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

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  • Author : Brian Sheedy
    Date : 2019-08-16 14:09:13
    Hash : 2f4a7518
    Message : Refactor perf tests to fix metric/story swapping Refactors the perf tests to fix the issue of metric and story being swapped, which causes issues when trying to convert to histograms. Specifically, does the following: 1. Rolls the version of src/tests/perf_tests/third_party/perf/ to Chromium 476dae823269c8d05b544271af97ad1adb0db8ee 2. Switch to using PerfResultReporter instead of PrintResult directly. 3. Split RenderTestParams::suffix into backend and story; backend is used as part of the metric, while story is used as the story. 4. Remove the "average" metric that was being automatically reported by ANGLEPerfTest, as reported results are automatically averaged. 5. Update the reported metric to more clearly distinguish between test, backend, and metric. It is now name_backend.metric. e.g. DrawCallPerf_vulkan.wall_time. Bug: chromium:923564,chromium:924618 Change-Id: I00cc191407052f23df57dbfa53b6fb088fc26960 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762360 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com>

  • src/tests/perf_tests/TextureSampling.cpp
  • //
    // Copyright 2015 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.
    //
    // TextureSamplingBenchmark:
    //   Performance test for texture sampling. The test generates a texture containing random data
    //   and then blurs it in a fragment shader using nearest neighbor sampling. The test is
    //   specifically designed to test overhead of GLSL's builtin texture*() functions that may result
    //   from how ANGLE translates them on each backend.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 4;
    
    struct TextureSamplingParams final : public RenderTestParams
    {
        TextureSamplingParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
    
            numSamplers = 2;
            textureSize = 32;
            kernelSize  = 3;
        }
    
        std::string story() const override;
        unsigned int numSamplers;
        unsigned int textureSize;
        unsigned int kernelSize;
    };
    
    std::ostream &operator<<(std::ostream &os, const TextureSamplingParams &params)
    {
        os << params.backendAndStory().substr(1);
        return os;
    }
    
    std::string TextureSamplingParams::story() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::story() << "_" << numSamplers << "samplers";
    
        return strstr.str();
    }
    
    class TextureSamplingBenchmark : public ANGLERenderTest,
                                     public ::testing::WithParamInterface<TextureSamplingParams>
    {
      public:
        TextureSamplingBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
        void initVertexBuffer();
        void initTextures();
    
        GLuint mProgram;
        GLuint mBuffer;
        std::vector<GLuint> mTextures;
    };
    
    TextureSamplingBenchmark::TextureSamplingBenchmark()
        : ANGLERenderTest("TextureSampling", GetParam()), mProgram(0u), mBuffer(0u)
    {}
    
    void TextureSamplingBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify "numSamplers" is within MAX_TEXTURE_IMAGE_UNITS limit
        GLint maxTextureImageUnits;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
    
        if (params.numSamplers > static_cast<unsigned int>(maxTextureImageUnits))
        {
            FAIL() << "Sampler count (" << params.numSamplers << ")"
                   << " exceeds maximum texture count: " << maxTextureImageUnits << std::endl;
        }
        initShaders();
        initVertexBuffer();
        initTextures();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TextureSamplingBenchmark::initShaders()
    {
        const auto &params = GetParam();
    
        std::stringstream vstrstr;
        vstrstr << "attribute vec2 aPosition;\n"
                   "varying vec2 vTextureCoordinates;\n"
                   "void main()\n"
                   "{\n"
                   "    vTextureCoordinates = (aPosition + vec2(1.0)) * 0.5;\n"
                   "    gl_Position = vec4(aPosition, 0, 1.0);\n"
                   "}";
    
        std::stringstream fstrstr;
        fstrstr << "precision mediump float;\n"
                   "varying vec2 vTextureCoordinates;\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "uniform sampler2D uSampler" << count << ";\n";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    const float inverseTextureSize = 1.0 / "
                << params.textureSize
                << ".0;\n"
                   "    vec4 colorOut = vec4(0.0, 0.0, 0.0, 1.0);\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "    for (int x = 0; x < " << params.kernelSize
                    << "; ++x)\n"
                       "    {\n"
                       "        for (int y = 0; y < "
                    << params.kernelSize
                    << "; ++y)\n"
                       "        {\n"
                       "            colorOut += texture2D(uSampler"
                    << count
                    << ", vTextureCoordinates + vec2(x, y) * inverseTextureSize) * 0.1;\n"
                       "        }\n"
                       "    }\n";
        }
        fstrstr << "    gl_FragColor = colorOut;\n"
                   "}\n";
    
        mProgram = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mProgram);
    
        // Use the program object
        glUseProgram(mProgram);
    }
    
    void TextureSamplingBenchmark::initVertexBuffer()
    {
        std::vector<float> vertexPositions(12);
        {
            // Bottom left triangle
            vertexPositions[0] = -1.0f;
            vertexPositions[1] = -1.0f;
            vertexPositions[2] = 1.0f;
            vertexPositions[3] = -1.0f;
            vertexPositions[4] = -1.0f;
            vertexPositions[5] = 1.0f;
    
            // Top right triangle
            vertexPositions[6]  = -1.0f;
            vertexPositions[7]  = 1.0f;
            vertexPositions[8]  = 1.0f;
            vertexPositions[9]  = -1.0f;
            vertexPositions[10] = 1.0f;
            vertexPositions[11] = 1.0f;
        }
    
        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, vertexPositions.size() * sizeof(float), &vertexPositions[0],
                     GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "aPosition");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    }
    
    void TextureSamplingBenchmark::initTextures()
    {
        const auto &params = GetParam();
    
        unsigned int dataSize = params.textureSize * params.textureSize;
        std::vector<unsigned int> randomTextureData;
        randomTextureData.resize(dataSize);
    
        unsigned int pseudoRandom = 1u;
        for (unsigned int i = 0; i < dataSize; ++i)
        {
            pseudoRandom         = pseudoRandom * 1664525u + 1013904223u;
            randomTextureData[i] = pseudoRandom;
        }
    
        mTextures.resize(params.numSamplers);
        glGenTextures(params.numSamplers, mTextures.data());
        for (unsigned int i = 0; i < params.numSamplers; ++i)
        {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, mTextures[i]);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, params.textureSize, params.textureSize, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, randomTextureData.data());
        }
    
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            std::stringstream samplerstrstr;
            samplerstrstr << "uSampler" << count;
            GLint samplerLocation = glGetUniformLocation(mProgram, samplerstrstr.str().c_str());
            ASSERT_NE(-1, samplerLocation);
    
            glUniform1i(samplerLocation, count);
        }
    }
    
    void TextureSamplingBenchmark::destroyBenchmark()
    {
        const auto &params = GetParam();
    
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);
        if (!mTextures.empty())
        {
            glDeleteTextures(params.numSamplers, mTextures.data());
        }
    }
    
    void TextureSamplingBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        for (unsigned int it = 0; it < params.iterationsPerStep; ++it)
        {
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TextureSamplingParams D3D11Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    TextureSamplingParams D3D9Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    TextureSamplingParams OpenGLOrGLESParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES();
        return params;
    }
    
    TextureSamplingParams VulkanParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    }  // anonymous namespace
    
    TEST_P(TextureSamplingBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TextureSamplingBenchmark,
                           D3D11Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());