Hash :
d193d51b
Author :
Date :
2024-06-17T22:46:08
Replace issue ids post migration to new issue tracker This change replaces anglebug.com/NNNN links. Bug: None Change-Id: I8ac3aec8d2a8a844b3d7b99fc0a6b2be8da31761 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5637912 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2023 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.
//
// ParallelLinkProgramPerfTest:
// Tests performance of compiling and linking many shaders and programs in sequence.
//
#include "ANGLEPerfTest.h"
#include <array>
#include "common/vector_utils.h"
#include "util/shader_utils.h"
using namespace angle;
namespace
{
enum class CompileLinkOrder
{
// Most optimal behavior; all compiles are done first, then all links.
AllCompilesFirst,
// Less optimal, but still decent; each program's shaders are first compiled, then the program
// is linked before moving on to the next program.
Interleaved,
// Worst behavior, which unfortunately is what the large majority of applications do; each
// program's shaders are compiled, the program is linked, and the link status is immediately
// queried (causing the main thread to block on the link task).
InterleavedAndImmediateQuery,
Unspecified,
};
struct ParallelLinkProgramParams final : public RenderTestParams
{
ParallelLinkProgramParams(CompileLinkOrder order)
{
iterationsPerStep = 100;
majorVersion = 3;
minorVersion = 0;
windowWidth = 256;
windowHeight = 256;
compileLinkOrder = order;
}
std::string story() const override
{
std::stringstream strstr;
strstr << RenderTestParams::story();
if (compileLinkOrder == CompileLinkOrder::AllCompilesFirst)
{
strstr << "_all_compiles_first";
}
else if (compileLinkOrder == CompileLinkOrder::Interleaved)
{
strstr << "_interleaved_compile_and_link";
}
else if (compileLinkOrder == CompileLinkOrder::InterleavedAndImmediateQuery)
{
strstr << "_interleaved_compile_and_link_with_immediate_query";
}
if (std::find(eglParameters.disabledFeatureOverrides.begin(),
eglParameters.disabledFeatureOverrides.end(),
Feature::EnableParallelCompileAndLink) !=
eglParameters.disabledFeatureOverrides.end())
{
strstr << "_serial";
}
if (eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE)
{
strstr << "_null";
}
return strstr.str();
}
CompileLinkOrder compileLinkOrder;
};
std::ostream &operator<<(std::ostream &os, const ParallelLinkProgramParams ¶ms)
{
os << params.backendAndStory().substr(1);
return os;
}
class ParallelLinkProgramBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<ParallelLinkProgramParams>
{
public:
ParallelLinkProgramBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
protected:
struct Program
{
std::string vertexShader;
std::string fragmentShader;
GLuint vs;
GLuint fs;
GLuint program;
};
std::vector<Program> mPrograms;
};
ParallelLinkProgramBenchmark::ParallelLinkProgramBenchmark()
: ANGLERenderTest("ParallelLinkProgram", GetParam())
{
if (IsWindows() && IsNVIDIA() &&
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
skipTest("http://anglebug.com/42266835 crashes the GL driver");
}
if (IsLinux() && IsNVIDIA() &&
GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
{
skipTest("http://anglebug.com/42266835 flakily crashes the GL driver");
}
}
void ParallelLinkProgramBenchmark::initializeBenchmark()
{
const ParallelLinkProgramParams ¶ms = GetParam();
// Generate N shaders and create the GL objects. DrawBenchmark would then _only_ do compilation
// and link.
mPrograms.resize(params.iterationsPerStep);
for (uint32_t i = 0; i < params.iterationsPerStep; ++i)
{
std::ostringstream vs;
vs << R"(#version 300 es
uniform UBO
{
vec4 data[)"
<< params.iterationsPerStep << R"(];
};
uniform UBO2
{
mat4 m[2];
} ubo;
in mediump vec4 attr1;
in mediump uvec4 attr2;
out highp vec3 var1;
flat out lowp uvec2 var2;
void main()
{
vec4 a = attr1 + vec4(attr2);)";
for (uint32_t j = 0; j < i * 5; ++j)
{
vs << R"(
a *= ubo.m[0];)";
}
vs << R"(
a += ubo.m[1][2];
var1 = cross(a.zxy, data[)"
<< i << R"(].xxw);
var2 = uvec2(1, 3) * uvec2(6, 3);
})";
mPrograms[i].vertexShader = vs.str();
std::ostringstream fs;
fs << R"(#version 300 es
uniform UBO
{
highp vec4 data[)"
<< params.iterationsPerStep << R"(];
};
in highp vec3 var1;
flat in lowp uvec2 var2;
uniform mediump sampler2D s;
uniform mediump sampler2D s2;
layout(location = 0) out mediump vec4 color1;
layout(location = 2) out highp uvec2 color2;
void main()
{
color1 = var1.xyzx + texture(s, vec2(var2) / 9.);
mediump vec4 sum = vec4(0);
for (int i = 0; i < 10; ++i)
sum += texture(s2, vec2(float(i / 2) / 5., float(i % 5) / 5.));
uvec2 res = uvec2(sum.xz + sum.yw);)";
for (uint32_t j = 0; j < i * 5; ++j)
{
fs << R"(
res += uvec2(data[)"
<< (j % 100) << R"(]);)";
}
fs << R"(
color2 = res;
})";
mPrograms[i].fragmentShader = fs.str();
mPrograms[i].vs = glCreateShader(GL_VERTEX_SHADER);
mPrograms[i].fs = glCreateShader(GL_FRAGMENT_SHADER);
mPrograms[i].program = glCreateProgram();
const char *vsCStr = mPrograms[i].vertexShader.c_str();
const char *fsCStr = mPrograms[i].fragmentShader.c_str();
glShaderSource(mPrograms[i].vs, 1, &vsCStr, 0);
glShaderSource(mPrograms[i].fs, 1, &fsCStr, 0);
glAttachShader(mPrograms[i].program, mPrograms[i].vs);
glAttachShader(mPrograms[i].program, mPrograms[i].fs);
}
ASSERT_GL_NO_ERROR();
}
void ParallelLinkProgramBenchmark::destroyBenchmark()
{
const ParallelLinkProgramParams ¶ms = GetParam();
for (uint32_t i = 0; i < params.iterationsPerStep; ++i)
{
glDetachShader(mPrograms[i].program, mPrograms[i].vs);
glDetachShader(mPrograms[i].program, mPrograms[i].fs);
glDeleteShader(mPrograms[i].vs);
glDeleteShader(mPrograms[i].fs);
glDeleteProgram(mPrograms[i].program);
}
}
void ParallelLinkProgramBenchmark::drawBenchmark()
{
const ParallelLinkProgramParams ¶ms = GetParam();
for (uint32_t i = 0; i < params.iterationsPerStep; ++i)
{
// Compile the shaders, and if interleaved, link the corresponding programs.
glCompileShader(mPrograms[i].vs);
glCompileShader(mPrograms[i].fs);
if (params.compileLinkOrder != CompileLinkOrder::AllCompilesFirst)
{
glLinkProgram(mPrograms[i].program);
if (params.compileLinkOrder == CompileLinkOrder::InterleavedAndImmediateQuery)
{
GLint linkStatus = GL_TRUE;
glGetProgramiv(mPrograms[i].program, GL_LINK_STATUS, &linkStatus);
EXPECT_TRUE(linkStatus) << i;
}
}
}
// If asked to link after all shaders are compiled, link all the programs now
if (params.compileLinkOrder == CompileLinkOrder::AllCompilesFirst)
{
for (uint32_t i = 0; i < params.iterationsPerStep; ++i)
{
glLinkProgram(mPrograms[i].program);
}
}
// Now that all the compile and link jobs have been scheduled, wait for them all to finish.
for (uint32_t i = 0; i < params.iterationsPerStep; ++i)
{
GLint compileResult;
glGetShaderiv(mPrograms[i].vs, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0) << i;
glGetShaderiv(mPrograms[i].fs, GL_COMPILE_STATUS, &compileResult);
EXPECT_NE(compileResult, 0) << i;
GLint linkStatus = GL_TRUE;
glGetProgramiv(mPrograms[i].program, GL_LINK_STATUS, &linkStatus);
EXPECT_TRUE(linkStatus) << i;
}
// ANGLE supports running some optional link subtasks beyond the actual end of the link. Ensure
// those are all finished by triggerring a wait on the jobs of the last program. Currently,
// detaching and attaching shaders does that (among other operations).
const uint32_t last = params.iterationsPerStep - 1;
glDetachShader(mPrograms[last].program, mPrograms[last].vs);
glAttachShader(mPrograms[last].program, mPrograms[last].vs);
ASSERT_GL_NO_ERROR();
}
using namespace egl_platform;
ParallelLinkProgramParams ParallelLinkProgramD3D11Params(CompileLinkOrder compileLinkOrder)
{
ParallelLinkProgramParams params(compileLinkOrder);
params.eglParameters = D3D11();
return params;
}
ParallelLinkProgramParams ParallelLinkProgramMetalParams(CompileLinkOrder compileLinkOrder)
{
ParallelLinkProgramParams params(compileLinkOrder);
params.eglParameters = METAL();
return params;
}
ParallelLinkProgramParams ParallelLinkProgramOpenGLOrGLESParams(CompileLinkOrder compileLinkOrder)
{
ParallelLinkProgramParams params(compileLinkOrder);
params.eglParameters = OPENGL_OR_GLES();
return params;
}
ParallelLinkProgramParams ParallelLinkProgramVulkanParams(CompileLinkOrder compileLinkOrder)
{
ParallelLinkProgramParams params(compileLinkOrder);
params.eglParameters = VULKAN();
params.enable(Feature::EnableParallelCompileAndLink);
return params;
}
ParallelLinkProgramParams SerialLinkProgramVulkanParams(CompileLinkOrder compileLinkOrder)
{
ParallelLinkProgramParams params(compileLinkOrder);
params.eglParameters = VULKAN();
params.disable(Feature::EnableParallelCompileAndLink);
return params;
}
// Test parallel link performance
TEST_P(ParallelLinkProgramBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(
ParallelLinkProgramBenchmark,
ParallelLinkProgramD3D11Params(CompileLinkOrder::AllCompilesFirst),
ParallelLinkProgramD3D11Params(CompileLinkOrder::Interleaved),
ParallelLinkProgramMetalParams(CompileLinkOrder::AllCompilesFirst),
ParallelLinkProgramMetalParams(CompileLinkOrder::Interleaved),
ParallelLinkProgramOpenGLOrGLESParams(CompileLinkOrder::AllCompilesFirst),
ParallelLinkProgramOpenGLOrGLESParams(CompileLinkOrder::Interleaved),
ParallelLinkProgramVulkanParams(CompileLinkOrder::AllCompilesFirst),
ParallelLinkProgramVulkanParams(CompileLinkOrder::Interleaved),
ParallelLinkProgramVulkanParams(CompileLinkOrder::InterleavedAndImmediateQuery),
SerialLinkProgramVulkanParams(CompileLinkOrder::AllCompilesFirst),
SerialLinkProgramVulkanParams(CompileLinkOrder::Interleaved),
SerialLinkProgramVulkanParams(CompileLinkOrder::InterleavedAndImmediateQuery));
} // anonymous namespace