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  • Hash : e54d0f90
    Author : Shahbaz Youssefi
    Date : 2019-06-30T03:26:18

    Vulkan: Debug overlay
    
    A debug overlay system for the Vulkan backend designed with efficiency
    and runtime configurability in mind.  Overlay widgets are of two
    fundamental types:
    
    - Text widgets: A single line of text with small, medium or large font.
    - Graph widgets: A bar graph of data.
    
    Built on these, various overlay widget types are defined that gather
    statistics.  Five such types are defined with one widget per type as
    example:
    
    - Count: A widget that counts something.  VulkanValidationMessageCount
      is an overlay widget of this type that shows the number of validation
      messages received from the validation layers.
    - Text: A generic text.  VulkanLastValidationMessage is an overlay
      widget of this type that shows the last validation message.
    - PerSecond: A value that gets reset every second automatically.  FPS is
      an overlay widget of this type that simply gets incremented on every
      swap().
    - RunningGraph: A graph of last N values.  VulkanCommandGraphSize is an
      overlay of this type.  On every vkQueueSubmit, the number of nodes in
      the command graph is accumulated.  On every present(), the value is
      taken as the number of nodes for the whole duration of the frame.
    - RunningHistogram: A histogram of last N values.  Input values are in
      the [0, 1] range and they are ranked to N buckets for histogram
      calculation.  VulkanSecondaryCommandBufferPoolWaste is an overlay
      widget of this type.  On vkQueueSubmit, the memory waste from command
      buffer pool allocations is recorded in the histogram.
    
    Overlay font is placed in libANGLE/overlay/ which gen_overlay_fonts.py
    processes to create an array of bits, which is processed at runtime to
    create the actual font image (an image with 3 layers).
    
    The overlay widget layout is defined in overlay_widgets.json which
    gen_overlay_widgets.py processes to generate an array of widgetss, each
    of its respective type, and sets their properties, such as color and
    bounding box.  The json file allows widgets to align against other
    widgets as well as against the framebuffer edges.
    
    Two compute shaders are implemented to efficiently render the UI:
    
    - OverlayCull: This shader creates a bitset of Text and Graph widgets
      whose bounding boxes intersect a corresponding subgroup processed by
      OverlayDraw.  This is done only when the enabled overlay widgets are
      changed (a feature that is not yet implemented) or the surface is
      resized.
    - OverlayDraw: Using the bitsets generated by OverlayCull, values that
      are uniform for each workgroup (set to be equal to hardware subgroup
      size), this shader loops over enabled widgets that can possibly
      intersect the pixel being processed and renders and blends in texts
      and graphs.  This is done once per frame on present().
    
    Currently, to enable overlay widgets an environment variable is used.
    For example:
    
        $ export ANGLE_OVERLAY=FPS:VulkanSecondaryCommandBufferPoolWaste
        $ ./hello_triangle --use-angle=vulkan
    
    Possible future work:
    
    - On Android, add settings in developer options and enable widgets based
      on those.
    - Spawn a small server in ANGLE and write an application that sends
      enable/disable commands remotely.
    - Implement overlay for other backends.
    
    Bug: angleproject:3757
    Change-Id: If9c6974d1935c18f460ec569e79b41188bd7afcc
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1729440
    Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
    Reviewed-by: Jamie Madill <jmadill@chromium.org>
    

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    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
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  • README.md

  • ANGLE Performance Tests

    angle_perftests is a standalone testing suite that contains targeted tests for OpenGL, Vulkan and ANGLE internal classes. The tests currently run on the Chromium ANGLE infrastructure and report results to the Chromium perf dashboard.

    You can also build your own dashboards. For example, a comparison of ANGLE’s back-end draw call performance on Windows NVIDIA can be found at this link. Note that this link is not kept current.

    Running the Tests

    You can follow the usual instructions to check out and build ANGLE. Build the angle_perftests target. Note that all test scores are higher-is-better. You should also ensure is_debug=false in your build. Running with dcheck_always_on or debug validation enabled is not recommended.

    Variance can be a problem when benchmarking. We have a test harness to run a single test in an infinite loop and print some statistics to help mitigate variance. See scripts/perf_test_runner.py. To use the script first compile angle_perftests into a folder with the word Release in it. Then provide the name of the test as the argument to the script. The script will automatically pick up the most current angle_perftests and run in an infinite loop.

    Choosing the Test to Run

    You can choose individual tests to run with --gtest_filter=*TestName*. To select a particular ANGLE back-end, add the name of the back-end to the test filter. For example: DrawCallPerfBenchmark.Run/gl or DrawCallPerfBenchmark.Run/d3d11. Many tests have sub-tests that run slightly different code paths. You might need to experiment to find the right sub-test and its name.

    Null/No-op Configurations

    ANGLE implements a no-op driver for OpenGL, D3D11 and Vulkan. To run on these configurations use the gl_null, d3d11_null or vulkan_null test configurations. These null drivers will not do any GPU work. They will skip the driver entirely. These null configs are useful for diagnosing performance overhead in ANGLE code.

    Test Breakdown

    • DrawCallPerfBenchmark: Runs a tight loop around DrawArarys calls.
      • validation_only: Skips all rendering.
      • render_to_texture: Render to a user Framebuffer instead of the default FBO.
      • vbo_change: Applies a Vertex Array change between each draw.
      • tex_change: Applies a Texture change between each draw.
    • UniformsBenchmark: Tests performance of updating various uniforms counts followed by a DrawArrays call.
      • vec4: Tests vec4 Uniforms.
      • matrix: Tests using Matrix uniforms instead of vec4.
      • multiprogram: Tests switching Programs between updates and draws.
      • repeating: Skip the update of uniforms before each draw call.
    • DrawElementsPerfBenchmark: Similar to DrawCallPerfBenchmark but for indexed DrawElements calls.
    • BindingsBenchmark: Tests Buffer binding performance. Does no draw call operations.
      • 100_objects_allocated_every_iteration: Tests repeated glBindBuffer with new buffers allocated each iteration.
      • 100_objects_allocated_at_initialization: Tests repeated glBindBuffer the same objects each iteration.
    • TexSubImageBenchmark: Tests glTexSubImage update performance.
    • BufferSubDataBenchmark: Tests glBufferSubData update performance.
    • TextureSamplingBenchmark: Tests Texture sampling performance.
    • TextureBenchmark: Tests Texture state change performance.
    • LinkProgramBenchmark: Tests performance of glLinkProgram.
    • glmark2: Runs the glmark2 benchmark.

    Many other tests can be found that have documentation in their classes.