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

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  • Author : Jamie Madill
    Date : 2017-06-05 16:08:27
    Hash : 07b36365
    Message : D3D11: Don't dirty all uniforms on program change. Only dirty the uniforms if the uniforms are dirty. This gives about a 20% reduction in ANGLE overhead on a targeted micro-benchmark. It probably won't have that large of an impact on most real-world applications, but it was strictly unnecessary work. Something that came up when investigating the internal program binary cache in ANGLE D3D11. BUG=angleproject:2053 Change-Id: I2d55c010c29ce9627a9001dd2abe6e549f0b7e8c Reviewed-on: https://chromium-review.googlesource.com/524297 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/UniformsPerf.cpp
  • //
    // Copyright (c) 2016 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.
    //
    // UniformsBenchmark:
    //   Performance test for setting uniform data.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <array>
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "Matrix.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    // Controls when we call glUniform, if the data is the same as last frame.
    enum DataMode
    {
        UPDATE,
        REPEAT,
    };
    
    // TODO(jmadill): Use an ANGLE enum for this?
    enum DataType
    {
        VEC4,
        MAT4,
    };
    
    // Determines if we state change the program between draws.
    // This covers a performance problem in ANGLE where calling UseProgram reuploads uniform data.
    enum ProgramMode
    {
        SINGLE,
        MULTIPLE,
    };
    
    struct UniformsParams final : public RenderTestParams
    {
        UniformsParams()
        {
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
        }
    
        std::string suffix() const override;
        size_t numVertexUniforms   = 200;
        size_t numFragmentUniforms = 200;
    
        DataType dataType = DataType::VEC4;
        DataMode dataMode = DataMode::REPEAT;
        ProgramMode programMode = ProgramMode::SINGLE;
    
        // static parameters
        size_t iterations = 4;
    };
    
    std::ostream &operator<<(std::ostream &os, const UniformsParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    std::string UniformsParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix();
    
        if (dataType == DataType::VEC4)
        {
            strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_vec4";
        }
        else
        {
            ASSERT(dataType == DataType::MAT4);
            strstr << "_matrix";
        }
    
        if (programMode == ProgramMode::MULTIPLE)
        {
            strstr << "_multiprogram";
        }
    
        if (dataMode == DataMode::REPEAT)
        {
            strstr << "_repeating";
        }
    
        return strstr.str();
    }
    
    class UniformsBenchmark : public ANGLERenderTest,
                              public ::testing::WithParamInterface<UniformsParams>
    {
      public:
        UniformsBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
    
        template <bool MultiProgram, typename SetUniformFunc>
        void drawLoop(const SetUniformFunc &setUniformsFunc);
    
        std::array<GLuint, 2> mPrograms;
        std::vector<GLuint> mUniformLocations;
    
        using MatrixData = std::array<std::vector<Matrix4>, 2>;
        MatrixData mMatrixData;
    };
    
    std::vector<Matrix4> GenMatrixData(size_t count, int parity)
    {
        std::vector<Matrix4> data;
    
        // Very simple matrix data allocation scheme.
        for (size_t index = 0; index < count; ++index)
        {
            Matrix4 mat;
            for (int row = 0; row < 4; ++row)
            {
                for (int col = 0; col < 4; ++col)
                {
                    mat.data[row * 4 + col] = (row * col + parity) % 2 == 0 ? 1.0f : -1.0f;
                }
            }
    
            data.push_back(mat);
        }
    
        return data;
    }
    
    UniformsBenchmark::UniformsBenchmark() : ANGLERenderTest("Uniforms", GetParam()), mPrograms({})
    {
    }
    
    void UniformsBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        ASSERT_GT(params.iterations, 0u);
    
        // Verify the uniform counts are within the limits
        GLint maxVertexUniformVectors, maxFragmentUniformVectors;
        glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertexUniformVectors);
        glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniformVectors);
    
        bool isMatrix = params.dataType == DataType::MAT4;
    
        GLint numVertexUniformVectors =
            static_cast<GLint>(params.numVertexUniforms) * (isMatrix ? 4 : 1);
        GLint numFragmentUniformVectors =
            static_cast<GLint>(params.numFragmentUniforms) * (isMatrix ? 4 : 1);
    
        if (numVertexUniformVectors > maxVertexUniformVectors)
        {
            FAIL() << "Vertex uniform vector count (" << numVertexUniformVectors << ")"
                   << " exceeds maximum vertex uniform vector count: " << maxVertexUniformVectors
                   << std::endl;
        }
        if (numFragmentUniformVectors > maxFragmentUniformVectors)
        {
            FAIL() << "Fragment uniform vector count (" << numFragmentUniformVectors << ")"
                   << " exceeds maximum fragment uniform vector count: " << maxFragmentUniformVectors
                   << std::endl;
        }
    
        initShaders();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        if (isMatrix)
        {
            size_t count = params.numVertexUniforms + params.numFragmentUniforms;
    
            mMatrixData[0] = GenMatrixData(count, 0);
            if (params.dataMode == DataMode::REPEAT)
            {
                mMatrixData[1] = GenMatrixData(count, 0);
            }
            else
            {
                mMatrixData[1] = GenMatrixData(count, 1);
            }
        }
    
        GLint attribLocation = glGetAttribLocation(mPrograms[0], "pos");
        ASSERT_NE(-1, attribLocation);
        ASSERT_EQ(attribLocation, glGetAttribLocation(mPrograms[1], "pos"));
        glVertexAttrib4f(attribLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
        ASSERT_GL_NO_ERROR();
    }
    
    std::string GetUniformLocationName(size_t idx, bool vertexShader)
    {
        std::stringstream strstr;
        strstr << (vertexShader ? "vs" : "fs") << "_u_" << idx;
        return strstr.str();
    }
    
    void UniformsBenchmark::initShaders()
    {
        const auto &params = GetParam();
        bool isMatrix      = (params.dataType == DataType::MAT4);
    
        std::stringstream vstrstr;
        vstrstr << "precision mediump float;\n";
        std::string typeString  = isMatrix ? "mat4" : "vec4";
        std::string constVector = "const vec4 one = vec4(1, 1, 1, 1);\n";
    
        vstrstr << "attribute vec4 pos;\n";
    
        if (isMatrix)
        {
            vstrstr << constVector;
        }
    
        for (size_t i = 0; i < params.numVertexUniforms; i++)
        {
            vstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, true) << ";\n";
        }
    
        vstrstr << "void main()\n"
                   "{\n"
                   "    gl_Position = pos;\n";
        for (size_t i = 0; i < params.numVertexUniforms; i++)
        {
            vstrstr << "    gl_Position += " << GetUniformLocationName(i, true);
            if (isMatrix)
            {
                vstrstr << " * one";
            }
            vstrstr << ";\n";
        }
        vstrstr << "}";
    
        std::stringstream fstrstr;
        fstrstr << "precision mediump float;\n";
    
        if (isMatrix)
        {
            fstrstr << constVector;
        }
    
        for (size_t i = 0; i < params.numFragmentUniforms; i++)
        {
            fstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, false) << ";\n";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    gl_FragColor = vec4(0, 0, 0, 0);\n";
        for (size_t i = 0; i < params.numFragmentUniforms; i++)
        {
            fstrstr << "    gl_FragColor += " << GetUniformLocationName(i, false);
            if (isMatrix)
            {
                fstrstr << " * one";
            }
            fstrstr << ";\n";
        }
        fstrstr << "}";
    
        mPrograms[0] = CompileProgram(vstrstr.str(), fstrstr.str());
        ASSERT_NE(0u, mPrograms[0]);
        mPrograms[1] = CompileProgram(vstrstr.str(), fstrstr.str());
        ASSERT_NE(0u, mPrograms[1]);
    
        for (size_t i = 0; i < params.numVertexUniforms; ++i)
        {
            std::string name = GetUniformLocationName(i, true);
            GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
            ASSERT_NE(-1, location);
            ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
            mUniformLocations.push_back(location);
        }
        for (size_t i = 0; i < params.numFragmentUniforms; ++i)
        {
            std::string name = GetUniformLocationName(i, false);
            GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
            ASSERT_NE(-1, location);
            ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
            mUniformLocations.push_back(location);
        }
    
        // Use the program object
        glUseProgram(mPrograms[0]);
    }
    
    void UniformsBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mPrograms[0]);
        glDeleteProgram(mPrograms[1]);
    }
    
    // Hopefully the compiler is smart enough to inline the lambda setUniformsFunc.
    template <bool MultiProgram, typename SetUniformFunc>
    void UniformsBenchmark::drawLoop(const SetUniformFunc &setUniformsFunc)
    {
        const auto &params = GetParam();
    
        size_t frameIndex = 0;
    
        for (size_t it = 0; it < params.iterations; ++it, frameIndex = (frameIndex == 0 ? 1 : 0))
        {
            if (MultiProgram)
            {
                glUseProgram(mPrograms[frameIndex]);
            }
            else
            {
                for (size_t uniform = 0; uniform < mUniformLocations.size(); ++uniform)
                {
                    setUniformsFunc(mUniformLocations, mMatrixData, uniform, frameIndex);
                }
            }
            glDrawArrays(GL_TRIANGLES, 0, 3);
        }
    }
    
    void UniformsBenchmark::drawBenchmark()
    {
        const auto &params = GetParam();
    
        if (params.dataType == DataType::MAT4)
        {
            auto setFunc = [](const std::vector<GLuint> &locations, const MatrixData &matrixData,
                              size_t uniform, size_t frameIndex) {
                glUniformMatrix4fv(locations[uniform], 1, GL_FALSE,
                                   matrixData[frameIndex][uniform].data);
            };
    
            drawLoop<false>(setFunc);
        }
        else
        {
            auto setFunc = [](const std::vector<GLuint> &locations, const MatrixData &matrixData,
                              size_t uniform, size_t frameIndex) {
                float value = static_cast<float>(uniform);
                glUniform4f(locations[uniform], value, value, value, value);
            };
    
            if (params.programMode == ProgramMode::MULTIPLE)
            {
                drawLoop<true>(setFunc);
            }
            else
            {
                drawLoop<false>(setFunc);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    using namespace egl_platform;
    
    UniformsParams VectorUniforms(const EGLPlatformParameters &egl,
                                  DataMode dataMode,
                                  ProgramMode programMode = ProgramMode::SINGLE)
    {
        UniformsParams params;
        params.eglParameters = egl;
        params.dataMode      = dataMode;
        params.programMode   = programMode;
        return params;
    }
    
    UniformsParams MatrixUniforms(const EGLPlatformParameters &egl, DataMode dataMode)
    {
        UniformsParams params;
        params.eglParameters = egl;
        params.dataType      = DataType::MAT4;
        params.dataMode      = dataMode;
    
        // Reduce the number of uniforms to fit within smaller upper limits on some configs.
        params.numVertexUniforms   = 100;
        params.numFragmentUniforms = 100;
    
        return params;
    }
    
    }  // anonymous namespace
    
    TEST_P(UniformsBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(UniformsBenchmark,
                           VectorUniforms(D3D9(), DataMode::UPDATE),
                           VectorUniforms(D3D11(), DataMode::REPEAT),
                           VectorUniforms(D3D11(), DataMode::UPDATE),
                           VectorUniforms(OPENGL(), DataMode::REPEAT),
                           VectorUniforms(OPENGL(), DataMode::UPDATE),
                           MatrixUniforms(D3D11(), DataMode::REPEAT),
                           MatrixUniforms(D3D11(), DataMode::UPDATE),
                           MatrixUniforms(OPENGL(), DataMode::REPEAT),
                           MatrixUniforms(OPENGL(), DataMode::UPDATE),
                           VectorUniforms(D3D11_NULL(), DataMode::UPDATE, ProgramMode::MULTIPLE));