Hash :
ed074852
Author :
Date :
2020-01-07T13:26:27
Add a perf test for drawing with alternating programs The programs have a different shader interface, to force rebinding descriptor sets in the Vulkan backend. Bug: angleproject:4261 Change-Id: I7a18a441483dfe34bd40b5a30ca34b7fd0dc3219 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1990085 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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
//
// Copyright 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.
//
// draw_call_perf_utils.cpp:
// Common utilities for performance tests that need to do a large amount of draw calls.
//
#include "draw_call_perf_utils.h"
#include <vector>
#include "util/shader_utils.h"
namespace
{
constexpr char kSimpleScaleAndOffsetVS[] = R"(attribute vec2 vPosition;
uniform float uScale;
uniform float uOffset;
void main()
{
gl_Position = vec4(vPosition * vec2(uScale) + vec2(uOffset), 0, 1);
})";
constexpr char kSimpleDrawVS[] = R"(attribute vec2 vPosition;
const float scale = 0.5;
const float offset = -0.5;
void main()
{
gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
})";
constexpr char kSimpleTexCoordVS[] = R"(attribute vec2 vPosition;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition, 0, 1);
texCoord = vPosition * 0.5 + vec2(0.5);
})";
constexpr char kSimpleFS[] = R"(precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kSimpleTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
})";
constexpr char kDoubleTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
void main()
{
gl_FragColor = texture2D(tex1, texCoord) + texture2D(tex2, texCoord);
})";
void Generate2DTriangleData(size_t numTris, std::vector<float> *floatData)
{
for (size_t triIndex = 0; triIndex < numTris; ++triIndex)
{
floatData->push_back(1.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
floatData->push_back(0.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
}
}
} // anonymous namespace
GLuint SetupSimpleScaleAndOffsetProgram()
{
GLuint program = CompileProgram(kSimpleScaleAndOffsetVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
GLfloat scale = 0.5f;
GLfloat offset = -0.5f;
glUniform1f(glGetUniformLocation(program, "uScale"), scale);
glUniform1f(glGetUniformLocation(program, "uOffset"), offset);
return program;
}
GLuint SetupSimpleDrawProgram()
{
GLuint program = CompileProgram(kSimpleDrawVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupSimpleTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kSimpleTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupDoubleTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kDoubleTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint Create2DTriangleBuffer(size_t numTris, GLenum usage)
{
GLuint buffer = 0u;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<GLfloat> floatData;
Generate2DTriangleData(numTris, &floatData);
// To avoid generating GL errors when testing validation-only with zero triangles.
if (floatData.empty())
{
floatData.push_back(0.0f);
}
glBufferData(GL_ARRAY_BUFFER, floatData.size() * sizeof(GLfloat), &floatData[0], usage);
return buffer;
}
void CreateColorFBO(GLsizei width, GLsizei height, GLuint *fbo, GLuint *texture)
{
glGenFramebuffers(1, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texture, 0);
}