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kc3-lang/angle/src/tests/perf_tests/PointSprites.cpp

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/PointSprites.cpp
  • //
    // 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.
    //
    // PointSpritesBenchmark:
    //   Performance test for ANGLE point sprites.
    //
    //
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <sstream>
    
    #include "util/random_utils.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 100;
    
    struct PointSpritesParams final : public RenderTestParams
    {
        PointSpritesParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 1280;
            windowHeight = 720;
            count        = 10;
            size         = 3.0f;
            numVaryings  = 3;
        }
    
        std::string suffix() const override;
    
        unsigned int count;
        float size;
        unsigned int numVaryings;
    };
    
    std::ostream &operator<<(std::ostream &os, const PointSpritesParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class PointSpritesBenchmark : public ANGLERenderTest,
                                  public ::testing::WithParamInterface<PointSpritesParams>
    {
      public:
        PointSpritesBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram;
        GLuint mBuffer;
        RNG mRNG;
    };
    
    std::string PointSpritesParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix() << "_" << count << "_" << size << "px"
               << "_" << numVaryings << "vars";
    
        return strstr.str();
    }
    
    PointSpritesBenchmark::PointSpritesBenchmark()
        : ANGLERenderTest("PointSprites", GetParam()), mRNG(1)
    {}
    
    void PointSpritesBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        std::stringstream vstrstr;
    
        // Verify "numVaryings" is within MAX_VARYINGS limit
        GLint maxVaryings;
        glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
    
        if (params.numVaryings > static_cast<unsigned int>(maxVaryings))
        {
            FAIL() << "Varying count (" << params.numVaryings << ")"
                   << " exceeds maximum varyings: " << maxVaryings << std::endl;
        }
    
        vstrstr << "attribute vec2 vPosition;\n"
                   "uniform float uPointSize;\n";
    
        for (unsigned int varCount = 0; varCount < params.numVaryings; varCount++)
        {
            vstrstr << "varying vec4 v" << varCount << ";\n";
        }
    
        vstrstr << "void main()\n"
                   "{\n";
    
        for (unsigned int varCount = 0; varCount < params.numVaryings; varCount++)
        {
            vstrstr << "    v" << varCount << " = vec4(1.0);\n";
        }
    
        vstrstr << "    gl_Position = vec4(vPosition, 0, 1.0);\n"
                   "    gl_PointSize = uPointSize;\n"
                   "}";
    
        std::stringstream fstrstr;
    
        fstrstr << "precision mediump float;\n";
    
        for (unsigned int varCount = 0; varCount < params.numVaryings; varCount++)
        {
            fstrstr << "varying vec4 v" << varCount << ";\n";
        }
    
        fstrstr << "void main()\n"
                   "{\n"
                   "    vec4 colorOut = vec4(1.0, 0.0, 0.0, 1.0);\n";
    
        for (unsigned int varCount = 0; varCount < params.numVaryings; varCount++)
        {
            fstrstr << "    colorOut.r += v" << varCount << ".r;\n";
        }
    
        fstrstr << "    gl_FragColor = colorOut;\n"
                   "}\n";
    
        mProgram = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mProgram);
    
        // Use the program object
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        std::vector<float> vertexPositions(params.count * 2);
        for (size_t pointIndex = 0; pointIndex < vertexPositions.size(); ++pointIndex)
        {
            vertexPositions[pointIndex] = mRNG.randomNegativeOneToOne();
        }
    
        glGenBuffers(1, &mBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
        glBufferData(GL_ARRAY_BUFFER, vertexPositions.size() * sizeof(float), &vertexPositions[0],
                     GL_STATIC_DRAW);
    
        GLint positionLocation = glGetAttribLocation(mProgram, "vPosition");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        GLint pointSizeLocation = glGetUniformLocation(mProgram, "uPointSize");
        ASSERT_NE(-1, pointSizeLocation);
    
        glUniform1f(pointSizeLocation, params.size);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void PointSpritesBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);
    }
    
    void PointSpritesBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        for (unsigned int it = 0; it < params.iterationsPerStep; it++)
        {
            // TODO(jmadill): Indexed point rendering. ANGLE is bad at this.
            glDrawArrays(GL_POINTS, 0, params.count);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    PointSpritesParams D3D11Params()
    {
        PointSpritesParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    PointSpritesParams D3D9Params()
    {
        PointSpritesParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    PointSpritesParams OpenGLOrGLESParams()
    {
        PointSpritesParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
        return params;
    }
    
    PointSpritesParams VulkanParams()
    {
        PointSpritesParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    }  // namespace
    
    TEST_P(PointSpritesBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(PointSpritesBenchmark,
                           D3D11Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());