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kc3-lang/angle/samples/tex_redef_microbench

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  • Author : Luc Ferron
    Date : 2018-06-18 08:28:50
    Hash : 17cee572
    Message : SampleApps: Refactor to use cli args the same way Bug: angleproject:2669 Change-Id: Ica5b49e63e8af69595cdde3737b0aa1808d7d841 Reviewed-on: https://chromium-review.googlesource.com/1104377 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Luc Ferron <lucferron@chromium.org>

  • TexRedefMicroBench.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.
    //
    
    //            Based on Hello_Triangle.c from
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    
    #include "SampleApplication.h"
    #include "shader_utils.h"
    #include "texture_utils.h"
    
    #include <cstring>
    #include <iostream>
    
    // This sample demonstrates the differences in rendering efficiency when
    // drawing with already-created textures whose dimensions have been altered
    // versus drawing with newly created textures.
    //
    // In order to support GL's per-level texture creation semantics over the
    // D3D API in particular, which requires textures' full mip chains to be
    // created at texture object creation time, ANGLE maintains copies of the
    // constituent texture images in system memory until the texture is used in
    // a draw call, at which time, if the texture passes GL's mip completeness
    // rules, the D3D texture is created and the contents of the texture are
    // uploaded. Once the texture is created, redefinition of the dimensions or
    // format of the texture is costly-- a new D3D texture needs to be created,
    // and ANGLE may need to read the contents back into system memory.
    //
    // Creating an entirely new texture also requires that a new D3D texture be
    // created, but any overhead associated with tracking the already-present
    // texture images is eliminated, as it's a novel texture. This sample
    // demonstrates the contrast in draw call time between these two situations.
    //
    // The resizing & creation of a new texture is delayed until several frames
    // after startup, to eliminate draw time differences caused by caching of
    // rendering state subsequent to the first frame.
    
    class TexRedefBenchSample : public SampleApplication
    {
      public:
        TexRedefBenchSample(int argc, char **argv)
            : SampleApplication("Microbench", argc, argv, 2, 0, 1280, 1280),
              mPixelsResize(nullptr),
              mPixelsNewTex(nullptr),
              mTimeFrame(false),
              mFrameCount(0)
        {
        }
    
        void defineSquareTexture2D(GLuint texId, GLsizei baseDimension, GLenum format, GLenum type, void* data)
        {
            glBindTexture(GL_TEXTURE_2D, texId);
            GLsizei curDim = baseDimension;
            GLuint level = 0;
    
            while (curDim >= 1)
            {
                glTexImage2D(GL_TEXTURE_2D, level, format, curDim, curDim, 0, format, type, data);
                curDim /= 2;
                level++;
            }
        }
    
        void createPixelData()
        {
            mPixelsResize = new GLubyte[512 * 512 * 4];
            mPixelsNewTex = new GLubyte[512 * 512 * 4];
            GLubyte *pixPtr0 = mPixelsResize;
            GLubyte *pixPtr1 = mPixelsNewTex;
            GLubyte zeroPix[] = { 0, 192, 192, 255 };
            GLubyte onePix[] = { 192, 0, 0, 255 };
            for (int i = 0; i < 512 * 512; ++i)
            {
                memcpy(pixPtr0, zeroPix, 4 * sizeof(GLubyte));
                memcpy(pixPtr1, onePix, 4 * sizeof(GLubyte));
                pixPtr0 += 4;
                pixPtr1 += 4;
            }
        }
    
        virtual bool initialize()
        {
            const std::string vs =
                R"(attribute vec4 a_position;
                attribute vec2 a_texCoord;
                varying vec2 v_texCoord;
                void main()
                {
                    gl_Position = a_position;
                    v_texCoord = a_texCoord;
                })";
    
            const std::string fs =
                R"(precision mediump float;
                varying vec2 v_texCoord;
                uniform sampler2D s_texture;
                void main()
                {
                    gl_FragColor = texture2D(s_texture, v_texCoord);
                })";
    
            mProgram = CompileProgram(vs, fs);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
    
            // Get the sampler location
            mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
            // Generate texture IDs, and create texture 0
            glGenTextures(3, mTextureIds);
    
            createPixelData();
            defineSquareTexture2D(mTextureIds[0], 256, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize);
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
            mOrigTimer = CreateTimer();
            mResizeDrawTimer = CreateTimer();
            mResizeDefineTimer = CreateTimer();
            mNewTexDrawTimer = CreateTimer();
            mNewTexDefineTimer = CreateTimer();
    
            return true;
        }
    
        virtual void destroy()
        {
            glDeleteProgram(mProgram);
    
            delete [] mPixelsResize;
            delete [] mPixelsNewTex;
        }
    
        virtual void draw()
        {
            GLfloat vertices[] =
            {
                -0.5f, 0.5f, 0.0f,  // Position 0
                0.0f, 0.0f,        // TexCoord 0
                -0.5f, -0.5f, 0.0f,  // Position 1
                0.0f, 1.0f,        // TexCoord 1
                0.5f, -0.5f, 0.0f,  // Position 2
                1.0f, 1.0f,        // TexCoord 2
                0.5f, 0.5f, 0.0f,  // Position 3
                1.0f, 0.0f         // TexCoord 3
            };
            GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
    
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices);
            // Load the texture coordinate
            glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3);
    
            glEnableVertexAttribArray(mPositionLoc);
            glEnableVertexAttribArray(mTexCoordLoc);
    
            // Bind the texture
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, mTextureIds[0]);
    
            // Set the texture sampler to texture unit to 0
            glUniform1i(mSamplerLoc, 0);
    
            // We delay timing of texture resize/creation until after the first frame, as
            // caching optimizations will reduce draw time for subsequent frames for reasons
            // unreleated to texture creation. mTimeFrame is set to true on the fifth frame.
            if (mTimeFrame)
            {
                mOrigTimer->start();
            }
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
            
            if (mTimeFrame)
            { 
                mOrigTimer->stop();
                // This timer indicates draw time for an already-created texture resident on the GPU, which
                // needs no updates. It will be faster than the other draws.
                std::cout << "Original texture draw: " << mOrigTimer->getElapsedTime() * 1000 << "msec" << std::endl;
    
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
                // Now, change the texture dimensions of the original texture
                mResizeDefineTimer->start();
                defineSquareTexture2D(mTextureIds[0], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize);
                mResizeDefineTimer->stop();
    
                mResizeDrawTimer->start();
                glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
                mResizeDrawTimer->stop();
                // This timer indicates draw time for a texture which has already been used in a draw, causing the
                // underlying resource to be allocated, and then resized, requiring resource reallocation and
                // related overhead.
                std::cout << "Resized texture definition: " << mResizeDefineTimer->getElapsedTime() * 1000 << "msec" << std::endl;
                std::cout << "Resized texture draw: " << mResizeDrawTimer->getElapsedTime() * 1000 << "msec" << std::endl;
    
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
                // Create texure at same dimensions we resized previous texture to
                mNewTexDefineTimer->start();
                defineSquareTexture2D(mTextureIds[1], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsNewTex);
                mNewTexDefineTimer->stop();
    
                mNewTexDrawTimer->start();
                glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
                mNewTexDrawTimer->stop();
                // This timer indicates draw time for a texture newly created this frame. The underlying resource
                // will need to be created, but because it has not previously been used, there is no already-resident
                // texture object to manage. This draw is expected to be faster than the resized texture draw.
                std::cout << "Newly created texture definition: " << mNewTexDefineTimer->getElapsedTime() * 1000 << "msec" << std::endl;
                std::cout << "Newly created texture draw: " << mNewTexDrawTimer->getElapsedTime() * 1000 << "msec" << std::endl;
            }
    
            if (mFrameCount == 5)
                mTimeFrame = true;
            else
                mTimeFrame = false;
    
            mFrameCount++;
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTextureIds[2]; // 0: texture created, then resized
                               // 1: texture newly created with TexImage
    
        // Texture pixel data
        GLubyte *mPixelsResize;
        GLubyte *mPixelsNewTex;
    
        Timer *mOrigTimer;
        Timer *mResizeDrawTimer;
        Timer *mResizeDefineTimer;
        Timer *mNewTexDrawTimer;
        Timer *mNewTexDefineTimer;
        bool mTimeFrame;
        unsigned int mFrameCount;
    };
    
    int main(int argc, char **argv)
    {
        TexRedefBenchSample app(argc, argv);
        return app.run();
    }