Edit

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

Branch :

  • Show log

    Commit

  • 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/TextureSampling.cpp
  • //
    // Copyright (c) 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.
    //
    // TextureSamplingBenchmark:
    //   Performance test for texture sampling. The test generates a texture containing random data
    //   and then blurs it in a fragment shader using nearest neighbor sampling. The test is
    //   specifically designed to test overhead of GLSL's builtin texture*() functions that may result
    //   from how ANGLE translates them on each backend.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 4;
    
    struct TextureSamplingParams final : public RenderTestParams
    {
        TextureSamplingParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
    
            numSamplers = 2;
            textureSize = 32;
            kernelSize  = 3;
        }
    
        std::string suffix() const override;
        unsigned int numSamplers;
        unsigned int textureSize;
        unsigned int kernelSize;
    };
    
    std::ostream &operator<<(std::ostream &os, const TextureSamplingParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    std::string TextureSamplingParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix() << "_" << numSamplers << "samplers";
    
        return strstr.str();
    }
    
    class TextureSamplingBenchmark : public ANGLERenderTest,
                                     public ::testing::WithParamInterface<TextureSamplingParams>
    {
      public:
        TextureSamplingBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
        void initVertexBuffer();
        void initTextures();
    
        GLuint mProgram;
        GLuint mBuffer;
        std::vector<GLuint> mTextures;
    };
    
    TextureSamplingBenchmark::TextureSamplingBenchmark()
        : ANGLERenderTest("TextureSampling", GetParam()), mProgram(0u), mBuffer(0u)
    {
    }
    
    void TextureSamplingBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify "numSamplers" is within MAX_TEXTURE_IMAGE_UNITS limit
        GLint maxTextureImageUnits;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
    
        if (params.numSamplers > static_cast<unsigned int>(maxTextureImageUnits))
        {
            FAIL() << "Sampler count (" << params.numSamplers << ")"
                   << " exceeds maximum texture count: " << maxTextureImageUnits << std::endl;
        }
        initShaders();
        initVertexBuffer();
        initTextures();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TextureSamplingBenchmark::initShaders()
    {
        const auto &params = GetParam();
    
        std::stringstream vstrstr;
        vstrstr << "attribute vec2 aPosition;\n"
                   "varying vec2 vTextureCoordinates;\n"
                   "void main()\n"
                   "{\n"
                   "    vTextureCoordinates = (aPosition + vec2(1.0)) * 0.5;\n"
                   "    gl_Position = vec4(aPosition, 0, 1.0);\n"
                   "}";
    
        std::stringstream fstrstr;
        fstrstr << "precision mediump float;\n"
                   "varying vec2 vTextureCoordinates;\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "uniform sampler2D uSampler" << count << ";\n";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    const float inverseTextureSize = 1.0 / "
                << params.textureSize << ".0;\n"
                                         "    vec4 colorOut = vec4(0.0, 0.0, 0.0, 1.0);\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "    for (int x = 0; x < " << params.kernelSize << "; ++x)\n"
                       "    {\n"
                       "        for (int y = 0; y < " << params.kernelSize << "; ++y)\n"
                       "        {\n"
                       "            colorOut += texture2D(uSampler" << count
                       << ", vTextureCoordinates + vec2(x, y) * inverseTextureSize) * 0.1;\n"
                       "        }\n"
                       "    }\n";
        }
        fstrstr << "    gl_FragColor = colorOut;\n"
                   "}\n";
    
        mProgram = CompileProgram(vstrstr.str(), fstrstr.str());
        ASSERT_NE(0u, mProgram);
    
        // Use the program object
        glUseProgram(mProgram);
    }
    
    void TextureSamplingBenchmark::initVertexBuffer()
    {
        std::vector<float> vertexPositions(12);
        {
            // Bottom left triangle
            vertexPositions[0] = -1.0f;
            vertexPositions[1] = -1.0f;
            vertexPositions[2] = 1.0f;
            vertexPositions[3] = -1.0f;
            vertexPositions[4] = -1.0f;
            vertexPositions[5] = 1.0f;
    
            // Top right triangle
            vertexPositions[6]  = -1.0f;
            vertexPositions[7]  = 1.0f;
            vertexPositions[8]  = 1.0f;
            vertexPositions[9]  = -1.0f;
            vertexPositions[10] = 1.0f;
            vertexPositions[11] = 1.0f;
        }
    
        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, vertexPositions.size() * sizeof(float), &vertexPositions[0],
                     GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "aPosition");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    }
    
    void TextureSamplingBenchmark::initTextures()
    {
        const auto &params = GetParam();
    
        unsigned int dataSize = params.textureSize * params.textureSize;
        std::vector<unsigned int> randomTextureData;
        randomTextureData.resize(dataSize);
    
        unsigned int pseudoRandom = 1u;
        for (unsigned int i = 0; i < dataSize; ++i)
        {
            pseudoRandom         = pseudoRandom * 1664525u + 1013904223u;
            randomTextureData[i] = pseudoRandom;
        }
    
        mTextures.resize(params.numSamplers);
        glGenTextures(params.numSamplers, mTextures.data());
        for (unsigned int i = 0; i < params.numSamplers; ++i)
        {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, mTextures[i]);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, params.textureSize, params.textureSize, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, randomTextureData.data());
        }
    
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            std::stringstream samplerstrstr;
            samplerstrstr << "uSampler" << count;
            GLint samplerLocation = glGetUniformLocation(mProgram, samplerstrstr.str().c_str());
            ASSERT_NE(-1, samplerLocation);
    
            glUniform1i(samplerLocation, count);
        }
    }
    
    void TextureSamplingBenchmark::destroyBenchmark()
    {
        const auto &params = GetParam();
    
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);
        if (!mTextures.empty())
        {
            glDeleteTextures(params.numSamplers, mTextures.data());
        }
    }
    
    void TextureSamplingBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        for (unsigned int it = 0; it < params.iterationsPerStep; ++it)
        {
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TextureSamplingParams D3D11Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    TextureSamplingParams D3D9Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    TextureSamplingParams OpenGLOrGLESParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
        return params;
    }
    
    TextureSamplingParams VulkanParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    }  // anonymous namespace
    
    TEST_P(TextureSamplingBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TextureSamplingBenchmark,
                           D3D11Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());