Hash :
3f572905
Author :
Date :
2024-06-19T17:46:38
Add basic begin/end support for perf counters The AMD_performance_monitor extension has explicit begin/end calls to capture counters. This was not implemented in ANGLE and the tests were relying on ANGLE always capturing counters (incurring a small overhead). This change does not complete the implementation of that extension, but does add basic support for starting and stopping perf counter measurements. While inactive, most counters are not updated. Bug: angleproject:42267038 Change-Id: I3ff6448b22ca247c217401cb2d76ef4142c9d759 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5639343 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301
//
// Copyright 2016 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.
//
// gl_raii:
// Helper methods for containing GL objects like buffers and textures.
#ifndef ANGLE_TESTS_GL_RAII_H_
#define ANGLE_TESTS_GL_RAII_H_
#include <functional>
#include "common/debug.h"
#include "util/shader_utils.h"
namespace angle
{
// This is a bit of hack to work around a bug in MSVS intellisense, and make it very easy to
// use the correct function pointer type without worrying about the various definitions of
// GL_APICALL.
using GLGen = decltype(glGenBuffers);
using GLDelete = decltype(glDeleteBuffers);
class GLWrapper : angle::NonCopyable
{
public:
GLWrapper(GLGen *genFunc, GLDelete *deleteFunc) : mGenFunc(genFunc), mDeleteFunc(deleteFunc) {}
~GLWrapper()
{
if (mHandle)
{
(*mDeleteFunc)(1, &mHandle);
}
}
// The move-constructor and move-assignment operators are necessary so that the data within a
// GLWrapper object can be relocated.
GLWrapper(GLWrapper &&rht)
: mGenFunc(rht.mGenFunc), mDeleteFunc(rht.mDeleteFunc), mHandle(rht.mHandle)
{
rht.mHandle = 0u;
}
GLWrapper &operator=(GLWrapper &&rht)
{
if (this != &rht)
{
mGenFunc = rht.mGenFunc;
mDeleteFunc = rht.mDeleteFunc;
std::swap(mHandle, rht.mHandle);
}
return *this;
}
void reset()
{
if (mHandle != 0u)
{
(*mDeleteFunc)(1, &mHandle);
mHandle = 0u;
}
}
GLuint get()
{
if (!mHandle)
{
(*mGenFunc)(1, &mHandle);
}
return mHandle;
}
GLuint get() const
{
ASSERT(mHandle);
return mHandle;
}
operator GLuint() { return get(); }
operator GLuint() const { return get(); }
private:
GLGen *mGenFunc;
GLDelete *mDeleteFunc;
GLuint mHandle = 0u;
};
class GLVertexArray : public GLWrapper
{
public:
GLVertexArray() : GLWrapper(&glGenVertexArrays, &glDeleteVertexArrays) {}
};
class GLBuffer : public GLWrapper
{
public:
GLBuffer() : GLWrapper(&glGenBuffers, &glDeleteBuffers) {}
};
class GLTexture : public GLWrapper
{
public:
GLTexture() : GLWrapper(&glGenTextures, &glDeleteTextures) {}
};
class GLFramebuffer : public GLWrapper
{
public:
GLFramebuffer() : GLWrapper(&glGenFramebuffers, &glDeleteFramebuffers) {}
};
class GLMemoryObject : public GLWrapper
{
public:
GLMemoryObject() : GLWrapper(&glCreateMemoryObjectsEXT, &glDeleteMemoryObjectsEXT) {}
};
class GLRenderbuffer : public GLWrapper
{
public:
GLRenderbuffer() : GLWrapper(&glGenRenderbuffers, &glDeleteRenderbuffers) {}
};
class GLSampler : public GLWrapper
{
public:
GLSampler() : GLWrapper(&glGenSamplers, &glDeleteSamplers) {}
};
class GLSemaphore : public GLWrapper
{
public:
GLSemaphore() : GLWrapper(&glGenSemaphoresEXT, &glDeleteSemaphoresEXT) {}
};
class GLTransformFeedback : public GLWrapper
{
public:
GLTransformFeedback() : GLWrapper(&glGenTransformFeedbacks, &glDeleteTransformFeedbacks) {}
};
class GLProgramPipeline : public GLWrapper
{
public:
GLProgramPipeline() : GLWrapper(&glGenProgramPipelines, &glDeleteProgramPipelines) {}
};
class GLQueryEXT : public GLWrapper
{
public:
GLQueryEXT() : GLWrapper(&glGenQueriesEXT, &glDeleteQueriesEXT) {}
};
using GLQuery = GLQueryEXT;
class GLPerfMonitor : public GLWrapper
{
public:
GLPerfMonitor() : GLWrapper(&glGenPerfMonitorsAMD, (GLDelete *)&glDeletePerfMonitorsAMD) {}
};
class GLShader : angle::NonCopyable
{
public:
GLShader() = delete;
explicit GLShader(GLenum shaderType) { mHandle = glCreateShader(shaderType); }
~GLShader() { glDeleteShader(mHandle); }
GLuint get() const { return mHandle; }
operator GLuint() const { return get(); }
void reset()
{
if (mHandle)
{
glDeleteShader(mHandle);
mHandle = 0;
}
}
private:
GLuint mHandle;
};
// Prefer ANGLE_GL_PROGRAM for local variables.
class GLProgram : angle::NonCopyable
{
public:
GLProgram() : mHandle(0) {}
~GLProgram() { reset(); }
void makeEmpty() { mHandle = glCreateProgram(); }
void makeCompute(const char *computeShader) { mHandle = CompileComputeProgram(computeShader); }
void makeRaster(const char *vertexShader, const char *fragmentShader)
{
mHandle = CompileProgram(vertexShader, fragmentShader);
}
void makeRaster(const char *vertexShader,
const char *geometryShader,
const char *fragmentShader)
{
mHandle = CompileProgramWithGS(vertexShader, geometryShader, fragmentShader);
}
void makeRaster(const char *vertexShader,
const char *tessControlShader,
const char *tessEvaluateShader,
const char *fragmentShader)
{
mHandle = CompileProgramWithTESS(vertexShader, tessControlShader, tessEvaluateShader,
fragmentShader);
}
void makeRasterWithTransformFeedback(const char *vertexShader,
const char *fragmentShader,
const std::vector<std::string> &tfVaryings,
GLenum bufferMode)
{
mHandle = CompileProgramWithTransformFeedback(vertexShader, fragmentShader, tfVaryings,
bufferMode);
}
void makeBinaryOES(const std::vector<uint8_t> &binary, GLenum binaryFormat)
{
mHandle = LoadBinaryProgramOES(binary, binaryFormat);
}
void makeBinaryES3(const std::vector<uint8_t> &binary, GLenum binaryFormat)
{
mHandle = LoadBinaryProgramES3(binary, binaryFormat);
}
bool valid() const { return mHandle != 0; }
GLuint get()
{
if (!mHandle)
{
makeEmpty();
}
return mHandle;
}
GLuint get() const
{
ASSERT(mHandle);
return mHandle;
}
void reset()
{
if (mHandle)
{
glDeleteProgram(mHandle);
mHandle = 0;
}
}
operator GLuint() { return get(); }
operator GLuint() const { return get(); }
private:
GLuint mHandle;
};
#define ANGLE_GL_EMPTY_PROGRAM(name) \
GLProgram name; \
name.makeEmpty(); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM(name, vertex, fragment) \
GLProgram name; \
name.makeRaster(vertex, fragment); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM_WITH_GS(name, vertex, geometry, fragment) \
GLProgram name; \
name.makeRaster(vertex, geometry, fragment); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM_WITH_TESS(name, vertex, tcs, tes, fragment) \
GLProgram name; \
name.makeRaster(vertex, tcs, tes, fragment); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_PROGRAM_TRANSFORM_FEEDBACK(name, vertex, fragment, tfVaryings, bufferMode) \
GLProgram name; \
name.makeRasterWithTransformFeedback(vertex, fragment, tfVaryings, bufferMode); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_COMPUTE_PROGRAM(name, compute) \
GLProgram name; \
name.makeCompute(compute); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_BINARY_OES_PROGRAM(name, binary, binaryFormat) \
GLProgram name; \
name.makeBinaryOES(binary, binaryFormat); \
ASSERT_TRUE(name.valid())
#define ANGLE_GL_BINARY_ES3_PROGRAM(name, binary, binaryFormat) \
GLProgram name; \
name.makeBinaryES3(binary, binaryFormat); \
ASSERT_TRUE(name.valid())
} // namespace angle
#endif // ANGLE_TESTS_GL_RAII_H_