Hash :
caeb1e89
Author :
Date :
2018-11-01T18:13:22
Vulkan: Allow unlimited simultaneous descriptor sets. This changes the fixed array into a STL vector. Instead of storing Descriptor Pools by value we now store them by pointer. This allows the vector to resize without changing the address of the Descriptor Pool. Also enables some more Vulkan perf tests that were crashing before. Bug: angleproject:2938 Change-Id: I8a88d5315b941c4f54205a9957e2834fe02ada84 Reviewed-on: https://chromium-review.googlesource.com/c/1311395 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286
//
// 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"
namespace
{
enum class StateChange
{
NoChange,
VertexBuffer,
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::Texture:
strstr << "_tex_change";
break;
default:
break;
;
}
return strstr.str();
}
std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams ¶ms)
{
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())
{
mRunTimeSeconds = GetParam().runTimeSeconds;
}
void DrawCallPerfBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
if (params.stateChange == StateChange::Texture)
{
mProgram = SetupSimpleTextureProgram();
}
else
{
mProgram = SetupSimpleDrawProgram();
}
ASSERT_NE(0u, 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.useFBO)
{
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);
}
}
void ChangeVerticesThenDraw(unsigned int iterations,
GLsizei numElements,
GLuint buffer1,
GLuint buffer2)
{
for (unsigned int it = 0; it < iterations; it++)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, numElements);
glBindBuffer(GL_ARRAY_BUFFER, buffer2);
glVertexAttribPointer(0, 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 ¶ms = GetParam();
GLsizei numElements = static_cast<GLsizei>(3 * mNumTris);
switch (params.stateChange)
{
case StateChange::VertexBuffer:
ChangeVerticesThenDraw(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;
}
ANGLE_INSTANTIATE_TEST(
DrawCallPerfBenchmark,
DrawArrays(DrawCallPerfD3D9Params(false, false), StateChange::NoChange),
DrawArrays(DrawCallPerfD3D9Params(true, false), StateChange::NoChange),
DrawArrays(DrawCallPerfD3D11Params(false, false), StateChange::NoChange),
DrawArrays(DrawCallPerfD3D11Params(true, false), StateChange::NoChange),
DrawArrays(DrawCallPerfD3D11Params(true, true), StateChange::NoChange),
DrawArrays(DrawCallPerfD3D11Params(false, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfD3D11Params(true, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfD3D11Params(false, false), StateChange::Texture),
DrawArrays(DrawCallPerfD3D11Params(true, false), StateChange::Texture),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(false, false), StateChange::NoChange),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(true, false), StateChange::NoChange),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(true, true), StateChange::NoChange),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(false, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(true, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(false, false), StateChange::Texture),
DrawArrays(DrawCallPerfOpenGLOrGLESParams(true, false), StateChange::Texture),
DrawArrays(DrawCallPerfValidationOnly(), StateChange::NoChange),
DrawArrays(DrawCallPerfVulkanParams(false, false), StateChange::NoChange),
DrawArrays(DrawCallPerfVulkanParams(true, false), StateChange::NoChange),
DrawArrays(DrawCallPerfVulkanParams(false, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfVulkanParams(true, false), StateChange::VertexBuffer),
DrawArrays(DrawCallPerfVulkanParams(false, false), StateChange::Texture),
DrawArrays(DrawCallPerfVulkanParams(true, false), StateChange::Texture));
} // anonymous namespace