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kc3-lang/angle/src/tests/perf_tests/MultiviewPerf.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/MultiviewPerf.cpp
  • //
    // Copyright (c) 2017 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.
    //
    // MultiviewPerfTest:
    //   Performance tests for multiview rendering.
    //   - MultiviewCPUBoundBenchmark issues many draw calls and state changes to stress the CPU.
    //   - MultiviewGPUBoundBenchmark draws half a million quads with multiple attributes per vertex in
    //   order to stress the GPU's memory system.
    //
    
    #include "ANGLEPerfTest.h"
    #include "common/vector_utils.h"
    #include "platform/WorkaroundsD3D.h"
    #include "shader_utils.h"
    #include "test_utils/gl_raii.h"
    #include "tests/test_utils/ANGLETest.h"
    
    #include <string.h>
    
    using namespace angle;
    
    namespace
    {
    
    std::string GetShaderExtensionHeader(bool usesMultiview, int numViews, GLenum shaderType)
    {
        if (!usesMultiview)
        {
            return "";
        }
    
        if (shaderType == GL_VERTEX_SHADER)
        {
            return "#extension GL_OVR_multiview : require\nlayout(num_views = " + ToString(numViews) +
                   ") in;\n";
            ;
        }
        ASSERT(shaderType == GL_FRAGMENT_SHADER);
        return "#extension GL_OVR_multiview : require\n";
    }
    
    struct Vertex
    {
        Vector4 position;
        Vector4 colorAttributeData[6];
    };
    
    enum class MultiviewOption
    {
        NoAcceleration,
        InstancedMultiviewVertexShader,
        InstancedMultiviewGeometryShader,
    
        Unspecified
    };
    
    using MultiviewPerfWorkload = std::pair<int, int>;
    
    struct MultiviewPerfParams final : public RenderTestParams
    {
        MultiviewPerfParams(const EGLPlatformParameters &platformParametersIn,
                            const MultiviewPerfWorkload &workloadIn,
                            MultiviewOption multiviewOptionIn)
        {
            iterationsPerStep = 1;
            majorVersion    = 3;
            minorVersion    = 0;
            eglParameters   = platformParametersIn;
            windowWidth     = workloadIn.first;
            windowHeight    = workloadIn.second;
            multiviewOption = multiviewOptionIn;
            numViews        = 2;
        }
    
        std::string suffix() const override
        {
            std::string name = RenderTestParams::suffix();
            switch (multiviewOption)
            {
                case MultiviewOption::NoAcceleration:
                    name += "_no_acc";
                    break;
                case MultiviewOption::InstancedMultiviewVertexShader:
                    name += "_instanced_multiview_vertex_shader";
                    break;
                case MultiviewOption::InstancedMultiviewGeometryShader:
                    name += "_instanced_multiview_geometry_shader";
                    break;
                default:
                    UNREACHABLE();
            }
            name += "_" + ToString(numViews) + "_views";
            return name;
        }
    
        MultiviewOption multiviewOption;
        int numViews;
    };
    
    std::ostream &operator<<(std::ostream &os, const MultiviewPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class MultiviewBenchmark : public ANGLERenderTest,
                               public ::testing::WithParamInterface<MultiviewPerfParams>
    {
      public:
        MultiviewBenchmark(const std::string &testName)
            : ANGLERenderTest(testName, GetParam()), mProgram(0)
        {
            addExtensionPrerequisite("GL_ANGLE_multiview");
        }
    
        virtual ~MultiviewBenchmark()
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
            }
        }
    
        void initializeBenchmark() override;
        void drawBenchmark() final;
    
        void overrideWorkaroundsD3D(WorkaroundsD3D *workarounds) override
        {
            workarounds->selectViewInGeometryShader =
                (GetParam().multiviewOption == MultiviewOption::InstancedMultiviewGeometryShader);
        }
    
      protected:
        virtual void renderScene() = 0;
    
        void createProgram(const std::string &vs, const std::string &fs)
        {
            mProgram = CompileProgram(vs, fs);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
            glUseProgram(mProgram);
            ASSERT_GL_NO_ERROR();
        }
    
        GLuint mProgram;
        GLVertexArray mVAO;
        GLBuffer mVBO;
    
      private:
        GLFramebuffer mFramebuffer;
        GLTexture mColorTexture;
        GLTexture mDepthTexture;
    };
    
    class MultiviewCPUBoundBenchmark : public MultiviewBenchmark
    {
      public:
        MultiviewCPUBoundBenchmark() : MultiviewBenchmark("MultiviewCPUBoundBenchmark") {}
    
        void initializeBenchmark() override;
    
      protected:
        void renderScene() override;
    };
    
    class MultiviewGPUBoundBenchmark : public MultiviewBenchmark
    {
      public:
        MultiviewGPUBoundBenchmark() : MultiviewBenchmark("MultiviewGPUBoundBenchmark") {}
    
        void initializeBenchmark() override;
    
      protected:
        void renderScene() override;
    };
    
    void MultiviewBenchmark::initializeBenchmark()
    {
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        ASSERT(params->windowWidth % params->numViews == 0);
    
        glBindTexture(GL_TEXTURE_2D, mColorTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, params->windowWidth, params->windowHeight, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, nullptr);
    
        glBindTexture(GL_TEXTURE_2D, mDepthTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, params->windowWidth, params->windowHeight,
                     0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
    
        glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
    
        switch (params->multiviewOption)
        {
            case MultiviewOption::NoAcceleration:
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                       mColorTexture, 0);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
                                       mDepthTexture, 0);
                break;
            case MultiviewOption::InstancedMultiviewVertexShader:
            case MultiviewOption::InstancedMultiviewGeometryShader:
            {
                const int widthPerView = params->windowWidth / params->numViews;
                std::vector<GLint> viewportOffsets(2 * params->numViews);
                for (int i = 0u; i < params->numViews; ++i)
                {
                    viewportOffsets[i * 2]     = i * widthPerView;
                    viewportOffsets[i * 2 + 1] = 0;
                }
                glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                                             mColorTexture, 0, params->numViews,
                                                             viewportOffsets.data());
                glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                                                             mDepthTexture, 0, params->numViews,
                                                             viewportOffsets.data());
                break;
            }
            default:
                UNREACHABLE();
        }
    
        GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, DrawBuffers);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewBenchmark::drawBenchmark()
    {
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
    
        switch (params->multiviewOption)
        {
            case MultiviewOption::NoAcceleration:
                glEnable(GL_SCISSOR_TEST);
                // Iterate over each view and render the scene.
                for (int i = 0; i < params->numViews; ++i)
                {
                    glViewport(viewWidth * i, 0, viewWidth, viewHeight);
                    glScissor(viewWidth * i, 0, viewWidth, viewHeight);
                    renderScene();
                }
                break;
            case MultiviewOption::InstancedMultiviewVertexShader:
            case MultiviewOption::InstancedMultiviewGeometryShader:
                glViewport(0, 0, viewWidth, viewHeight);
                glScissor(0, 0, viewWidth, viewHeight);
                renderScene();
                break;
            default:
                UNREACHABLE();
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewCPUBoundBenchmark::initializeBenchmark()
    {
        MultiviewBenchmark::initializeBenchmark();
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
    
        const std::string &vs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_VERTEX_SHADER) +
            "layout(location=0) in vec4 vPosition;\n"
            "uniform vec2 uOffset;\n"
            "void main()\n"
            "{\n"
            "   vec4 v = vPosition;\n"
            "   v.xy += uOffset;\n"
            "	gl_Position = v;\n"
            "}\n";
    
        const std::string &fs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER) +
            "precision mediump float;\n"
            "out vec4 col;\n"
            "uniform float uColor;\n"
            "void main()\n"
            "{\n"
            "    col = vec4(1.);\n"
            "}\n";
    
        createProgram(vs, fs);
    
        const float viewWidth  = static_cast<float>(params->windowWidth / params->numViews);
        const float viewHeight = static_cast<float>(params->windowHeight);
        const float quadWidth  = 2.f / viewWidth;
        const float quadHeight = 2.f / viewHeight;
        Vector4 vertices[6]    = {Vector4(.0f, .0f, .0f, 1.f),
                               Vector4(quadWidth, .0f, .0f, 1.f),
                               Vector4(quadWidth, quadHeight, 0.f, 1.f),
                               Vector4(.0f, .0f, 0.f, 1.f),
                               Vector4(quadWidth, quadHeight, .0f, 1.f),
                               Vector4(.0f, quadHeight, .0f, 1.f)};
    
        glBindVertexArray(mVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVBO);
        glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(Vector4), vertices, GL_STATIC_DRAW);
    
        const GLint posLoc = glGetAttribLocation(mProgram, "vPosition");
        glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(posLoc);
    
        // Render once to guarantee that the program is compiled and linked.
        drawBenchmark();
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewCPUBoundBenchmark::renderScene()
    {
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(mProgram);
    
        glBindVertexArray(mVAO);
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
    
        for (int w = 0; w < viewWidth; ++w)
        {
            for (int h = 0; h < viewHeight; ++h)
            {
                const float wf = static_cast<float>(w) / viewWidth;
                const float wh = static_cast<float>(h) / viewHeight;
                glUniform2f(glGetUniformLocation(mProgram, "uOffset"), 2.f * wf - 1.f, 2.f * wh - 1.f);
                glUniform1f(glGetUniformLocation(mProgram, "uColor"), wf);
                glDrawArrays(GL_TRIANGLES, 0, 6);
            }
        }
    }
    
    void MultiviewGPUBoundBenchmark::initializeBenchmark()
    {
        MultiviewBenchmark::initializeBenchmark();
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
    
        const std::string &vs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_VERTEX_SHADER) +
            "layout(location=0) in vec4 vPosition;\n"
            "layout(location=1) in vec4 vert_Col0;\n"
            "layout(location=2) in vec4 vert_Col1;\n"
            "layout(location=3) in vec4 vert_Col2;\n"
            "layout(location=4) in vec4 vert_Col3;\n"
            "layout(location=5) in vec4 vert_Col4;\n"
            "layout(location=6) in vec4 vert_Col5;\n"
            "out vec4 frag_Col0;\n"
            "out vec4 frag_Col1;\n"
            "out vec4 frag_Col2;\n"
            "out vec4 frag_Col3;\n"
            "out vec4 frag_Col4;\n"
            "out vec4 frag_Col5;\n"
            "void main()\n"
            "{\n"
            "   frag_Col0 = vert_Col0;\n"
            "   frag_Col1 = vert_Col1;\n"
            "   frag_Col2 = vert_Col2;\n"
            "   frag_Col3 = vert_Col3;\n"
            "   frag_Col4 = vert_Col4;\n"
            "   frag_Col5 = vert_Col5;\n"
            "	gl_Position = vPosition;\n"
            "}\n";
    
        const std::string &fs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER) +
            "precision mediump float;\n"
            "in vec4 frag_Col0;\n"
            "in vec4 frag_Col1;\n"
            "in vec4 frag_Col2;\n"
            "in vec4 frag_Col3;\n"
            "in vec4 frag_Col4;\n"
            "in vec4 frag_Col5;\n"
            "out vec4 col;\n"
            "void main()\n"
            "{\n"
            "    col += frag_Col0;\n"
            "    col += frag_Col1;\n"
            "    col += frag_Col2;\n"
            "    col += frag_Col3;\n"
            "    col += frag_Col4;\n"
            "    col += frag_Col5;\n"
            "}\n";
    
        createProgram(vs, fs);
        ASSERT_GL_NO_ERROR();
    
        // Generate a vertex buffer of triangulated quads so that we have one quad per pixel.
        const int viewWidth           = params->windowWidth / params->numViews;
        const int viewHeight          = params->windowHeight;
        const float quadWidth         = 2.f / static_cast<float>(viewWidth);
        const float quadHeight        = 2.f / static_cast<float>(viewHeight);
        const int kNumQuads           = viewWidth * viewHeight;
        const int kNumVerticesPerQuad = 6;
        std::vector<Vertex> vertexData(kNumQuads * kNumVerticesPerQuad);
        for (int h = 0; h < viewHeight; ++h)
        {
            for (int w = 0; w < viewWidth; ++w)
            {
                float wf = static_cast<float>(w) / viewWidth;
                float hf = static_cast<float>(h) / viewHeight;
    
                size_t index = static_cast<size_t>(h * viewWidth + w) * 6u;
    
                auto &v0    = vertexData[index];
                v0.position = Vector4(2.f * wf - 1.f, 2.f * hf - 1.f, .0f, 1.f);
                memset(v0.colorAttributeData, 0, sizeof(v0.colorAttributeData));
    
                auto &v1    = vertexData[index + 1];
                v1.position = Vector4(v0.position.x() + quadWidth, v0.position.y(), .0f, 1.f);
                memset(v1.colorAttributeData, 0, sizeof(v1.colorAttributeData));
    
                auto &v2    = vertexData[index + 2];
                v2.position = Vector4(v1.position.x(), v1.position.y() + quadHeight, .0f, 1.f);
                memset(v2.colorAttributeData, 0, sizeof(v2.colorAttributeData));
    
                auto &v3    = vertexData[index + 3];
                v3.position = v0.position;
                memset(v3.colorAttributeData, 0, sizeof(v3.colorAttributeData));
    
                auto &v4    = vertexData[index + 4];
                v4.position = v2.position;
                memset(v4.colorAttributeData, 0, sizeof(v4.colorAttributeData));
    
                auto &v5    = vertexData[index + 5];
                v5.position = Vector4(v0.position.x(), v0.position.y() + quadHeight, .0f, 1.f);
                memset(v5.colorAttributeData, 0, sizeof(v5.colorAttributeData));
            }
        }
    
        glBindVertexArray(mVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVBO);
        glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(Vertex), vertexData.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
        glEnableVertexAttribArray(0);
    
        for (unsigned int i = 0u; i < 6u; ++i)
        {
            size_t offset = sizeof(Vector4) * (i + 1u);
            glVertexAttribPointer(i + 1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
                                  reinterpret_cast<const void *>(offset));
            glEnableVertexAttribArray(i + 1);
        }
    
        // Render once to guarantee that the program is compiled and linked.
        drawBenchmark();
    }
    
    void MultiviewGPUBoundBenchmark::renderScene()
    {
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(mProgram);
    
        glBindVertexArray(mVAO);
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
        glDrawArrays(GL_TRIANGLES, 0, viewWidth * viewHeight * 6);
    }
    
    namespace
    {
    MultiviewPerfWorkload SmallWorkload()
    {
        return MultiviewPerfWorkload(64, 64);
    }
    
    MultiviewPerfWorkload BigWorkload()
    {
        return MultiviewPerfWorkload(1024, 768);
    }
    
    MultiviewPerfParams NoAcceleration(const EGLPlatformParameters &eglParameters,
                                       const MultiviewPerfWorkload &workload)
    {
        return MultiviewPerfParams(eglParameters, workload, MultiviewOption::NoAcceleration);
    }
    
    MultiviewPerfParams SelectViewInGeometryShader(const MultiviewPerfWorkload &workload)
    {
        return MultiviewPerfParams(egl_platform::D3D11(), workload,
                                   MultiviewOption::InstancedMultiviewGeometryShader);
    }
    
    MultiviewPerfParams SelectViewInVertexShader(const EGLPlatformParameters &eglParameters,
                                                 const MultiviewPerfWorkload &workload)
    {
        return MultiviewPerfParams(eglParameters, workload,
                                   MultiviewOption::InstancedMultiviewVertexShader);
    }
    }  // namespace
    
    TEST_P(MultiviewCPUBoundBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(MultiviewCPUBoundBenchmark,
                           NoAcceleration(egl_platform::OPENGL_OR_GLES(false), SmallWorkload()),
                           NoAcceleration(egl_platform::D3D11(), SmallWorkload()),
                           SelectViewInGeometryShader(SmallWorkload()),
                           SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(false),
                                                    SmallWorkload()),
                           SelectViewInVertexShader(egl_platform::D3D11(), SmallWorkload()));
    
    TEST_P(MultiviewGPUBoundBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(MultiviewGPUBoundBenchmark,
                           NoAcceleration(egl_platform::OPENGL_OR_GLES(false), BigWorkload()),
                           NoAcceleration(egl_platform::D3D11(), BigWorkload()),
                           SelectViewInGeometryShader(BigWorkload()),
                           SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(false), BigWorkload()),
                           SelectViewInVertexShader(egl_platform::D3D11(), BigWorkload()));
    
    }  // anonymous namespace