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kc3-lang/angle/src/tests/perf_tests/UniformsPerf.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/UniformsPerf.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.
    //
    // UniformsBenchmark:
    //   Performance test for setting uniform data.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <array>
    #include <iostream>
    #include <random>
    #include <sstream>
    
    #include "util/Matrix.h"
    #include "util/shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    constexpr unsigned int kIterationsPerStep = 4;
    
    // Controls when we call glUniform, if the data is the same as last frame.
    enum DataMode
    {
        UPDATE,
        REPEAT,
    };
    
    // TODO(jmadill): Use an ANGLE enum for this?
    enum DataType
    {
        VEC4,
        MAT4,
    };
    
    // Determines if we state change the program between draws.
    // This covers a performance problem in ANGLE where calling UseProgram reuploads uniform data.
    enum ProgramMode
    {
        SINGLE,
        MULTIPLE,
    };
    
    struct UniformsParams final : public RenderTestParams
    {
        UniformsParams()
        {
            iterationsPerStep = kIterationsPerStep;
    
            // Common default params
            majorVersion = 2;
            minorVersion = 0;
            windowWidth  = 720;
            windowHeight = 720;
        }
    
        std::string suffix() const override;
        size_t numVertexUniforms   = 200;
        size_t numFragmentUniforms = 200;
    
        DataType dataType       = DataType::VEC4;
        DataMode dataMode       = DataMode::REPEAT;
        ProgramMode programMode = ProgramMode::SINGLE;
    };
    
    std::ostream &operator<<(std::ostream &os, const UniformsParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    std::string UniformsParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << RenderTestParams::suffix();
    
        if (eglParameters.deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE)
        {
            strstr << "_null";
        }
    
        if (dataType == DataType::VEC4)
        {
            strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_vec4";
        }
        else
        {
            strstr << "_matrix";
        }
    
        if (programMode == ProgramMode::MULTIPLE)
        {
            strstr << "_multiprogram";
        }
    
        if (dataMode == DataMode::REPEAT)
        {
            strstr << "_repeating";
        }
    
        return strstr.str();
    }
    
    class UniformsBenchmark : public ANGLERenderTest,
                              public ::testing::WithParamInterface<UniformsParams>
    {
      public:
        UniformsBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        void initShaders();
    
        template <bool MultiProgram, typename SetUniformFunc>
        void drawLoop(const SetUniformFunc &setUniformsFunc);
    
        std::array<GLuint, 2> mPrograms;
        std::vector<GLuint> mUniformLocations;
    
        using MatrixData = std::array<std::vector<Matrix4>, 2>;
        MatrixData mMatrixData;
    };
    
    std::vector<Matrix4> GenMatrixData(size_t count, int parity)
    {
        std::vector<Matrix4> data;
    
        // Very simple matrix data allocation scheme.
        for (size_t index = 0; index < count; ++index)
        {
            Matrix4 mat;
            for (int row = 0; row < 4; ++row)
            {
                for (int col = 0; col < 4; ++col)
                {
                    mat.data[row * 4 + col] = (row * col + parity) % 2 == 0 ? 1.0f : -1.0f;
                }
            }
    
            data.push_back(mat);
        }
    
        return data;
    }
    
    UniformsBenchmark::UniformsBenchmark() : ANGLERenderTest("Uniforms", GetParam()), mPrograms({}) {}
    
    void UniformsBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        // Verify the uniform counts are within the limits
        GLint maxVertexUniformVectors, maxFragmentUniformVectors;
        glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertexUniformVectors);
        glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniformVectors);
    
        bool isMatrix = params.dataType == DataType::MAT4;
    
        GLint numVertexUniformVectors =
            static_cast<GLint>(params.numVertexUniforms) * (isMatrix ? 4 : 1);
        GLint numFragmentUniformVectors =
            static_cast<GLint>(params.numFragmentUniforms) * (isMatrix ? 4 : 1);
    
        if (numVertexUniformVectors > maxVertexUniformVectors)
        {
            FAIL() << "Vertex uniform vector count (" << numVertexUniformVectors << ")"
                   << " exceeds maximum vertex uniform vector count: " << maxVertexUniformVectors
                   << std::endl;
        }
        if (numFragmentUniformVectors > maxFragmentUniformVectors)
        {
            FAIL() << "Fragment uniform vector count (" << numFragmentUniformVectors << ")"
                   << " exceeds maximum fragment uniform vector count: " << maxFragmentUniformVectors
                   << std::endl;
        }
    
        initShaders();
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        if (isMatrix)
        {
            size_t count = params.numVertexUniforms + params.numFragmentUniforms;
    
            mMatrixData[0] = GenMatrixData(count, 0);
            if (params.dataMode == DataMode::REPEAT)
            {
                mMatrixData[1] = GenMatrixData(count, 0);
            }
            else
            {
                mMatrixData[1] = GenMatrixData(count, 1);
            }
        }
    
        GLint attribLocation = glGetAttribLocation(mPrograms[0], "pos");
        ASSERT_NE(-1, attribLocation);
        ASSERT_EQ(attribLocation, glGetAttribLocation(mPrograms[1], "pos"));
        glVertexAttrib4f(attribLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    
        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 UniformsBenchmark::initShaders()
    {
        const auto &params = GetParam();
        bool isMatrix      = (params.dataType == DataType::MAT4);
    
        std::stringstream vstrstr;
        vstrstr << "precision mediump float;\n";
        std::string typeString  = isMatrix ? "mat4" : "vec4";
        std::string constVector = "const vec4 one = vec4(1, 1, 1, 1);\n";
    
        vstrstr << "attribute vec4 pos;\n";
    
        if (isMatrix)
        {
            vstrstr << constVector;
        }
    
        for (size_t i = 0; i < params.numVertexUniforms; i++)
        {
            vstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, true) << ";\n";
        }
    
        vstrstr << "void main()\n"
                   "{\n"
                   "    gl_Position = pos;\n";
        for (size_t i = 0; i < params.numVertexUniforms; i++)
        {
            vstrstr << "    gl_Position += " << GetUniformLocationName(i, true);
            if (isMatrix)
            {
                vstrstr << " * one";
            }
            vstrstr << ";\n";
        }
        vstrstr << "}";
    
        std::stringstream fstrstr;
        fstrstr << "precision mediump float;\n";
    
        if (isMatrix)
        {
            fstrstr << constVector;
        }
    
        for (size_t i = 0; i < params.numFragmentUniforms; i++)
        {
            fstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, false) << ";\n";
        }
        fstrstr << "void main()\n"
                   "{\n"
                   "    gl_FragColor = vec4(0, 0, 0, 0);\n";
        for (size_t i = 0; i < params.numFragmentUniforms; i++)
        {
            fstrstr << "    gl_FragColor += " << GetUniformLocationName(i, false);
            if (isMatrix)
            {
                fstrstr << " * one";
            }
            fstrstr << ";\n";
        }
        fstrstr << "}";
    
        mPrograms[0] = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mPrograms[0]);
        mPrograms[1] = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
        ASSERT_NE(0u, mPrograms[1]);
    
        for (size_t i = 0; i < params.numVertexUniforms; ++i)
        {
            std::string name = GetUniformLocationName(i, true);
            GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
            ASSERT_NE(-1, location);
            ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
            mUniformLocations.push_back(location);
        }
        for (size_t i = 0; i < params.numFragmentUniforms; ++i)
        {
            std::string name = GetUniformLocationName(i, false);
            GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
            ASSERT_NE(-1, location);
            ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
            mUniformLocations.push_back(location);
        }
    
        // Use the program object
        glUseProgram(mPrograms[0]);
    }
    
    void UniformsBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mPrograms[0]);
        glDeleteProgram(mPrograms[1]);
    }
    
    // Hopefully the compiler is smart enough to inline the lambda setUniformsFunc.
    template <bool MultiProgram, typename SetUniformFunc>
    void UniformsBenchmark::drawLoop(const SetUniformFunc &setUniformsFunc)
    {
        const auto &params = GetParam();
    
        size_t frameIndex = 0;
    
        for (size_t it = 0; it < params.iterationsPerStep; ++it, frameIndex = (frameIndex == 0 ? 1 : 0))
        {
            if (MultiProgram)
            {
                glUseProgram(mPrograms[frameIndex]);
            }
            if (params.dataMode == DataMode::UPDATE)
            {
                for (size_t uniform = 0; uniform < mUniformLocations.size(); ++uniform)
                {
                    setUniformsFunc(mUniformLocations, mMatrixData, uniform, frameIndex);
                }
            }
            glDrawArrays(GL_TRIANGLES, 0, 3);
        }
    }
    
    void UniformsBenchmark::drawBenchmark()
    {
        const auto &params = GetParam();
    
        if (params.dataType == DataType::MAT4)
        {
            auto setFunc = [](const std::vector<GLuint> &locations, const MatrixData &matrixData,
                              size_t uniform, size_t frameIndex) {
                glUniformMatrix4fv(locations[uniform], 1, GL_FALSE,
                                   matrixData[frameIndex][uniform].data);
            };
    
            drawLoop<false>(setFunc);
        }
        else
        {
            auto setFunc = [](const std::vector<GLuint> &locations, const MatrixData &matrixData,
                              size_t uniform, size_t frameIndex) {
                float value = static_cast<float>(uniform);
                glUniform4f(locations[uniform], value, value, value, value);
            };
    
            if (params.programMode == ProgramMode::MULTIPLE)
            {
                drawLoop<true>(setFunc);
            }
            else
            {
                drawLoop<false>(setFunc);
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    using namespace egl_platform;
    
    UniformsParams VectorUniforms(const EGLPlatformParameters &egl,
                                  DataMode dataMode,
                                  ProgramMode programMode = ProgramMode::SINGLE)
    {
        UniformsParams params;
        params.eglParameters = egl;
        params.dataMode      = dataMode;
        params.programMode   = programMode;
        return params;
    }
    
    UniformsParams MatrixUniforms(const EGLPlatformParameters &egl, DataMode dataMode)
    {
        UniformsParams params;
        params.eglParameters = egl;
        params.dataType      = DataType::MAT4;
        params.dataMode      = dataMode;
    
        // Reduce the number of uniforms to fit within smaller upper limits on some configs.
        params.numVertexUniforms   = 55;
        params.numFragmentUniforms = 55;
    
        return params;
    }
    
    }  // anonymous namespace
    
    TEST_P(UniformsBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(UniformsBenchmark,
                           VectorUniforms(D3D9(), DataMode::UPDATE),
                           VectorUniforms(D3D11(), DataMode::REPEAT),
                           VectorUniforms(D3D11(), DataMode::UPDATE),
                           VectorUniforms(D3D11_NULL(), DataMode::UPDATE),
                           VectorUniforms(OPENGL_OR_GLES(false), DataMode::UPDATE),
                           VectorUniforms(OPENGL_OR_GLES(false), DataMode::REPEAT),
                           VectorUniforms(OPENGL_OR_GLES(true), DataMode::UPDATE),
                           MatrixUniforms(D3D11(), DataMode::UPDATE),
                           MatrixUniforms(OPENGL_OR_GLES(false), DataMode::UPDATE),
                           VectorUniforms(D3D11_NULL(), DataMode::REPEAT, ProgramMode::MULTIPLE));