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kc3-lang/angle/samples/tri_fan_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>

  • TriFanMicroBench.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 "util/shader_utils.h"
    
    #include <cstring>
    #include <iostream>
    
    // This small sample compares the per-frame render time for a series of
    // squares drawn with TRIANGLE_FANS versus squares drawn with TRIANGLES.
    // To exacerbate differences between the two, we use a large collection
    // of short buffers with pre-translated vertex data.
    
    class TriangleFanBenchSample : public SampleApplication
    {
      public:
        TriangleFanBenchSample(int argc, char **argv)
            : SampleApplication("Microbench", argc, argv, 2, 0, 1280, 1280), mFrameCount(0)
        {}
    
        void createVertexBuffers()
        {
            const unsigned int slices         = 8;
            const unsigned int numFanVertices = slices + 2;
            const unsigned int fanFloats      = numFanVertices * 3;
    
            mNumFanVerts = numFanVertices;
    
            const GLfloat halfDim = 0.0625;
            GLfloat fanVertices[] = {
                0.0f,     0.0f,     0.0f,  // center
                -halfDim, -halfDim, 0.0f,  // LL
                -halfDim, 0.0f,     0.0f,  // CL
                -halfDim, halfDim,  0.0f,  // UL
                0.0f,     halfDim,  0.0f,  // UC
                halfDim,  halfDim,  0.0f,  // UR
                halfDim,  0.0f,     0.0f,  // CR
                halfDim,  -halfDim, 0.0f,  // LR
                0.0f,     -halfDim, 0.0f,  // LC
                -halfDim, -halfDim, 0.0f   // LL (closes the fan)
            };
    
            const GLfloat xMin = -1.0f;  // We leave viewport/worldview untransformed in this sample
            const GLfloat xMax = 1.0f;
            const GLfloat yMin = -1.0f;
            // const GLfloat yMax = 1.0f;
    
            glGenBuffers(mNumSquares, mFanBufId);
    
            GLfloat xOffset = xMin;
            GLfloat yOffset = yMin;
            for (unsigned int i = 0; i < mNumSquares; ++i)
            {
                GLfloat tempVerts[fanFloats] = {0};
                for (unsigned int j = 0; j < numFanVertices; ++j)
                {
                    tempVerts[j * 3]     = fanVertices[j * 3] + xOffset;
                    tempVerts[j * 3 + 1] = fanVertices[j * 3 + 1] + yOffset;
                    tempVerts[j * 3 + 2] = 0.0f;
                }
    
                glBindBuffer(GL_ARRAY_BUFFER, mFanBufId[i]);
                glBufferData(GL_ARRAY_BUFFER, fanFloats * sizeof(GLfloat), tempVerts, GL_STATIC_DRAW);
    
                xOffset += 2 * halfDim;
                if (xOffset > xMax)
                {
                    xOffset = xMin;
                    yOffset += 2 * halfDim;
                }
            }
    
            const unsigned int numTriVertices = slices * 3;
            const unsigned int triFloats      = numTriVertices * 3;
            GLfloat triVertices[triFloats];
            GLfloat *triPointer = triVertices;
    
            mNumTriVerts = numTriVertices;
    
            for (unsigned int i = 0; i < slices; ++i)
            {
                memcpy(triPointer, fanVertices,
                       3 * sizeof(GLfloat));  // copy center point as first vertex for this slice
                triPointer += 3;
                for (unsigned int j = 1; j < 3; ++j)
                {
                    GLfloat *vertex =
                        &(fanVertices[(i + j) * 3]);  // copy two outer vertices for this point
                    memcpy(triPointer, vertex, 3 * sizeof(GLfloat));
                    triPointer += 3;
                }
            }
    
            // GLfloat triVertices2[triFloats];
            glGenBuffers(mNumSquares, mTriBufId);
            xOffset = xMin;
            yOffset = yMin;
    
            for (unsigned int i = 0; i < mNumSquares; ++i)
            {
                triPointer = triVertices;
                GLfloat tempVerts[triFloats];
                for (unsigned int j = 0; j < numTriVertices; ++j)
                {
                    tempVerts[j * 3]     = triPointer[0] + xOffset;
                    tempVerts[j * 3 + 1] = triPointer[1] + yOffset;
                    tempVerts[j * 3 + 2] = 0.0f;
                    triPointer += 3;
                }
    
                glBindBuffer(GL_ARRAY_BUFFER, mTriBufId[i]);
                glBufferData(GL_ARRAY_BUFFER, triFloats * sizeof(GLfloat), tempVerts, GL_STATIC_DRAW);
                xOffset += 2 * halfDim;
                if (xOffset > xMax)
                {
                    yOffset += 2 * halfDim;
                    xOffset = xMin;
                }
            }
        }
    
        bool initialize() override
        {
            constexpr char kVS[] = R"(attribute vec4 vPosition;
    void main()
    {
        gl_Position = vPosition;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    void main()
    {
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            createVertexBuffers();
    
            mFanTimer     = CreateTimer();
            mTriTimer     = CreateTimer();
            mFanTotalTime = 0;
            mTriTotalTime = 0;
    
            return true;
        }
    
        void destroy() override
        {
            std::cout << "Total draw time using TRIANGLE_FAN: " << mFanTotalTime << "ms ("
                      << (float)mFanTotalTime / (float)mFrameCount << " average per frame)"
                      << std::endl;
            std::cout << "Total draw time using TRIANGLES: " << mTriTotalTime << "ms ("
                      << (float)mTriTotalTime / (float)mFrameCount << " average per frame)"
                      << std::endl;
            glDeleteProgram(mProgram);
        }
    
        void draw() override
        {
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Bind the vertex data
            glEnableVertexAttribArray(0);
    
            // Draw using triangle fans, stored in VBO
            mFanTimer->start();
            for (unsigned i = 0; i < mNumSquares; ++i)
            {
                glBindBuffer(GL_ARRAY_BUFFER, mFanBufId[i]);
                glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
                glDrawArrays(GL_TRIANGLE_FAN, 0, mNumFanVerts);
            }
            mFanTimer->stop();
    
            mFanTotalTime += static_cast<unsigned int>(
                mFanTimer->getElapsedTime() * 1000);  // convert from usec to msec when accumulating
    
            // Clear to eliminate driver-side gains from occlusion
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Draw using triangles, stored in VBO
            mTriTimer->start();
            for (unsigned i = 1; i < mNumSquares; ++i)
            {
                glBindBuffer(GL_ARRAY_BUFFER, mTriBufId[i]);
                glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
                glDrawArrays(GL_TRIANGLES, 0, mNumTriVerts);
            }
            mTriTimer->stop();
    
            mTriTotalTime += static_cast<unsigned int>(
                mTriTimer->getElapsedTime() * 1000);  // convert from usec to msec when accumulating
    
            mFrameCount++;
        }
    
      private:
        static const unsigned int mNumSquares = 289;
        unsigned int mNumFanVerts;
        unsigned int mNumTriVerts;
        GLuint mProgram;
        GLuint mFanBufId[mNumSquares];
        GLuint mTriBufId[mNumSquares];
    
        Timer *mFanTimer;
        Timer *mTriTimer;
        unsigned int mFrameCount;
        unsigned int mTriTotalTime;
        unsigned int mFanTotalTime;
    };
    
    int main(int argc, char **argv)
    {
        TriangleFanBenchSample app(argc, argv);
        return app.run();
    }