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kc3-lang/angle/samples/tex_redef_microbench

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • TexRedefMicroBench.cpp
  • //
    // Copyright 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.
    //
    
    //            Based on Hello_Triangle.c from
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    
    #include "SampleApplication.h"
    
    #include "texture_utils.h"
    #include "util/shader_utils.h"
    
    #include <cstring>
    #include <iostream>
    
    // This sample demonstrates the differences in rendering efficiency when
    // drawing with already-created textures whose dimensions have been altered
    // versus drawing with newly created textures.
    //
    // In order to support GL's per-level texture creation semantics over the
    // D3D API in particular, which requires textures' full mip chains to be
    // created at texture object creation time, ANGLE maintains copies of the
    // constituent texture images in system memory until the texture is used in
    // a draw call, at which time, if the texture passes GL's mip completeness
    // rules, the D3D texture is created and the contents of the texture are
    // uploaded. Once the texture is created, redefinition of the dimensions or
    // format of the texture is costly-- a new D3D texture needs to be created,
    // and ANGLE may need to read the contents back into system memory.
    //
    // Creating an entirely new texture also requires that a new D3D texture be
    // created, but any overhead associated with tracking the already-present
    // texture images is eliminated, as it's a novel texture. This sample
    // demonstrates the contrast in draw call time between these two situations.
    //
    // The resizing & creation of a new texture is delayed until several frames
    // after startup, to eliminate draw time differences caused by caching of
    // rendering state subsequent to the first frame.
    
    class TexRedefBenchSample : public SampleApplication
    {
      public:
        TexRedefBenchSample(int argc, char **argv)
            : SampleApplication("Microbench", argc, argv, 2, 0, 1280, 1280),
              mPixelsResize(nullptr),
              mPixelsNewTex(nullptr),
              mTimeFrame(false),
              mFrameCount(0)
        {}
    
        void defineSquareTexture2D(GLuint texId,
                                   GLsizei baseDimension,
                                   GLenum format,
                                   GLenum type,
                                   void *data)
        {
            glBindTexture(GL_TEXTURE_2D, texId);
            GLsizei curDim = baseDimension;
            GLuint level   = 0;
    
            while (curDim >= 1)
            {
                glTexImage2D(GL_TEXTURE_2D, level, format, curDim, curDim, 0, format, type, data);
                curDim /= 2;
                level++;
            }
        }
    
        void createPixelData()
        {
            mPixelsResize     = new GLubyte[512 * 512 * 4];
            mPixelsNewTex     = new GLubyte[512 * 512 * 4];
            GLubyte *pixPtr0  = mPixelsResize;
            GLubyte *pixPtr1  = mPixelsNewTex;
            GLubyte zeroPix[] = {0, 192, 192, 255};
            GLubyte onePix[]  = {192, 0, 0, 255};
            for (int i = 0; i < 512 * 512; ++i)
            {
                memcpy(pixPtr0, zeroPix, 4 * sizeof(GLubyte));
                memcpy(pixPtr1, onePix, 4 * sizeof(GLubyte));
                pixPtr0 += 4;
                pixPtr1 += 4;
            }
        }
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(attribute vec4 a_position;
    attribute vec2 a_texCoord;
    varying vec2 v_texCoord;
    void main()
    {
        gl_Position = a_position;
        v_texCoord = a_texCoord;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texCoord;
    uniform sampler2D s_texture;
    void main()
    {
        gl_FragColor = texture2D(s_texture, v_texCoord);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
    
            // Get the sampler location
            mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
            // Generate texture IDs, and create texture 0
            glGenTextures(3, mTextureIds);
    
            createPixelData();
            defineSquareTexture2D(mTextureIds[0], 256, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize);
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            mOrigTimer         = CreateTimer();
            mResizeDrawTimer   = CreateTimer();
            mResizeDefineTimer = CreateTimer();
            mNewTexDrawTimer   = CreateTimer();
            mNewTexDefineTimer = CreateTimer();
    
            return true;
        }
    
        void destroy() override
        {
            glDeleteProgram(mProgram);
    
            delete[] mPixelsResize;
            delete[] mPixelsNewTex;
        }
    
        void draw() override
        {
            GLfloat vertices[] = {
                -0.5f, 0.5f,  0.0f,  // Position 0
                0.0f,  0.0f,         // TexCoord 0
                -0.5f, -0.5f, 0.0f,  // Position 1
                0.0f,  1.0f,         // TexCoord 1
                0.5f,  -0.5f, 0.0f,  // Position 2
                1.0f,  1.0f,         // TexCoord 2
                0.5f,  0.5f,  0.0f,  // Position 3
                1.0f,  0.0f          // TexCoord 3
            };
            GLushort indices[] = {0, 1, 2, 0, 2, 3};
    
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
            // Load the texture coordinate
            glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
                                  vertices + 3);
    
            glEnableVertexAttribArray(mPositionLoc);
            glEnableVertexAttribArray(mTexCoordLoc);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mTextureIds[0]);
    
            // Set the texture sampler to texture unit to 0
            glUniform1i(mSamplerLoc, 0);
    
            // We delay timing of texture resize/creation until after the first frame, as
            // caching optimizations will reduce draw time for subsequent frames for reasons
            // unreleated to texture creation. mTimeFrame is set to true on the fifth frame.
            if (mTimeFrame)
            {
                mOrigTimer->start();
            }
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    
            if (mTimeFrame)
            {
                mOrigTimer->stop();
                // This timer indicates draw time for an already-created texture resident on the GPU,
                // which needs no updates. It will be faster than the other draws.
                std::cout << "Original texture draw: " << mOrigTimer->getElapsedTime() * 1000 << "msec"
                          << std::endl;
    
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
                // Now, change the texture dimensions of the original texture
                mResizeDefineTimer->start();
                defineSquareTexture2D(mTextureIds[0], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize);
                mResizeDefineTimer->stop();
    
                mResizeDrawTimer->start();
                glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
                mResizeDrawTimer->stop();
                // This timer indicates draw time for a texture which has already been used in a draw,
                // causing the underlying resource to be allocated, and then resized, requiring resource
                // reallocation and related overhead.
                std::cout << "Resized texture definition: "
                          << mResizeDefineTimer->getElapsedTime() * 1000 << "msec" << std::endl;
                std::cout << "Resized texture draw: " << mResizeDrawTimer->getElapsedTime() * 1000
                          << "msec" << std::endl;
    
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
                // Create texure at same dimensions we resized previous texture to
                mNewTexDefineTimer->start();
                defineSquareTexture2D(mTextureIds[1], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsNewTex);
                mNewTexDefineTimer->stop();
    
                mNewTexDrawTimer->start();
                glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
                mNewTexDrawTimer->stop();
                // This timer indicates draw time for a texture newly created this frame. The underlying
                // resource will need to be created, but because it has not previously been used, there
                // is no already-resident texture object to manage. This draw is expected to be faster
                // than the resized texture draw.
                std::cout << "Newly created texture definition: "
                          << mNewTexDefineTimer->getElapsedTime() * 1000 << "msec" << std::endl;
                std::cout << "Newly created texture draw: " << mNewTexDrawTimer->getElapsedTime() * 1000
                          << "msec" << std::endl;
            }
    
            if (mFrameCount == 5)
                mTimeFrame = true;
            else
                mTimeFrame = false;
    
            mFrameCount++;
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTextureIds[2];  // 0: texture created, then resized
                                // 1: texture newly created with TexImage
    
        // Texture pixel data
        GLubyte *mPixelsResize;
        GLubyte *mPixelsNewTex;
    
        Timer *mOrigTimer;
        Timer *mResizeDrawTimer;
        Timer *mResizeDefineTimer;
        Timer *mNewTexDrawTimer;
        Timer *mNewTexDefineTimer;
        bool mTimeFrame;
        unsigned int mFrameCount;
    };
    
    int main(int argc, char **argv)
    {
        TexRedefBenchSample app(argc, argv);
        return app.run();
    }