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

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  • Author : Jamie Madill
    Date : 2018-10-30 15:14:52
    Hash : 3402d523
    Message : Try to reduce variance in angle_perftests. This change does a few things: - make perf test runner script print % variation instead of stddev This makes it a bit more clear how much variance there is. - stabilize CPU in the render perf tests Setting a thread affinity and priority should stop from switching cores during the run. Hopefully can prevent background noise from changing the test results. - warm up the benchmark with a few iterations This should hopefully make the test results a bit more stable. - output a new normalized perf result value The new result is normalized against the number of iterations. So it should hopefully be stable even if the number of iterations is changed. - increases the iteration count in the draw call perf tests. These tests were completely dominated by SwapBuffers time. Increasing the iterations per step means we actually are bottlenecked on CPU time instead. Bug: angleproject:2923 Change-Id: I5ee347cf93df239ac33b83dc5effe4c21e066736 Reviewed-on: https://chromium-review.googlesource.com/c/1303679 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/perf_tests/InstancingPerf.cpp
  • //
    // Copyright 2015 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.
    //
    // InstancingPerf:
    //   Performance tests for ANGLE instanced draw calls.
    //
    
    #include <cmath>
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "Matrix.h"
    #include "random_utils.h"
    #include "shader_utils.h"
    
    using namespace angle;
    using namespace egl_platform;
    
    namespace
    {
    
    float AnimationSignal(float t)
    {
        float l = t / 2.0f;
        float f = l - std::floor(l);
        return (f > 0.5f ? 1.0f - f : f) * 4.0f - 1.0f;
    }
    
    template <typename T>
    size_t VectorSizeBytes(const std::vector<T> &vec)
    {
        return sizeof(T) * vec.size();
    }
    
    Vector3 RandomVector3(RNG *rng)
    {
        return Vector3(rng->randomNegativeOneToOne(), rng->randomNegativeOneToOne(),
                       rng->randomNegativeOneToOne());
    }
    
    struct InstancingPerfParams final : public RenderTestParams
    {
        // Common default options
        InstancingPerfParams()
        {
            majorVersion      = 2;
            minorVersion      = 0;
            windowWidth       = 256;
            windowHeight      = 256;
            iterationsPerStep = 1;
            runTimeSeconds    = 10.0;
            animationEnabled  = false;
            instancingEnabled = true;
        }
    
        std::string suffix() const override
        {
            std::stringstream strstr;
    
            strstr << RenderTestParams::suffix();
    
            if (!instancingEnabled)
            {
                strstr << "_billboards";
            }
    
            return strstr.str();
        }
    
        double runTimeSeconds;
        bool animationEnabled;
        bool instancingEnabled;
    };
    
    std::ostream &operator<<(std::ostream &os, const InstancingPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class InstancingPerfBenchmark : public ANGLERenderTest,
                                    public ::testing::WithParamInterface<InstancingPerfParams>
    {
      public:
        InstancingPerfBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram;
        std::vector<GLuint> mBuffers;
        GLuint mNumPoints;
        std::vector<Vector3> mTranslateData;
        std::vector<float> mSizeData;
        std::vector<Vector3> mColorData;
        angle::RNG mRNG;
    };
    
    InstancingPerfBenchmark::InstancingPerfBenchmark()
        : ANGLERenderTest("InstancingPerf", GetParam()), mProgram(0), mNumPoints(75000)
    {
        mRunTimeSeconds = GetParam().runTimeSeconds;
    }
    
    void InstancingPerfBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        const std::string vs =
            "attribute vec2 aPosition;\n"
            "attribute vec3 aTranslate;\n"
            "attribute float aScale;\n"
            "attribute vec3 aColor;\n"
            "uniform mat4 uWorldMatrix;\n"
            "uniform mat4 uProjectionMatrix;\n"
            "varying vec3 vColor;\n"
            "void main()\n"
            "{\n"
            "    vec4 position = uWorldMatrix * vec4(aTranslate, 1.0);\n"
            "    position.xy += aPosition * aScale;\n"
            "    gl_Position = uProjectionMatrix * position;\n"
            "    vColor = aColor;\n"
            "}\n";
    
        const std::string fs =
            "precision mediump float;\n"
            "varying vec3 vColor;\n"
            "void main()\n"
            "{\n"
            "    gl_FragColor = vec4(vColor, 1.0);\n"
            "}\n";
    
        mProgram = CompileProgram(vs, fs);
        ASSERT_NE(0u, mProgram);
    
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        GLuint baseIndexData[6]     = {0, 1, 2, 1, 3, 2};
        Vector2 basePositionData[4] = {Vector2(-1.0f, 1.0f), Vector2(1.0f, 1.0f), Vector2(-1.0f, -1.0f),
                                       Vector2(1.0f, -1.0f)};
    
        std::vector<GLuint> indexData;
        std::vector<Vector2> positionData;
    
        if (!params.instancingEnabled)
        {
            GLuint pointVertexStride = 4;
            for (GLuint pointIndex = 0; pointIndex < mNumPoints; ++pointIndex)
            {
                for (GLuint indexIndex = 0; indexIndex < 6; ++indexIndex)
                {
                    indexData.push_back(baseIndexData[indexIndex] + pointIndex * pointVertexStride);
                }
    
                Vector3 randVec = RandomVector3(&mRNG);
                for (GLuint vertexIndex = 0; vertexIndex < 4; ++vertexIndex)
                {
                    positionData.push_back(basePositionData[vertexIndex]);
                    mTranslateData.push_back(randVec);
                }
            }
    
            mSizeData.resize(mNumPoints * 4, 0.012f);
            mColorData.resize(mNumPoints * 4, Vector3(1.0f, 0.0f, 0.0f));
        }
        else
        {
            for (GLuint index : baseIndexData)
            {
                indexData.push_back(index);
            }
    
            for (const Vector2 &position : basePositionData)
            {
                positionData.push_back(position);
            }
    
            for (GLuint pointIndex = 0; pointIndex < mNumPoints; ++pointIndex)
            {
                Vector3 randVec = RandomVector3(&mRNG);
                mTranslateData.push_back(randVec);
            }
    
            mSizeData.resize(mNumPoints, 0.012f);
            mColorData.resize(mNumPoints, Vector3(1.0f, 0.0f, 0.0f));
        }
    
        mBuffers.resize(5, 0);
        glGenBuffers(static_cast<GLsizei>(mBuffers.size()), &mBuffers[0]);
    
        // Index Data
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBuffers[0]);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, VectorSizeBytes(indexData), &indexData[0],
                     GL_STATIC_DRAW);
    
        // Position Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[1]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(positionData), &positionData[0], GL_STATIC_DRAW);
        GLint positionLocation = glGetAttribLocation(mProgram, "aPosition");
        ASSERT_NE(-1, positionLocation);
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 8, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Translate Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[2]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mTranslateData), &mTranslateData[0],
                     GL_STATIC_DRAW);
        GLint translateLocation = glGetAttribLocation(mProgram, "aTranslate");
        ASSERT_NE(-1, translateLocation);
        glVertexAttribPointer(translateLocation, 3, GL_FLOAT, GL_FALSE, 12, nullptr);
        glEnableVertexAttribArray(translateLocation);
        glVertexAttribDivisorANGLE(translateLocation, 1);
    
        // Scale Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[3]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mSizeData), nullptr, GL_DYNAMIC_DRAW);
        GLint scaleLocation = glGetAttribLocation(mProgram, "aScale");
        ASSERT_NE(-1, scaleLocation);
        glVertexAttribPointer(scaleLocation, 1, GL_FLOAT, GL_FALSE, 4, nullptr);
        glEnableVertexAttribArray(scaleLocation);
        glVertexAttribDivisorANGLE(scaleLocation, 1);
    
        // Color Data
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[4]);
        glBufferData(GL_ARRAY_BUFFER, VectorSizeBytes(mColorData), nullptr, GL_DYNAMIC_DRAW);
        GLint colorLocation = glGetAttribLocation(mProgram, "aColor");
        ASSERT_NE(-1, colorLocation);
        glVertexAttribPointer(colorLocation, 3, GL_FLOAT, GL_FALSE, 12, nullptr);
        glEnableVertexAttribArray(colorLocation);
        glVertexAttribDivisorANGLE(colorLocation, 1);
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        // Init matrices
        GLint worldMatrixLocation = glGetUniformLocation(mProgram, "uWorldMatrix");
        ASSERT_NE(-1, worldMatrixLocation);
        Matrix4 worldMatrix = Matrix4::translate(Vector3(0, 0, -3.0f));
        worldMatrix *= Matrix4::rotate(25.0f, Vector3(0.6f, 1.0f, 0.0f));
        glUniformMatrix4fv(worldMatrixLocation, 1, GL_FALSE, &worldMatrix.data[0]);
    
        GLint projectionMatrixLocation = glGetUniformLocation(mProgram, "uProjectionMatrix");
        ASSERT_NE(-1, projectionMatrixLocation);
        float fov =
            static_cast<float>(getWindow()->getWidth()) / static_cast<float>(getWindow()->getHeight());
        Matrix4 projectionMatrix = Matrix4::perspective(60.0f, fov, 1.0f, 300.0f);
        glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix.data[0]);
    
        getWindow()->setVisible(true);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void InstancingPerfBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
    
        if (!mBuffers.empty())
        {
            glDeleteBuffers(static_cast<GLsizei>(mBuffers.size()), &mBuffers[0]);
            mBuffers.clear();
        }
    }
    
    void InstancingPerfBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        // Animatino makes the test more interesting visually, but also eats up many CPU cycles.
        if (params.animationEnabled)
        {
            // Not implemented for billboards.
            ASSERT(params.instancingEnabled);
    
            float time = static_cast<float>(mTimer->getElapsedTime());
    
            for (size_t pointIndex = 0; pointIndex < mTranslateData.size(); ++pointIndex)
            {
                const Vector3 &translate = mTranslateData[pointIndex];
    
                float tx = translate.x() + time;
                float ty = translate.y() + time;
                float tz = translate.z() + time;
    
                float scale           = AnimationSignal(tx) * 0.01f + 0.01f;
                mSizeData[pointIndex] = scale;
    
                Vector3 color =
                    Vector3(AnimationSignal(tx), AnimationSignal(ty), AnimationSignal(tz)) * 0.5f +
                    Vector3(0.5f);
    
                mColorData[pointIndex] = color;
            }
        }
    
        // Update scales and colors.
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[3]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, VectorSizeBytes(mSizeData), &mSizeData[0]);
    
        glBindBuffer(GL_ARRAY_BUFFER, mBuffers[4]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, VectorSizeBytes(mColorData), &mColorData[0]);
    
        // Render the instances/billboards.
        if (params.instancingEnabled)
        {
            for (unsigned int it = 0; it < params.iterationsPerStep; it++)
            {
                glDrawElementsInstancedANGLE(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr, mNumPoints);
            }
        }
        else
        {
            for (unsigned int it = 0; it < params.iterationsPerStep; it++)
            {
                glDrawElements(GL_TRIANGLES, 6 * mNumPoints, GL_UNSIGNED_INT, nullptr);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    InstancingPerfParams InstancingPerfD3D11Params()
    {
        InstancingPerfParams params;
        params.eglParameters = D3D11();
        return params;
    }
    
    InstancingPerfParams InstancingPerfD3D9Params()
    {
        InstancingPerfParams params;
        params.eglParameters = D3D9();
        return params;
    }
    
    InstancingPerfParams InstancingPerfOpenGLOrGLESParams()
    {
        InstancingPerfParams params;
        params.eglParameters = OPENGL_OR_GLES(false);
        return params;
    }
    
    TEST_P(InstancingPerfBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(InstancingPerfBenchmark,
                           InstancingPerfD3D11Params(),
                           InstancingPerfD3D9Params(),
                           InstancingPerfOpenGLOrGLESParams());
    
    }  // anonymous namespace