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kc3-lang/angle/src/tests/perf_tests/TexturesPerf.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/TexturesPerf.cpp
  • //
    // Copyright (c) 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.
    //
    // TexturesPerf:
    //   Performance test for setting texture state.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "util/shader_utils.h"
    
    namespace angle
    {
    constexpr unsigned int kIterationsPerStep = 256;
    
    struct TexturesParams final : public RenderTestParams
    {
        TexturesParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
    
            numTextures                 = 8;
            textureRebindFrequency      = 5;
            textureStateUpdateFrequency = 3;
            textureMipCount             = 8;
    
            webgl = false;
        }
    
        std::string suffix() const override;
        size_t numTextures;
        size_t textureRebindFrequency;
        size_t textureStateUpdateFrequency;
        size_t textureMipCount;
    
        bool webgl;
    };
    
    std::ostream &operator<<(std::ostream &os, const TexturesParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    std::string TexturesParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix();
        strstr << "_" << numTextures << "_textures";
        strstr << "_" << textureRebindFrequency << "_rebind";
        strstr << "_" << textureStateUpdateFrequency << "_state";
        strstr << "_" << textureMipCount << "_mips";
    
        if (webgl)
        {
            strstr << "_webgl";
        }
    
        return strstr.str();
    }
    
    class TexturesBenchmark : public ANGLERenderTest,
                              public ::testing::WithParamInterface<TexturesParams>
    {
      public:
        TexturesBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
        void initTextures();
    
        std::vector<GLuint> mTextures;
    
        GLuint mProgram;
        std::vector<GLuint> mUniformLocations;
    };
    
    TexturesBenchmark::TexturesBenchmark() : ANGLERenderTest("Textures", GetParam()), mProgram(0u)
    {
        setWebGLCompatibilityEnabled(GetParam().webgl);
        setRobustResourceInit(GetParam().webgl);
    }
    
    void TexturesBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify the uniform counts are within the limits
        GLint maxTextureUnits;
        glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
        if (params.numTextures > static_cast<size_t>(maxTextureUnits))
        {
            FAIL() << "Texture count (" << params.numTextures << ")"
                   << " exceeds maximum texture unit count: " << maxTextureUnits << std::endl;
        }
    
        initShaders();
        initTextures();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        ASSERT_GL_NO_ERROR();
    }
    
    std::string GetUniformLocationName(size_t idx, bool vertexShader)
    {
        std::stringstream strstr;
        strstr << (vertexShader ? "vs" : "fs") << "_u_" << idx;
        return strstr.str();
    }
    
    void TexturesBenchmark::initShaders()
    {
        const auto &params = GetParam();
    
        std::string vs =
            "void main()\n"
            "{\n"
            "    gl_Position = vec4(0, 0, 0, 0);\n"
            "}\n";
    
        std::stringstream fstrstr;
        for (size_t i = 0; i < params.numTextures; i++)
        {
            fstrstr << "uniform sampler2D tex" << i << ";";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    gl_FragColor = vec4(0, 0, 0, 0)";
        for (size_t i = 0; i < params.numTextures; i++)
        {
            fstrstr << "+ texture2D(tex" << i << ", vec2(0, 0))";
        }
        fstrstr << ";\n"
                   "}\n";
    
        mProgram = CompileProgram(vs.c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mProgram);
    
        for (size_t i = 0; i < params.numTextures; ++i)
        {
            std::stringstream uniformName;
            uniformName << "tex" << i;
    
            GLint location = glGetUniformLocation(mProgram, uniformName.str().c_str());
            ASSERT_NE(-1, location);
            mUniformLocations.push_back(location);
        }
    
        // Use the program object
        glUseProgram(mProgram);
    }
    
    void TexturesBenchmark::initTextures()
    {
        const auto &params = GetParam();
    
        size_t textureSize = static_cast<size_t>(1) << params.textureMipCount;
        std::vector<GLubyte> textureData(textureSize * textureSize * 4);
        for (auto &byte : textureData)
        {
            byte = rand() % 255u;
        }
    
        for (size_t texIndex = 0; texIndex < params.numTextures; texIndex++)
        {
            GLuint tex = 0;
            glGenTextures(1, &tex);
    
            glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + texIndex));
            glBindTexture(GL_TEXTURE_2D, tex);
            for (size_t mip = 0; mip < params.textureMipCount; mip++)
            {
                GLsizei levelSize = static_cast<GLsizei>(textureSize >> mip);
                glTexImage2D(GL_TEXTURE_2D, static_cast<GLint>(mip), GL_RGBA, levelSize, levelSize, 0,
                             GL_RGBA, GL_UNSIGNED_BYTE, textureData.data());
            }
            mTextures.push_back(tex);
    
            glUniform1i(mUniformLocations[texIndex], static_cast<GLint>(texIndex));
        }
    }
    
    void TexturesBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
    }
    
    void TexturesBenchmark::drawBenchmark()
    {
        const auto &params = GetParam();
    
        for (size_t it = 0; it < params.iterationsPerStep; ++it)
        {
            if (it % params.textureRebindFrequency == 0)
            {
                // Swap two textures
                size_t swapTexture = (it / params.textureRebindFrequency) % (params.numTextures - 1);
    
                glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + swapTexture));
                glBindTexture(GL_TEXTURE_2D, mTextures[swapTexture]);
                glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + swapTexture + 1));
                glBindTexture(GL_TEXTURE_2D, mTextures[swapTexture + 1]);
                std::swap(mTextures[swapTexture], mTextures[swapTexture + 1]);
            }
    
            if (it % params.textureStateUpdateFrequency == 0)
            {
                // Update a texture's state
                size_t stateUpdateCount = it / params.textureStateUpdateFrequency;
    
                const size_t numUpdateTextures = 4;
                ASSERT_LE(numUpdateTextures, params.numTextures);
    
                size_t firstTexture = stateUpdateCount % (params.numTextures - numUpdateTextures);
    
                for (size_t updateTextureIdx = 0; updateTextureIdx < numUpdateTextures;
                     updateTextureIdx++)
                {
                    size_t updateTexture = firstTexture + updateTextureIdx;
                    glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + updateTexture));
    
                    const GLenum minFilters[] = {
                        GL_NEAREST,
                        GL_LINEAR,
                        GL_NEAREST_MIPMAP_NEAREST,
                        GL_LINEAR_MIPMAP_NEAREST,
                        GL_NEAREST_MIPMAP_LINEAR,
                        GL_LINEAR_MIPMAP_LINEAR,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                    minFilters[stateUpdateCount % ArraySize(minFilters)]);
    
                    const GLenum magFilters[] = {
                        GL_NEAREST,
                        GL_LINEAR,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                                    magFilters[stateUpdateCount % ArraySize(magFilters)]);
    
                    const GLenum wrapParameters[] = {
                        GL_CLAMP_TO_EDGE,
                        GL_REPEAT,
                        GL_MIRRORED_REPEAT,
                    };
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                                    wrapParameters[stateUpdateCount % ArraySize(wrapParameters)]);
                    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                                    wrapParameters[stateUpdateCount % ArraySize(wrapParameters)]);
                }
            }
    
            glDrawArrays(GL_TRIANGLES, 0, 3);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TexturesParams D3D11Params(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::D3D11_NULL();
        params.webgl         = webglCompat;
        return params;
    }
    
    TexturesParams D3D9Params(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::D3D9_NULL();
        params.webgl         = webglCompat;
        return params;
    }
    
    TexturesParams OpenGLOrGLESParams(bool webglCompat)
    {
        TexturesParams params;
        params.eglParameters = egl_platform::OPENGL_OR_GLES(true);
        params.webgl         = webglCompat;
        return params;
    }
    
    TEST_P(TexturesBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TexturesBenchmark,
                           D3D11Params(false),
                           D3D11Params(true),
                           D3D9Params(true),
                           OpenGLOrGLESParams(false),
                           OpenGLOrGLESParams(true));
    }  // namespace angle