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 (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.
//
// TexSubImageBenchmark:
// Performace test for ANGLE texture updates.
//
#include <sstream>
#include "ANGLEPerfTest.h"
#include "shader_utils.h"
using namespace angle;
namespace
{
constexpr unsigned int kIterationsPerStep = 9;
struct TexSubImageParams final : public RenderTestParams
{
TexSubImageParams()
{
iterationsPerStep = kIterationsPerStep;
// Common default parameters
majorVersion = 2;
minorVersion = 0;
windowWidth = 512;
windowHeight = 512;
imageWidth = 1024;
imageHeight = 1024;
subImageWidth = 64;
subImageHeight = 64;
}
std::string suffix() const override;
// Static parameters
int imageWidth;
int imageHeight;
int subImageWidth;
int subImageHeight;
};
std::ostream &operator<<(std::ostream &os, const TexSubImageParams ¶ms)
{
os << params.suffix().substr(1);
return os;
}
class TexSubImageBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<TexSubImageParams>
{
public:
TexSubImageBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
GLuint createTexture();
// Handle to a program object
GLuint mProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler location
GLint mSamplerLoc;
// Texture handle
GLuint mTexture;
// Buffer handle
GLuint mVertexBuffer;
GLuint mIndexBuffer;
GLubyte *mPixels;
};
std::string TexSubImageParams::suffix() const
{
// TODO(jmadill)
return RenderTestParams::suffix();
}
TexSubImageBenchmark::TexSubImageBenchmark()
: ANGLERenderTest("TexSubImage", GetParam()),
mProgram(0),
mPositionLoc(-1),
mTexCoordLoc(-1),
mSamplerLoc(-1),
mTexture(0),
mVertexBuffer(0),
mIndexBuffer(0),
mPixels(nullptr)
{
addExtensionPrerequisite("GL_EXT_texture_storage");
}
GLuint TexSubImageBenchmark::createTexture()
{
const auto ¶ms = GetParam();
// 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);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.imageWidth, params.imageHeight);
// 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;
}
void TexSubImageBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
const std::string vs =
R"(attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
})";
const std::string fs =
R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
})";
mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram);
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
// Get the sampler location
mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
// Build the vertex buffer
GLfloat vertices[] = {
-0.5f, 0.5f, 0.0f, // Position 0
0.0f, 0.0f, // TexCoord 0
-0.5f, -0.5f, 0.0f, // Position 1
0.0f, 1.0f, // TexCoord 1
0.5f, -0.5f, 0.0f, // Position 2
1.0f, 1.0f, // TexCoord 2
0.5f, 0.5f, 0.0f, // Position 3
1.0f, 0.0f // TexCoord 3
};
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLushort indices[] = {0, 1, 2, 0, 2, 3};
glGenBuffers(1, &mIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Load the texture
mTexture = createTexture();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mPixels = new GLubyte[params.subImageWidth * params.subImageHeight * 4];
// Fill the pixels structure with random data:
for (int y = 0; y < params.subImageHeight; ++y)
{
for (int x = 0; x < params.subImageWidth; ++x)
{
int offset = (x + (y * params.subImageWidth)) * 4;
mPixels[offset + 0] = rand() % 255; // Red
mPixels[offset + 1] = rand() % 255; // Green
mPixels[offset + 2] = rand() % 255; // Blue
mPixels[offset + 3] = 255; // Alpha
}
}
ASSERT_GL_NO_ERROR();
}
void TexSubImageBenchmark::destroyBenchmark()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mVertexBuffer);
glDeleteBuffers(1, &mIndexBuffer);
glDeleteTextures(1, &mTexture);
delete[] mPixels;
}
void TexSubImageBenchmark::drawBenchmark()
{
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Bind the buffers
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
reinterpret_cast<void *>(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(mPositionLoc);
glEnableVertexAttribArray(mTexCoordLoc);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture);
// Set the texture sampler to texture unit to 0
glUniform1i(mSamplerLoc, 0);
ASSERT_GL_NO_ERROR();
const auto ¶ms = GetParam();
for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
{
glTexSubImage2D(GL_TEXTURE_2D, 0, rand() % (params.imageWidth - params.subImageWidth),
rand() % (params.imageHeight - params.subImageHeight), params.subImageWidth,
params.subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, mPixels);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
}
ASSERT_GL_NO_ERROR();
}
TexSubImageParams D3D11Params()
{
TexSubImageParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
TexSubImageParams D3D9Params()
{
TexSubImageParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
TexSubImageParams OpenGLOrGLESParams()
{
TexSubImageParams params;
params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
return params;
}
TexSubImageParams VulkanParams()
{
TexSubImageParams params;
params.eglParameters = egl_platform::VULKAN();
return params;
}
} // namespace
TEST_P(TexSubImageBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(TexSubImageBenchmark,
D3D11Params(),
D3D9Params(),
OpenGLOrGLESParams(),
VulkanParams());