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kc3-lang/angle/src/tests/perf_tests/TexturesPerf.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/TexturesPerf.cpp
  • //
    // Copyright 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.
    //
    // TexturesPerf:
    //   Performance test for setting texture state.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "util/shader_utils.h"
    
    namespace angle
    {
    constexpr unsigned int kIterationsPerStep = 256;
    
    struct TexturesParams final : public RenderTestParams
    {
        TexturesParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
    
            numTextures                 = 8;
            textureRebindFrequency      = 5;
            textureStateUpdateFrequency = 3;
            textureMipCount             = 8;
    
            webgl = false;
        }
    
        std::string story() const override;
        size_t numTextures;
        size_t textureRebindFrequency;
        size_t textureStateUpdateFrequency;
        size_t textureMipCount;
    
        bool webgl;
    };
    
    std::ostream &operator<<(std::ostream &os, const TexturesParams &params)
    {
        os << params.backendAndStory().substr(1);
        return os;
    }
    
    std::string TexturesParams::story() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::story();
        strstr << "_" << numTextures << "_textures";
        strstr << "_" << textureRebindFrequency << "_rebind";
        strstr << "_" << textureStateUpdateFrequency << "_state";
        strstr << "_" << textureMipCount << "_mips";
    
        if (webgl)
        {
            strstr << "_webgl";
        }
    
        return strstr.str();
    }
    
    class TexturesBenchmark : public ANGLERenderTest,
                              public ::testing::WithParamInterface<TexturesParams>
    {
      public:
        TexturesBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
        void initTextures();
    
        std::vector<GLuint> mTextures;
    
        GLuint mProgram;
        std::vector<GLuint> mUniformLocations;
    };
    
    TexturesBenchmark::TexturesBenchmark() : ANGLERenderTest("Textures", GetParam()), mProgram(0u)
    {
        setWebGLCompatibilityEnabled(GetParam().webgl);
        setRobustResourceInit(GetParam().webgl);
    }
    
    void TexturesBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify the uniform counts are within the limits
        GLint maxTextureUnits;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
        if (params.numTextures > static_cast<size_t>(maxTextureUnits))
        {
            FAIL() << "Texture count (" << params.numTextures << ")"
                   << " exceeds maximum texture unit count: " << maxTextureUnits << std::endl;
        }
    
        initShaders();
        initTextures();
        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 TexturesBenchmark::initShaders()
    {
        const auto &params = GetParam();
    
        std::string vs =
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0, 0, 0, 0);\n"
            "}\n";
    
        std::stringstream fstrstr;
        for (size_t i = 0; i < params.numTextures; i++)
        {
            fstrstr << "uniform sampler2D tex" << i << ";";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    gl_FragColor = vec4(0, 0, 0, 0)";
        for (size_t i = 0; i < params.numTextures; i++)
        {
            fstrstr << "+ texture2D(tex" << i << ", vec2(0, 0))";
        }
        fstrstr << ";\n"
                   "}\n";
    
        mProgram = CompileProgram(vs.c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mProgram);
    
        for (size_t i = 0; i < params.numTextures; ++i)
        {
            std::stringstream uniformName;
            uniformName << "tex" << i;
    
            GLint location = glGetUniformLocation(mProgram, uniformName.str().c_str());
            ASSERT_NE(-1, location);
            mUniformLocations.push_back(location);
        }
    
        // Use the program object
        glUseProgram(mProgram);
    }
    
    void TexturesBenchmark::initTextures()
    {
        const auto &params = GetParam();
    
        size_t textureSize = static_cast<size_t>(1) << params.textureMipCount;
        std::vector<GLubyte> textureData(textureSize * textureSize * 4);
        for (auto &byte : textureData)
        {
            byte = rand() % 255u;
        }
    
        for (size_t texIndex = 0; texIndex < params.numTextures; texIndex++)
        {
            GLuint tex = 0;
            glGenTextures(1, &tex);
    
            glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + texIndex));
            glBindTexture(GL_TEXTURE_2D, tex);
            for (size_t mip = 0; mip < params.textureMipCount; mip++)
            {
                GLsizei levelSize = static_cast<GLsizei>(textureSize >> mip);
                glTexImage2D(GL_TEXTURE_2D, static_cast<GLint>(mip), GL_RGBA, levelSize, levelSize, 0,
                             GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
            }
            mTextures.push_back(tex);
    
            glUniform1i(mUniformLocations[texIndex], static_cast<GLint>(texIndex));
        }
    }
    
    void TexturesBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
    }
    
    void TexturesBenchmark::drawBenchmark()
    {
        const auto &params = GetParam();
    
        for (size_t it = 0; it < params.iterationsPerStep; ++it)
        {
            if (it % params.textureRebindFrequency == 0)
            {
                // Swap two textures
                size_t swapTexture = (it / params.textureRebindFrequency) % (params.numTextures - 1);
    
                glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + swapTexture));
                glBindTexture(GL_TEXTURE_2D, mTextures[swapTexture]);
                glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + swapTexture + 1));
                glBindTexture(GL_TEXTURE_2D, mTextures[swapTexture + 1]);
                std::swap(mTextures[swapTexture], mTextures[swapTexture + 1]);
            }
    
            if (it % params.textureStateUpdateFrequency == 0)
            {
                // Update a texture's state
                size_t stateUpdateCount = it / params.textureStateUpdateFrequency;
    
                const size_t numUpdateTextures = 4;
                ASSERT_LE(numUpdateTextures, params.numTextures);
    
                size_t firstTexture = stateUpdateCount % (params.numTextures - numUpdateTextures);
    
                for (size_t updateTextureIdx = 0; updateTextureIdx < numUpdateTextures;
                     updateTextureIdx++)
                {
                    size_t updateTexture = firstTexture + updateTextureIdx;
                    glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + updateTexture));
    
                    const GLenum minFilters[] = {
                        GL_NEAREST,
                        GL_LINEAR,
                        GL_NEAREST_MIPMAP_NEAREST,
                        GL_LINEAR_MIPMAP_NEAREST,
                        GL_NEAREST_MIPMAP_LINEAR,
                        GL_LINEAR_MIPMAP_LINEAR,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                    minFilters[stateUpdateCount % ArraySize(minFilters)]);
    
                    const GLenum magFilters[] = {
                        GL_NEAREST,
                        GL_LINEAR,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                                    magFilters[stateUpdateCount % ArraySize(magFilters)]);
    
                    const GLenum wrapParameters[] = {
                        GL_CLAMP_TO_EDGE,
                        GL_REPEAT,
                        GL_MIRRORED_REPEAT,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                                    wrapParameters[stateUpdateCount % ArraySize(wrapParameters)]);
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                                    wrapParameters[stateUpdateCount % ArraySize(wrapParameters)]);
                }
            }
    
            glDrawArrays(GL_TRIANGLES, 0, 3);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TexturesParams D3D11Params(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::D3D11_NULL();
        params.webgl         = webglCompat;
        return params;
    }
    
    TexturesParams D3D9Params(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::D3D9_NULL();
        params.webgl         = webglCompat;
        return params;
    }
    
    TexturesParams OpenGLOrGLESParams(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES_NULL();
        params.webgl         = webglCompat;
        return params;
    }
    
    TEST_P(TexturesBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TexturesBenchmark,
                           D3D11Params(false),
                           D3D11Params(true),
                           D3D9Params(true),
                           OpenGLOrGLESParams(false),
                           OpenGLOrGLESParams(true));
    }  // namespace angle