Hash :
c78ebccd
Author :
Date :
2021-09-09T16:47:26
Perf: Add _many_tex_draw test Add a new perf test _many_tex_draw, which draws with 8 textures bound. The intent of this test is to stress calls like retain() with various implementations of vk::Resource. Additionally, this CL updates the textures to use format GL_RGBA, rather than GL_RGB, to avoid the emulation step that's required due to the lack of support for the 3 channel format. Bug: angleproject:5971 Test: DrawCallPerfBenchmark.Run/*_many_tex_draw Change-Id: Iffb39b76fab68cc2a76dfd2da38db7e77cb4dac0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3152171 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Tim Van Patten <timvp@google.com>
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//
// Copyright 2017 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.
//
// draw_call_perf_utils.cpp:
// Common utilities for performance tests that need to do a large amount of draw calls.
//
#include "draw_call_perf_utils.h"
#include <vector>
#include "util/shader_utils.h"
namespace
{
constexpr char kSimpleScaleAndOffsetVS[] = R"(attribute vec2 vPosition;
uniform float uScale;
uniform float uOffset;
void main()
{
gl_Position = vec4(vPosition * vec2(uScale) + vec2(uOffset), 0, 1);
})";
constexpr char kSimpleDrawVS[] = R"(attribute vec2 vPosition;
const float scale = 0.5;
const float offset = -0.5;
void main()
{
gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
})";
constexpr char kSimpleTexCoordVS[] = R"(attribute vec2 vPosition;
varying vec2 texCoord;
void main()
{
gl_Position = vec4(vPosition, 0, 1);
texCoord = vPosition * 0.5 + vec2(0.5);
})";
constexpr char kSimpleFS[] = R"(precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
})";
constexpr char kSimpleTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, texCoord);
})";
constexpr char kDoubleTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
void main()
{
gl_FragColor = texture2D(tex1, texCoord) + texture2D(tex2, texCoord);
})";
constexpr char kEightTextureFS[] = R"(precision mediump float;
varying vec2 texCoord;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;
uniform sampler2D tex4;
uniform sampler2D tex5;
uniform sampler2D tex6;
uniform sampler2D tex7;
uniform sampler2D tex8;
void main()
{
gl_FragColor = texture2D(tex1, texCoord) + texture2D(tex2, texCoord) +
texture2D(tex3, texCoord) + texture2D(tex4, texCoord) +
texture2D(tex5, texCoord) + texture2D(tex6, texCoord) +
texture2D(tex7, texCoord) + texture2D(tex8, texCoord);
})";
void Generate2DTriangleData(size_t numTris, std::vector<float> *floatData)
{
for (size_t triIndex = 0; triIndex < numTris; ++triIndex)
{
floatData->push_back(1.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
floatData->push_back(0.0f);
floatData->push_back(2.0f);
floatData->push_back(0.0f);
}
}
} // anonymous namespace
GLuint SetupSimpleScaleAndOffsetProgram()
{
GLuint program = CompileProgram(kSimpleScaleAndOffsetVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
GLfloat scale = 0.5f;
GLfloat offset = -0.5f;
glUniform1f(glGetUniformLocation(program, "uScale"), scale);
glUniform1f(glGetUniformLocation(program, "uOffset"), offset);
return program;
}
GLuint SetupSimpleDrawProgram()
{
GLuint program = CompileProgram(kSimpleDrawVS, kSimpleFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupSimpleTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kSimpleTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupDoubleTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kDoubleTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint SetupEightTextureProgram()
{
GLuint program = CompileProgram(kSimpleTexCoordVS, kEightTextureFS);
if (program == 0u)
{
return program;
}
// Use the program object
glUseProgram(program);
return program;
}
GLuint Create2DTriangleBuffer(size_t numTris, GLenum usage)
{
GLuint buffer = 0u;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<GLfloat> floatData;
Generate2DTriangleData(numTris, &floatData);
// To avoid generating GL errors when testing validation-only with zero triangles.
if (floatData.empty())
{
floatData.push_back(0.0f);
}
glBufferData(GL_ARRAY_BUFFER, floatData.size() * sizeof(GLfloat), &floatData[0], usage);
return buffer;
}
void CreateColorFBO(GLsizei width, GLsizei height, GLuint *fbo, GLuint *texture)
{
glGenFramebuffers(1, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, *fbo);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texture, 0);
}