Hash :
3402d523
Author :
Date :
2018-10-30T15:14:52
Try to reduce variance in angle_perftests. This change does a few things: - make perf test runner script print % variation instead of stddev This makes it a bit more clear how much variance there is. - stabilize CPU in the render perf tests Setting a thread affinity and priority should stop from switching cores during the run. Hopefully can prevent background noise from changing the test results. - warm up the benchmark with a few iterations This should hopefully make the test results a bit more stable. - output a new normalized perf result value The new result is normalized against the number of iterations. So it should hopefully be stable even if the number of iterations is changed. - increases the iteration count in the draw call perf tests. These tests were completely dominated by SwapBuffers time. Increasing the iterations per step means we actually are bottlenecked on CPU time instead. Bug: angleproject:2923 Change-Id: I5ee347cf93df239ac33b83dc5effe4c21e066736 Reviewed-on: https://chromium-review.googlesource.com/c/1303679 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
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//
// 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.
//
// DynamicPromotionPerfTest:
// Tests that ANGLE will promote buffer specfied with DYNAMIC usage to static after a number of
// iterations without changing the data. It specifically affects the D3D back-end, which treats
// dynamic and static buffers quite differently.
//
#include "ANGLEPerfTest.h"
#include "common/vector_utils.h"
#include "random_utils.h"
#include "shader_utils.h"
using namespace angle;
namespace
{
constexpr unsigned int kIterationsPerStep = 4;
struct DynamicPromotionParams final : public RenderTestParams
{
DynamicPromotionParams() { iterationsPerStep = kIterationsPerStep; }
std::string suffix() const override;
size_t vertexCount = 1024;
};
std::string DynamicPromotionParams::suffix() const
{
return RenderTestParams::suffix();
}
std::ostream &operator<<(std::ostream &os, const DynamicPromotionParams ¶ms)
{
os << params.suffix().substr(1);
return os;
}
class DynamicPromotionPerfTest : public ANGLERenderTest,
public testing::WithParamInterface<DynamicPromotionParams>
{
public:
DynamicPromotionPerfTest();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
GLuint mProgram;
GLuint mElementArrayBuffer;
GLuint mArrayBuffer;
};
DynamicPromotionPerfTest::DynamicPromotionPerfTest()
: ANGLERenderTest("DynamicPromotion", GetParam()),
mProgram(0),
mElementArrayBuffer(0),
mArrayBuffer(0)
{
}
void DynamicPromotionPerfTest::initializeBenchmark()
{
const std::string &vertexShaderSource =
"attribute vec2 position;\n"
"attribute vec3 color;\n"
"varying vec3 vColor;\n"
"void main()\n"
"{\n"
" vColor = color;\n"
" gl_Position = vec4(position, 0, 1);\n"
"}";
const std::string &fragmentShaderSource =
"varying mediump vec3 vColor;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(vColor, 1);\n"
"}";
mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
ASSERT_NE(0u, mProgram);
const size_t vertexCount = GetParam().vertexCount;
std::vector<GLushort> indexData;
std::vector<Vector2> positionData;
std::vector<Vector3> colorData;
ASSERT_GE(static_cast<size_t>(std::numeric_limits<GLushort>::max()), vertexCount);
RNG rng(1);
for (size_t index = 0; index < vertexCount; ++index)
{
indexData.push_back(static_cast<GLushort>(index));
Vector2 position(rng.randomNegativeOneToOne(), rng.randomNegativeOneToOne());
positionData.push_back(position);
Vector3 color(rng.randomFloat(), rng.randomFloat(), rng.randomFloat());
colorData.push_back(color);
}
glGenBuffers(1, &mElementArrayBuffer);
glGenBuffers(1, &mArrayBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementArrayBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mArrayBuffer);
GLsizeiptr elementArraySize = sizeof(GLushort) * vertexCount;
GLsizeiptr positionArraySize = sizeof(Vector2) * vertexCount;
GLsizeiptr colorArraySize = sizeof(Vector3) * vertexCount;
// The DYNAMIC_DRAW usage is the key to the test.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementArraySize, indexData.data(), GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, positionArraySize + colorArraySize, nullptr, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, positionArraySize, positionData.data());
glBufferSubData(GL_ARRAY_BUFFER, positionArraySize, colorArraySize, colorData.data());
glUseProgram(mProgram);
GLint positionLocation = glGetAttribLocation(mProgram, "position");
ASSERT_NE(-1, positionLocation);
GLint colorLocation = glGetAttribLocation(mProgram, "color");
ASSERT_NE(-1, colorLocation);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(colorLocation, 3, GL_FLOAT, GL_FALSE, 0,
reinterpret_cast<const void *>(positionArraySize));
glEnableVertexAttribArray(positionLocation);
glEnableVertexAttribArray(colorLocation);
ASSERT_GL_NO_ERROR();
}
void DynamicPromotionPerfTest::destroyBenchmark()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mElementArrayBuffer);
glDeleteBuffers(1, &mArrayBuffer);
}
void DynamicPromotionPerfTest::drawBenchmark()
{
unsigned int iterations = GetParam().iterationsPerStep;
size_t vertexCount = GetParam().vertexCount;
glClear(GL_COLOR_BUFFER_BIT);
for (unsigned int count = 0; count < iterations; ++count)
{
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(vertexCount), GL_UNSIGNED_SHORT, nullptr);
}
ASSERT_GL_NO_ERROR();
}
DynamicPromotionParams DynamicPromotionD3D11Params()
{
DynamicPromotionParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
DynamicPromotionParams DynamicPromotionD3D9Params()
{
DynamicPromotionParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
TEST_P(DynamicPromotionPerfTest, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(DynamicPromotionPerfTest,
DynamicPromotionD3D11Params(),
DynamicPromotionD3D9Params());
} // anonymous namespace