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kc3-lang/angle/src/tests/perf_tests/InterleavedAttributeData.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/InterleavedAttributeData.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.
    //
    // InterleavedAttributeData:
    //   Performance test for draws using interleaved attribute data in vertex buffers.
    //
    
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    struct InterleavedAttributeDataParams final : public RenderTestParams
    {
        InterleavedAttributeDataParams()
        {
            iterationsPerStep = 1;
    
            // Common default values
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 512;
            windowHeight = 512;
            numSprites   = 3000;
        }
    
        // static parameters
        unsigned int numSprites;
    };
    
    std::ostream &operator<<(std::ostream &os, const InterleavedAttributeDataParams &params)
    {
        os << params.suffix().substr(1);
    
        if (params.eglParameters.majorVersion != EGL_DONT_CARE)
        {
            os << "_" << params.eglParameters.majorVersion << "_" << params.eglParameters.minorVersion;
        }
    
        return os;
    }
    
    class InterleavedAttributeDataBenchmark
        : public ANGLERenderTest,
          public ::testing::WithParamInterface<InterleavedAttributeDataParams>
    {
      public:
        InterleavedAttributeDataBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mPointSpriteProgram;
        GLuint mPositionColorBuffer[2];
    
        // The buffers contain two floats and 3 unsigned bytes per point sprite
        // Has to be aligned for float access on arm
        const size_t mBytesPerSpriteUnaligned = 2 * sizeof(float) + 3;
        const size_t mBytesPerSprite =
            ((mBytesPerSpriteUnaligned + sizeof(float) - 1) / sizeof(float)) * sizeof(float);
    };
    
    InterleavedAttributeDataBenchmark::InterleavedAttributeDataBenchmark()
        : ANGLERenderTest("InterleavedAttributeData", GetParam()), mPointSpriteProgram(0)
    {
    }
    
    void InterleavedAttributeDataBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Compile point sprite shaders
        const std::string vs =
            "attribute vec4 aPosition;"
            "attribute vec4 aColor;"
            "varying vec4 vColor;"
            "void main()"
            "{"
            "    gl_PointSize = 25.0;"
            "    gl_Position  = aPosition;"
            "    vColor = aColor;"
            "}";
    
        const std::string fs =
            "precision mediump float;"
            "varying vec4 vColor;"
            "void main()"
            "{"
            "    gl_FragColor = vColor;"
            "}";
    
        mPointSpriteProgram = CompileProgram(vs, fs);
        ASSERT_NE(0u, mPointSpriteProgram);
    
        glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
    
        for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
        {
            // Set up initial data for pointsprite positions and colors
            std::vector<uint8_t> positionColorData(mBytesPerSprite * params.numSprites);
            for (unsigned int j = 0; j < params.numSprites; j++)
            {
                float pointSpriteX =
                    (static_cast<float>(rand() % getWindow()->getWidth()) / getWindow()->getWidth()) *
                        2.0f - 1.0f;
                float pointSpriteY =
                    (static_cast<float>(rand() % getWindow()->getHeight()) / getWindow()->getHeight()) *
                        2.0f - 1.0f;
                GLubyte pointSpriteRed   = static_cast<GLubyte>(rand() % 255);
                GLubyte pointSpriteGreen = static_cast<GLubyte>(rand() % 255);
                GLubyte pointSpriteBlue  = static_cast<GLubyte>(rand() % 255);
    
                // Add position data for the pointsprite
                *reinterpret_cast<float *>(
                    &(positionColorData[j * mBytesPerSprite + 0 * sizeof(float) + 0])) =
                    pointSpriteX;  // X
                *reinterpret_cast<float *>(
                    &(positionColorData[j * mBytesPerSprite + 1 * sizeof(float) + 0])) =
                    pointSpriteY;  // Y
    
                // Add color data for the pointsprite
                positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 0] = pointSpriteRed;    // R
                positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 1] = pointSpriteGreen;  // G
                positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 2] = pointSpriteBlue;   // B
            }
    
            // Generate the GL buffer with the position/color data
            glGenBuffers(1, &mPositionColorBuffer[i]);
            glBindBuffer(GL_ARRAY_BUFFER, mPositionColorBuffer[i]);
            glBufferData(GL_ARRAY_BUFFER, params.numSprites * mBytesPerSprite, &(positionColorData[0]),
                         GL_STATIC_DRAW);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void InterleavedAttributeDataBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mPointSpriteProgram);
    
        for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
        {
            glDeleteBuffers(1, &mPositionColorBuffer[i]);
        }
    }
    
    void InterleavedAttributeDataBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        for (size_t k = 0; k < 20; k++)
        {
            for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
            {
                // Firstly get the attribute locations for the program
                glUseProgram(mPointSpriteProgram);
                GLint positionLocation = glGetAttribLocation(mPointSpriteProgram, "aPosition");
                ASSERT_NE(positionLocation, -1);
                GLint colorLocation = glGetAttribLocation(mPointSpriteProgram, "aColor");
                ASSERT_NE(colorLocation, -1);
    
                // Bind the position data from one buffer
                glBindBuffer(GL_ARRAY_BUFFER, mPositionColorBuffer[i]);
                glEnableVertexAttribArray(positionLocation);
                glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE,
                                      static_cast<GLsizei>(mBytesPerSprite), 0);
    
                // But bind the color data from the other buffer.
                glBindBuffer(GL_ARRAY_BUFFER,
                             mPositionColorBuffer[(i + 1) % ArraySize(mPositionColorBuffer)]);
                glEnableVertexAttribArray(colorLocation);
                glVertexAttribPointer(colorLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE,
                                      static_cast<GLsizei>(mBytesPerSprite),
                                      reinterpret_cast<void *>(2 * sizeof(float)));
    
                // Then draw the colored pointsprites
                glDrawArrays(GL_POINTS, 0, GetParam().numSprites);
                glFlush();
    
                glDisableVertexAttribArray(positionLocation);
                glDisableVertexAttribArray(colorLocation);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TEST_P(InterleavedAttributeDataBenchmark, Run)
    {
        run();
    }
    
    InterleavedAttributeDataParams D3D11Params()
    {
        InterleavedAttributeDataParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    InterleavedAttributeDataParams D3D11_9_3Params()
    {
        InterleavedAttributeDataParams params;
        params.eglParameters = egl_platform::D3D11_FL9_3();
        return params;
    }
    
    InterleavedAttributeDataParams D3D9Params()
    {
        InterleavedAttributeDataParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    InterleavedAttributeDataParams OpenGLOrGLESParams()
    {
        InterleavedAttributeDataParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
        return params;
    }
    
    InterleavedAttributeDataParams VulkanParams()
    {
        InterleavedAttributeDataParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    ANGLE_INSTANTIATE_TEST(InterleavedAttributeDataBenchmark,
                           D3D11Params(),
                           D3D11_9_3Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());
    
    }  // anonymous namespace