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kc3-lang/angle/src/tests/perf_tests/DrawCallPerf.cpp

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  • Author : Jamie Madill
    Date : 2019-06-14 11:03:14
    Hash : 8118265a
    Message : Add more DrawCallPerf offscreen configs. I thought these might have different performance characteristics when compared to the main configs. It's possible they would also need to forego using SwapBuffers to get different profiles. Right now perf is pretty similar to with the default FBO. Bug: angleproject:3117 Change-Id: Ic03b4ebd8c606af5121854565525e37e66f91435 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1650785 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/tests/perf_tests/DrawCallPerf.cpp
  • //
    // Copyright (c) 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.
    //
    // DrawCallPerf:
    //   Performance tests for ANGLE draw call overhead.
    //
    
    #include "ANGLEPerfTest.h"
    #include "DrawCallPerfParams.h"
    #include "test_utils/draw_call_perf_utils.h"
    #include "util/shader_utils.h"
    
    namespace
    {
    enum class StateChange
    {
        NoChange,
        VertexBuffer,
        ManyVertexBuffers,
        Texture,
    };
    
    struct DrawArraysPerfParams : public DrawCallPerfParams
    {
        DrawArraysPerfParams(const DrawCallPerfParams &base) : DrawCallPerfParams(base) {}
    
        std::string suffix() const override;
    
        StateChange stateChange = StateChange::NoChange;
    };
    
    std::string DrawArraysPerfParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << DrawCallPerfParams::suffix();
    
        switch (stateChange)
        {
            case StateChange::VertexBuffer:
                strstr << "_vbo_change";
                break;
            case StateChange::ManyVertexBuffers:
                strstr << "_manyvbos_change";
                break;
            case StateChange::Texture:
                strstr << "_tex_change";
                break;
            default:
                break;
        }
    
        return strstr.str();
    }
    
    std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    GLuint CreateSimpleTexture2D()
    {
        // Use tightly packed data
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_2D, texture);
    
        // Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
        constexpr size_t width             = 2;
        constexpr size_t height            = 2;
        GLubyte pixels[width * height * 3] = {
            255, 0,   0,    // Red
            0,   255, 0,    // Green
            0,   0,   255,  // Blue
            255, 255, 0,    // Yellow
        };
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        return texture;
    }
    
    class DrawCallPerfBenchmark : public ANGLERenderTest,
                                  public ::testing::WithParamInterface<DrawArraysPerfParams>
    {
      public:
        DrawCallPerfBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram    = 0;
        GLuint mBuffer1    = 0;
        GLuint mBuffer2    = 0;
        GLuint mFBO        = 0;
        GLuint mFBOTexture = 0;
        GLuint mTexture1   = 0;
        GLuint mTexture2   = 0;
        int mNumTris       = GetParam().numTris;
    };
    
    DrawCallPerfBenchmark::DrawCallPerfBenchmark() : ANGLERenderTest("DrawCallPerf", GetParam()) {}
    
    void DrawCallPerfBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        if (params.stateChange == StateChange::Texture)
        {
            mProgram = SetupSimpleTextureProgram();
        }
        else if (params.stateChange == StateChange::ManyVertexBuffers)
        {
            constexpr char kVS[] = R"(attribute vec2 vPosition;
    attribute vec2 v0;
    attribute vec2 v1;
    attribute vec2 v2;
    attribute vec2 v3;
    const float scale = 0.5;
    const float offset = -0.5;
    
    varying vec2 v;
    
    void main()
    {
        gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
        v = (v0 + v1 + v2 + v3) * 0.25;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v;
    void main()
    {
        gl_FragColor = vec4(v, 0, 1);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            glBindAttribLocation(mProgram, 1, "v0");
            glBindAttribLocation(mProgram, 2, "v1");
            glBindAttribLocation(mProgram, 3, "v2");
            glBindAttribLocation(mProgram, 4, "v3");
            glEnableVertexAttribArray(1);
            glEnableVertexAttribArray(2);
            glEnableVertexAttribArray(3);
            glEnableVertexAttribArray(4);
        }
        else
        {
            mProgram = SetupSimpleDrawProgram();
        }
    
        ASSERT_NE(0u, mProgram);
    
        // Re-link program to ensure the attrib bindings are used.
        glBindAttribLocation(mProgram, 0, "vPosition");
        glLinkProgram(mProgram);
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mBuffer1 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
        mBuffer2 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(0);
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        if (params.offscreen)
        {
            CreateColorFBO(getWindow()->getWidth(), getWindow()->getHeight(), &mFBOTexture, &mFBO);
        }
    
        mTexture1 = CreateSimpleTexture2D();
        mTexture2 = CreateSimpleTexture2D();
    
        ASSERT_GL_NO_ERROR();
    }
    
    void DrawCallPerfBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer1);
        glDeleteBuffers(1, &mBuffer2);
        glDeleteTextures(1, &mFBOTexture);
        glDeleteTextures(1, &mTexture1);
        glDeleteTextures(1, &mTexture2);
        glDeleteFramebuffers(1, &mFBO);
    }
    
    void ClearThenDraw(unsigned int iterations, GLsizei numElements)
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        for (unsigned int it = 0; it < iterations; it++)
        {
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void JustDraw(unsigned int iterations, GLsizei numElements)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    template <int kArrayBufferCount>
    void ChangeArrayBuffersThenDraw(unsigned int iterations,
                                    GLsizei numElements,
                                    GLuint buffer1,
                                    GLuint buffer2)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glBindBuffer(GL_ARRAY_BUFFER, buffer1);
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
    
            glBindBuffer(GL_ARRAY_BUFFER, buffer2);
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void ChangeTextureThenDraw(unsigned int iterations,
                               GLsizei numElements,
                               GLuint texture1,
                               GLuint texture2)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glBindTexture(GL_TEXTURE_2D, texture1);
            glDrawArrays(GL_TRIANGLES, 0, numElements);
    
            glBindTexture(GL_TEXTURE_2D, texture2);
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void DrawCallPerfBenchmark::drawBenchmark()
    {
        // This workaround fixes a huge queue of graphics commands accumulating on the GL
        // back-end. The GL back-end doesn't have a proper NULL device at the moment.
        // TODO(jmadill): Remove this when/if we ever get a proper OpenGL NULL device.
        const auto &eglParams = GetParam().eglParameters;
        const auto &params    = GetParam();
        GLsizei numElements   = static_cast<GLsizei>(3 * mNumTris);
    
        switch (params.stateChange)
        {
            case StateChange::VertexBuffer:
                ChangeArrayBuffersThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1,
                                              mBuffer2);
                break;
            case StateChange::ManyVertexBuffers:
                ChangeArrayBuffersThenDraw<5>(params.iterationsPerStep, numElements, mBuffer1,
                                              mBuffer2);
                break;
            case StateChange::Texture:
                ChangeTextureThenDraw(params.iterationsPerStep, numElements, mTexture1, mTexture2);
                break;
            case StateChange::NoChange:
                if (eglParams.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE ||
                    (eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE &&
                     eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
                {
                    ClearThenDraw(params.iterationsPerStep, numElements);
                }
                else
                {
                    JustDraw(params.iterationsPerStep, numElements);
                }
                break;
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TEST_P(DrawCallPerfBenchmark, Run)
    {
        run();
    }
    
    DrawArraysPerfParams DrawArrays(const DrawCallPerfParams &base, StateChange stateChange)
    {
        DrawArraysPerfParams params(base);
        params.stateChange = stateChange;
        return params;
    }
    
    using namespace params;
    
    ANGLE_INSTANTIATE_TEST(DrawCallPerfBenchmark,
                           DrawArrays(DrawCallD3D9(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallD3D9()), StateChange::NoChange),
                           DrawArrays(DrawCallD3D11(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::NoChange),
                           DrawArrays(NullDevice(Offscreen(DrawCallD3D11())), StateChange::NoChange),
                           DrawArrays(DrawCallD3D11(), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallD3D11(), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::Texture),
                           DrawArrays(DrawCallOpenGL(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::NoChange),
                           DrawArrays(NullDevice(Offscreen(DrawCallOpenGL())), StateChange::NoChange),
                           DrawArrays(DrawCallOpenGL(), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallOpenGL(), StateChange::ManyVertexBuffers),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::ManyVertexBuffers),
                           DrawArrays(DrawCallOpenGL(), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::Texture),
                           DrawArrays(DrawCallValidation(), StateChange::NoChange),
                           DrawArrays(DrawCallVulkan(), StateChange::NoChange),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::NoChange),
                           DrawArrays(DrawCallVulkan(), StateChange::VertexBuffer),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallVulkan(), StateChange::ManyVertexBuffers),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                           DrawArrays(DrawCallVulkan(), StateChange::Texture),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::Texture),
                           DrawArrays(DrawCallWGL(), StateChange::NoChange),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::NoChange),
                           DrawArrays(DrawCallWGL(), StateChange::VertexBuffer),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallWGL(), StateChange::Texture),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::Texture));
    
    }  // anonymous namespace