_float";
                break;
            case GL_INT:
                strstr << "_int";
                break;
            case GL_BYTE:
                strstr << "_byte";
                break;
            case GL_SHORT:
                strstr << "_short";
                break;
            case GL_UNSIGNED_INT:
                strstr << "_uint";
                break;
            case GL_UNSIGNED_BYTE:
                strstr << "_ubyte";
                break;
            case GL_UNSIGNED_SHORT:
                strstr << "_ushort";
                break;
            default:
                strstr << "_vunk_" << vertexType << "_";
                break;
        }
    
        strstr << vertexComponentCount;
        strstr << "_every" << updateRate;
    
        return strstr.str();
    }
    
    BufferSubDataBenchmark::BufferSubDataBenchmark()
        : ANGLERenderTest("BufferSubData", GetParam()),
          mProgram(0),
          mBuffer(0),
          mUpdateData(nullptr),
          mNumTris(0)
    {
    }
    
    void BufferSubDataBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        ASSERT_LT(1, params.vertexComponentCount);
        ASSERT_LT(0u, params.iterations);
    
        const std::string vs = SHADER_SOURCE
        (
            attribute vec2 vPosition;
            uniform float uScale;
            uniform float uOffset;
            void main()
            {
                gl_Position = vec4(vPosition * vec2(uScale) - vec2(uOffset), 0, 1);
            }
        );
    
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            void main()
            {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        );
    
        mProgram = CompileProgram(vs, fs);
        ASSERT_NE(0u, mProgram);
    
        // Use the program object
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
    
        std::vector<uint8_t> zeroData(params.bufferSize);
        memset(&zeroData[0], 0, zeroData.size());
    
        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, params.bufferSize, &zeroData[0], GL_DYNAMIC_DRAW);
    
        glVertexAttribPointer(0, params.vertexComponentCount, params.vertexType,
                              params.vertexNormalized, 0, 0);
        glEnableVertexAttribArray(0);
    
        if (params.updateSize > 0)
        {
            mUpdateData = new uint8_t[params.updateSize];
        }
    
        std::vector<uint8_t> data;
        GLsizei triDataSize = static_cast<GLsizei>(GetVertexData(params.vertexType,
                                                                 params.vertexComponentCount,
                                                                 params.vertexNormalized, &data));
    
        mNumTris = static_cast<int>(params.updateSize / triDataSize);
        for (int i = 0, offset = 0; i < mNumTris; ++i)
        {
            memcpy(mUpdateData + offset, &data[0], triDataSize);
            offset += triDataSize;
        }
    
        if (params.updateSize == 0)
        {
            mNumTris = 1;
            glBufferSubData(GL_ARRAY_BUFFER, 0, data.size(), &data[0]);
        }
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        GLfloat scale = 0.5f;
        GLfloat offset = 0.5f;
    
        if (params.vertexNormalized == GL_TRUE)
        {
            scale = 2.0f;
            offset = 0.5f;
        }
    
        glUniform1f(glGetUniformLocation(mProgram, "uScale"), scale);
        glUniform1f(glGetUniformLocation(mProgram, "uOffset"), offset);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void BufferSubDataBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);
        SafeDeleteArray(mUpdateData);
    }
    
    void BufferSubDataBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        for (unsigned int it = 0; it < params.iterations; it++)
        {
            if (params.updateSize > 0 && ((getNumStepsPerformed() % params.updateRate) == 0))
            {
                glBufferSubData(GL_ARRAY_BUFFER, 0, params.updateSize, mUpdateData);
            }
    
            glDrawArrays(GL_TRIANGLES, 0, 3 * mNumTris);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    BufferSubDataParams BufferUpdateD3D11Params()
    {
        BufferSubDataParams params;
        params.eglParameters = egl_platform::D3D11();
        params.vertexType = GL_FLOAT;
        params.vertexComponentCount = 4;
        params.vertexNormalized = GL_FALSE;
        return params;
    }
    
    BufferSubDataParams BufferUpdateD3D9Params()
    {
        BufferSubDataParams params;
        params.eglParameters = egl_platform::D3D9();
        params.vertexType = GL_FLOAT;
        params.vertexComponentCount = 4;
        params.vertexNormalized = GL_FALSE;
        return params;
    }
    
    BufferSubDataParams BufferUpdateOpenGLParams()
    {
        BufferSubDataParams params;
        params.eglParameters = egl_platform::OPENGL();
        params.vertexType = GL_FLOAT;
        params.vertexComponentCount = 4;
        params.vertexNormalized = GL_FALSE;
        return params;
    }
    
    TEST_P(BufferSubDataBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(BufferSubDataBenchmark,
                           BufferUpdateD3D11Params(), BufferUpdateD3D9Params(),
                           BufferUpdateOpenGLParams());
    
    } // namespace