Edit

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

Branch :

  • Show log

    Commit

  • 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/TextureSampling.cpp
  • //
    // Copyright (c) 2015 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.
    //
    // TextureSamplingBenchmark:
    //   Performance test for texture sampling. The test generates a texture containing random data
    //   and then blurs it in a fragment shader using nearest neighbor sampling. The test is
    //   specifically designed to test overhead of GLSL's builtin texture*() functions that may result
    //   from how ANGLE translates them on each backend.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 4;
    
    struct TextureSamplingParams final : public RenderTestParams
    {
        TextureSamplingParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
    
            numSamplers = 2;
            textureSize = 32;
            kernelSize  = 3;
        }
    
        std::string suffix() const override;
        unsigned int numSamplers;
        unsigned int textureSize;
        unsigned int kernelSize;
    };
    
    std::ostream &operator<<(std::ostream &os, const TextureSamplingParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    std::string TextureSamplingParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix() << "_" << numSamplers << "samplers";
    
        return strstr.str();
    }
    
    class TextureSamplingBenchmark : public ANGLERenderTest,
                                     public ::testing::WithParamInterface<TextureSamplingParams>
    {
      public:
        TextureSamplingBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
        void initVertexBuffer();
        void initTextures();
    
        GLuint mProgram;
        GLuint mBuffer;
        std::vector<GLuint> mTextures;
    };
    
    TextureSamplingBenchmark::TextureSamplingBenchmark()
        : ANGLERenderTest("TextureSampling", GetParam()), mProgram(0u), mBuffer(0u)
    {}
    
    void TextureSamplingBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify "numSamplers" is within MAX_TEXTURE_IMAGE_UNITS limit
        GLint maxTextureImageUnits;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
    
        if (params.numSamplers > static_cast<unsigned int>(maxTextureImageUnits))
        {
            FAIL() << "Sampler count (" << params.numSamplers << ")"
                   << " exceeds maximum texture count: " << maxTextureImageUnits << std::endl;
        }
        initShaders();
        initVertexBuffer();
        initTextures();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TextureSamplingBenchmark::initShaders()
    {
        const auto &params = GetParam();
    
        std::stringstream vstrstr;
        vstrstr << "attribute vec2 aPosition;\n"
                   "varying vec2 vTextureCoordinates;\n"
                   "void main()\n"
                   "{\n"
                   "    vTextureCoordinates = (aPosition + vec2(1.0)) * 0.5;\n"
                   "    gl_Position = vec4(aPosition, 0, 1.0);\n"
                   "}";
    
        std::stringstream fstrstr;
        fstrstr << "precision mediump float;\n"
                   "varying vec2 vTextureCoordinates;\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "uniform sampler2D uSampler" << count << ";\n";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    const float inverseTextureSize = 1.0 / "
                << params.textureSize
                << ".0;\n"
                   "    vec4 colorOut = vec4(0.0, 0.0, 0.0, 1.0);\n";
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            fstrstr << "    for (int x = 0; x < " << params.kernelSize
                    << "; ++x)\n"
                       "    {\n"
                       "        for (int y = 0; y < "
                    << params.kernelSize
                    << "; ++y)\n"
                       "        {\n"
                       "            colorOut += texture2D(uSampler"
                    << count
                    << ", vTextureCoordinates + vec2(x, y) * inverseTextureSize) * 0.1;\n"
                       "        }\n"
                       "    }\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);
    }
    
    void TextureSamplingBenchmark::initVertexBuffer()
    {
        std::vector<float> vertexPositions(12);
        {
            // Bottom left triangle
            vertexPositions[0] = -1.0f;
            vertexPositions[1] = -1.0f;
            vertexPositions[2] = 1.0f;
            vertexPositions[3] = -1.0f;
            vertexPositions[4] = -1.0f;
            vertexPositions[5] = 1.0f;
    
            // Top right triangle
            vertexPositions[6]  = -1.0f;
            vertexPositions[7]  = 1.0f;
            vertexPositions[8]  = 1.0f;
            vertexPositions[9]  = -1.0f;
            vertexPositions[10] = 1.0f;
            vertexPositions[11] = 1.0f;
        }
    
        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, "aPosition");
        ASSERT_NE(-1, positionLocation);
    
        glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
        glEnableVertexAttribArray(positionLocation);
    }
    
    void TextureSamplingBenchmark::initTextures()
    {
        const auto &params = GetParam();
    
        unsigned int dataSize = params.textureSize * params.textureSize;
        std::vector<unsigned int> randomTextureData;
        randomTextureData.resize(dataSize);
    
        unsigned int pseudoRandom = 1u;
        for (unsigned int i = 0; i < dataSize; ++i)
        {
            pseudoRandom         = pseudoRandom * 1664525u + 1013904223u;
            randomTextureData[i] = pseudoRandom;
        }
    
        mTextures.resize(params.numSamplers);
        glGenTextures(params.numSamplers, mTextures.data());
        for (unsigned int i = 0; i < params.numSamplers; ++i)
        {
            glActiveTexture(GL_TEXTURE0 + i);
            glBindTexture(GL_TEXTURE_2D, mTextures[i]);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, params.textureSize, params.textureSize, 0, GL_RGBA,
                         GL_UNSIGNED_BYTE, randomTextureData.data());
        }
    
        for (unsigned int count = 0; count < params.numSamplers; count++)
        {
            std::stringstream samplerstrstr;
            samplerstrstr << "uSampler" << count;
            GLint samplerLocation = glGetUniformLocation(mProgram, samplerstrstr.str().c_str());
            ASSERT_NE(-1, samplerLocation);
    
            glUniform1i(samplerLocation, count);
        }
    }
    
    void TextureSamplingBenchmark::destroyBenchmark()
    {
        const auto &params = GetParam();
    
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer);
        if (!mTextures.empty())
        {
            glDeleteTextures(params.numSamplers, mTextures.data());
        }
    }
    
    void TextureSamplingBenchmark::drawBenchmark()
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        const auto &params = GetParam();
    
        for (unsigned int it = 0; it < params.iterationsPerStep; ++it)
        {
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TextureSamplingParams D3D11Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    TextureSamplingParams D3D9Params()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    TextureSamplingParams OpenGLOrGLESParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(false);
        return params;
    }
    
    TextureSamplingParams VulkanParams()
    {
        TextureSamplingParams params;
        params.eglParameters = egl_platform::VULKAN();
        return params;
    }
    
    }  // anonymous namespace
    
    TEST_P(TextureSamplingBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TextureSamplingBenchmark,
                           D3D11Params(),
                           D3D9Params(),
                           OpenGLOrGLESParams(),
                           VulkanParams());