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kc3-lang/angle/src/tests/perf_tests/IndexConversionPerf.cpp

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  • Author : Corentin Wallez
    Date : 2015-07-22 14:10:19
    Hash : f3357ee2
    Message : EGLWindow: remove the unused width and height EGLWindow does nothing with it per se, but some code was relying on it to store it. Add width and height to ANGLETest and SampleApplication instead. Also fix a typo in PerfTestParams, widowWidth -> windowWidth. BUG=angleproject:1105 Change-Id: I26da607a2e6342864b508a50ee3cf8944608f868 Reviewed-on: https://chromium-review.googlesource.com/287379 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/tests/perf_tests/IndexConversionPerf.cpp
  • //
    // Copyright 2015 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.
    //
    // IndexConversionPerf:
    //   Performance tests for ANGLE index conversion in D3D11.
    //
    
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    struct IndexConversionPerfParams final : public RenderTestParams
    {
        std::string suffix() const override
        {
            std::stringstream strstr;
    
            strstr << RenderTestParams::suffix();
    
            return strstr.str();
        }
    
        unsigned int iterations;
        unsigned int numIndexTris;
    };
    
    class IndexConversionPerfTest : public ANGLERenderTest,
                                    public ::testing::WithParamInterface<IndexConversionPerfParams>
    {
      public:
        IndexConversionPerfTest();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void beginDrawBenchmark() override;
        void drawBenchmark() override;
    
        void updateBufferData();
    
      private:
        GLuint mProgram;
        GLuint mVertexBuffer;
        GLuint mIndexBuffer;
        std::vector<GLushort> mIndexData;
    };
    
    IndexConversionPerfTest::IndexConversionPerfTest()
        : ANGLERenderTest("IndexConversionPerfTest", GetParam()),
          mProgram(0),
          mVertexBuffer(0),
          mIndexBuffer(0)
    {
        mRunTimeSeconds = 3.0;
    }
    
    void IndexConversionPerfTest::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        ASSERT_TRUE(params.iterations > 0);
        ASSERT_TRUE(params.numIndexTris > 0);
    
        mDrawIterations = params.iterations;
    
        const std::string vs = SHADER_SOURCE
        (
            attribute vec2 vPosition;
            uniform float uScale;
            uniform float uOffset;
            void main()
            {
                gl_Position = vec4(vPosition * vec2(uScale) - vec2(uOffset), 0, 1);
            }
        );
    
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            void main()
            {
                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
            }
        );
    
        mProgram = CompileProgram(vs, fs);
        ASSERT_TRUE(mProgram != 0);
    
        // Use the program object
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        // Initialize the vertex data
        std::vector<GLfloat> floatData;
    
        size_t numTris = std::numeric_limits<GLushort>::max() / 3 + 1;
        for (size_t triIndex = 0; triIndex < numTris; ++triIndex)
        {
            floatData.push_back(1);
            floatData.push_back(2);
            floatData.push_back(0);
            floatData.push_back(0);
            floatData.push_back(2);
            floatData.push_back(0);
        }
    
        glGenBuffers(1, &mVertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, floatData.size() * sizeof(GLfloat), &floatData[0], GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(0);
    
        // Initialize the index buffer
        for (unsigned int triIndex = 0; triIndex < params.numIndexTris; ++triIndex)
        {
            mIndexData.push_back(std::numeric_limits<GLushort>::max());
            mIndexData.push_back(1);
            mIndexData.push_back(2);
        }
    
        glGenBuffers(1, &mIndexBuffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        updateBufferData();
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        GLfloat scale = 0.5f;
        GLfloat offset = 0.5f;
    
        glUniform1f(glGetUniformLocation(mProgram, "uScale"), scale);
        glUniform1f(glGetUniformLocation(mProgram, "uOffset"), offset);
    
        ASSERT_TRUE(glGetError() == GL_NO_ERROR);
    }
    
    void IndexConversionPerfTest::updateBufferData()
    {
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexData.size() * sizeof(mIndexData[0]), &mIndexData[0], GL_STATIC_DRAW);
    }
    
    void IndexConversionPerfTest::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mVertexBuffer);
        glDeleteBuffers(1, &mIndexBuffer);
    }
    
    void IndexConversionPerfTest::beginDrawBenchmark()
    {
        // Clear the color buffer
        glClear(GL_COLOR_BUFFER_BIT);
    }
    
    void IndexConversionPerfTest::drawBenchmark()
    {
        const auto &params = GetParam();
    
        // Trigger an update to ensure we convert once a frame
        updateBufferData();
    
        for (unsigned int it = 0; it < params.iterations; it++)
        {
            glDrawElements(GL_TRIANGLES,
                           static_cast<GLsizei>(params.numIndexTris * 3 - 1),
                           GL_UNSIGNED_SHORT,
                           reinterpret_cast<GLvoid*>(0));
        }
    
        EXPECT_TRUE(glGetError() == GL_NO_ERROR);
    }
    
    IndexConversionPerfParams IndexConversionPerfD3D11Params()
    {
        IndexConversionPerfParams params;
        params.eglParameters = egl_platform::D3D11_NULL();
        params.majorVersion = 2;
        params.minorVersion = 0;
        params.windowWidth = 256;
        params.windowHeight = 256;
        params.iterations = 15;
        params.numIndexTris = 3000;
        return params;
    }
    
    TEST_P(IndexConversionPerfTest, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(IndexConversionPerfTest,
                           IndexConversionPerfD3D11Params());
    
    } // namespace