Hash :
cc1dc5ee
Author :
Date :
2018-08-07T15:27:49
Add a perf test for draw calls with texture changes. This perf test highlights the performance hotspots with State::syncProgramTextures. Also includes a fix to the perf test runner script. Bug: angleproject:2763 Change-Id: I69ffa0cc0d5e023944495b7a1c844770a54f7ddc Reviewed-on: https://chromium-review.googlesource.com/1166041 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
// 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 "shader_utils.h"
namespace
{
const char *SimpleScaleAndOffsetVertexShaderSource()
{
return
R"(attribute vec2 vPosition;
uniform float uScale;
uniform float uOffset;
void main()
{
gl_Position = vec4(vPosition * vec2(uScale) + vec2(uOffset), 0, 1);
})";
}
const char *SimpleDrawVertexShaderSource()
{
return
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);
})";
}
const char *SimpleTexCoordVertexShaderSource()
{
return R"(attribute vec2 vPosition;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition, 0, 1);
texCoord = vPosition * 0.5 + vec2(0.5);
})";
}
const char *SimpleFragmentShaderSource()
{
return
R"(precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
}
const char *SimpleTextureFragmentShaderSource()
{
return R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, 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()
{
const std::string vs = SimpleScaleAndOffsetVertexShaderSource();
const std::string fs = SimpleFragmentShaderSource();
GLuint program = CompileProgram(vs, fs);
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()
{
const std::string vs = SimpleDrawVertexShaderSource();
const std::string fs = SimpleFragmentShaderSource();
GLuint program = CompileProgram(vs, fs);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupSimpleTextureProgram()
{
const std::string vs = SimpleTexCoordVertexShaderSource();
const std::string fs = SimpleTextureFragmentShaderSource();
GLuint program = CompileProgram(vs, fs);
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);
}