Hash :
f4863a45
Author :
Date :
2016-04-12T11:37:23
Add a perf test for setting uniform data. BUG=angleproject:1353 Change-Id: Iaae79bb85318583c12b9a939ea27a7f7f7f64faf Reviewed-on: https://chromium-review.googlesource.com/338441 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 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.
//
// UniformsBenchmark:
// Performance test for setting uniform data.
//
#include "ANGLEPerfTest.h"
#include <iostream>
#include <random>
#include <sstream>
#include "shader_utils.h"
using namespace angle;
namespace
{
struct UniformsParams final : public RenderTestParams
{
UniformsParams()
{
// Common default params
majorVersion = 2;
minorVersion = 0;
windowWidth = 720;
windowHeight = 720;
iterations = 4;
numVertexUniforms = 200;
numFragmentUniforms = 200;
}
std::string suffix() const override;
size_t numVertexUniforms;
size_t numFragmentUniforms;
// static parameters
size_t iterations;
};
std::ostream &operator<<(std::ostream &os, const UniformsParams ¶ms)
{
os << params.suffix().substr(1);
return os;
}
std::string UniformsParams::suffix() const
{
std::stringstream strstr;
strstr << RenderTestParams::suffix();
strstr << "_" << numVertexUniforms << "_vertex_uniforms";
strstr << "_" << numFragmentUniforms << "_fragment_uniforms";
return strstr.str();
}
class UniformsBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<UniformsParams>
{
public:
UniformsBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
void initShaders();
void initVertexBuffer();
void initTextures();
GLuint mProgram;
std::vector<GLuint> mUniformLocations;
};
UniformsBenchmark::UniformsBenchmark() : ANGLERenderTest("Uniforms", GetParam()), mProgram(0u)
{
}
void UniformsBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
ASSERT_GT(params.iterations, 0u);
// Verify the uniform counts are within the limits
GLint maxVertexUniforms, maxFragmentUniforms;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertexUniforms);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniforms);
if (params.numVertexUniforms > static_cast<size_t>(maxVertexUniforms))
{
FAIL() << "Vertex uniform count (" << params.numVertexUniforms << ")"
<< " exceeds maximum vertex uniform count: " << maxVertexUniforms << std::endl;
}
if (params.numFragmentUniforms > static_cast<size_t>(maxFragmentUniforms))
{
FAIL() << "Fragment uniform count (" << params.numFragmentUniforms << ")"
<< " exceeds maximum fragment uniform count: " << maxFragmentUniforms << std::endl;
}
initShaders();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
ASSERT_GL_NO_ERROR();
}
std::string GetUniformLocationName(size_t idx, bool vertexShader)
{
std::stringstream strstr;
strstr << (vertexShader ? "vs" : "fs") << "_u_" << idx;
return strstr.str();
}
void UniformsBenchmark::initShaders()
{
const auto ¶ms = GetParam();
std::stringstream vstrstr;
vstrstr << "precision mediump float;\n";
for (size_t i = 0; i < params.numVertexUniforms; i++)
{
vstrstr << "uniform vec4 " << GetUniformLocationName(i, true) << ";\n";
}
vstrstr << "void main()\n"
"{\n"
" gl_Position = vec4(0, 0, 0, 0);\n";
for (size_t i = 0; i < params.numVertexUniforms; i++)
{
vstrstr << " gl_Position = gl_Position + " << GetUniformLocationName(i, true) << ";\n";
}
vstrstr << "}";
std::stringstream fstrstr;
fstrstr << "precision mediump float;\n";
for (size_t i = 0; i < params.numFragmentUniforms; i++)
{
fstrstr << "uniform vec4 " << GetUniformLocationName(i, false) << ";\n";
}
fstrstr << "void main()\n"
"{\n"
" gl_FragColor = vec4(0, 0, 0, 0);\n";
for (size_t i = 0; i < params.numFragmentUniforms; i++)
{
fstrstr << " gl_FragColor = gl_FragColor + " << GetUniformLocationName(i, false)
<< ";\n";
}
fstrstr << "}";
mProgram = CompileProgram(vstrstr.str(), fstrstr.str());
ASSERT_NE(0u, mProgram);
for (size_t i = 0; i < params.numVertexUniforms; ++i)
{
GLint location = glGetUniformLocation(mProgram, GetUniformLocationName(i, true).c_str());
ASSERT_NE(-1, location);
mUniformLocations.push_back(location);
}
for (size_t i = 0; i < params.numFragmentUniforms; ++i)
{
GLint location = glGetUniformLocation(mProgram, GetUniformLocationName(i, false).c_str());
ASSERT_NE(-1, location);
mUniformLocations.push_back(location);
}
// Use the program object
glUseProgram(mProgram);
}
void UniformsBenchmark::destroyBenchmark()
{
glDeleteProgram(mProgram);
}
void UniformsBenchmark::drawBenchmark()
{
const auto ¶ms = GetParam();
for (size_t it = 0; it < params.iterations; ++it)
{
for (size_t uniform = 0; uniform < mUniformLocations.size(); ++uniform)
{
float value = static_cast<float>(uniform);
glUniform4f(mUniformLocations[uniform], value, value, value, value);
}
glDrawArrays(GL_TRIANGLES, 0, 3);
}
ASSERT_GL_NO_ERROR();
}
UniformsParams D3D11Params()
{
UniformsParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
UniformsParams D3D9Params()
{
UniformsParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
UniformsParams OpenGLParams()
{
UniformsParams params;
params.eglParameters = egl_platform::OPENGL();
return params;
}
} // anonymous namespace
TEST_P(UniformsBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(UniformsBenchmark, D3D11Params(), D3D9Params(), OpenGLParams());