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

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  • Author : Jiawei-Shao
    Date : 2016-12-09 16:38:02
    Hash : 2597fb64
    Message : ES31: Refactor VertexArray for Vertex Attrib Binding OpenGL ES3.1 feature Vertex Attrib Binding requires vertex arrays should be split into two arrays: 1. an array of vertex buffer binding points, each of which specifies: - a bound buffer object, - a starting offset for vertex attribute data in that buffer object, - a stride used by all attributes using that binding point, - a frequency divisor used by all attributes using that binding point. 2. an array of generic vertex attribute format information records, each of which specifies: - a reference to one of the new buffer binding points above, - a component count and format, and a normalization flag for the attribute data, - the offset of the attribute data relative to the base offset of each vertex found at the associated binding point. Current ANGLE implementation simply uses a struct to represent a vertex attribute object, which does not meet the requirements above. This patch aims to be the the basis of the implementation of all ES3.1 Vertex Attrib Binding APIs by refactoring the struct VertexAttribute and the class VertexArray to fit the new data layout and ensuring all current functionality is retained. BUG=angleproject:1593 TEST=angle_unittests, angle_end2end_tests, gpu_unittests Change-Id: Ieb41f1bf503f815fd0476d2ea045dcb863465254 Reviewed-on: https://chromium-review.googlesource.com/418880 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/IndexDataManagerTest.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.
    //
    // IndexDataManagerPerfTest:
    //   Performance test for index buffer management.
    //
    
    #include "ANGLEPerfTest.h"
    
    #include <gmock/gmock.h>
    
    #include "angle_unittests_utils.h"
    #include "libANGLE/renderer/d3d/BufferD3D.h"
    #include "libANGLE/renderer/d3d/IndexBuffer.h"
    #include "libANGLE/renderer/d3d/IndexDataManager.h"
    
    using namespace testing;
    
    namespace
    {
    
    class MockIndexBuffer : public rx::IndexBuffer
    {
      public:
        MockIndexBuffer(unsigned int bufferSize, GLenum indexType)
            : mBufferSize(bufferSize),
              mIndexType(indexType)
        {
        }
    
        MOCK_METHOD3(initialize, gl::Error(unsigned int, GLenum, bool));
        MOCK_METHOD3(mapBuffer, gl::Error(unsigned int, unsigned int, void**));
        MOCK_METHOD0(unmapBuffer, gl::Error());
        MOCK_METHOD0(discard, gl::Error());
        MOCK_METHOD2(setSize, gl::Error(unsigned int, GLenum));
    
        // inlined for speed
        GLenum getIndexType() const override { return mIndexType; }
        unsigned int getBufferSize() const override { return mBufferSize; }
    
      private:
        unsigned int mBufferSize;
        GLenum mIndexType;
    };
    
    class MockBufferFactoryD3D : public rx::BufferFactoryD3D
    {
      public:
        MockBufferFactoryD3D(unsigned int bufferSize, GLenum indexType)
            : mBufferSize(bufferSize),
              mIndexType(indexType)
        {
        }
    
        MOCK_METHOD0(createVertexBuffer, rx::VertexBuffer*());
        MOCK_CONST_METHOD1(getVertexConversionType, rx::VertexConversionType(gl::VertexFormatType));
        MOCK_CONST_METHOD1(getVertexComponentType, GLenum(gl::VertexFormatType));
        MOCK_CONST_METHOD4(getVertexSpaceRequired,
                           gl::ErrorOrResult<unsigned int>(const gl::VertexAttribute &,
                                                           const gl::VertexBinding &,
                                                           GLsizei,
                                                           GLsizei));
    
        // Dependency injection
        rx::IndexBuffer* createIndexBuffer() override
        {
            return new MockIndexBuffer(mBufferSize, mIndexType);
        }
    
      private:
        unsigned int mBufferSize;
        GLenum mIndexType;
    };
    
    class MockBufferD3D : public rx::BufferD3D
    {
      public:
        MockBufferD3D(rx::BufferFactoryD3D *factory) : BufferD3D(mockState, factory), mData() {}
    
        // BufferImpl
        gl::Error setData(rx::ContextImpl *context,
                          GLenum target,
                          const void *data,
                          size_t size,
                          GLenum) override
        {
            mData.resize(size);
            if (data && size > 0)
            {
                memcpy(&mData[0], data, size);
            }
            return gl::NoError();
        }
    
        MOCK_METHOD5(setSubData, gl::Error(rx::ContextImpl *, GLenum, const void *, size_t, size_t));
        MOCK_METHOD5(copySubData,
                     gl::Error(rx::ContextImpl *context, BufferImpl *, GLintptr, GLintptr, GLsizeiptr));
        MOCK_METHOD3(map, gl::Error(rx::ContextImpl *context, GLenum, GLvoid **));
        MOCK_METHOD5(mapRange,
                     gl::Error(rx::ContextImpl *context, size_t, size_t, GLbitfield, GLvoid **));
        MOCK_METHOD2(unmap, gl::Error(rx::ContextImpl *context, GLboolean *));
    
        // BufferD3D
        MOCK_METHOD0(markTransformFeedbackUsage, gl::Error());
    
        // inlined for speed
        bool supportsDirectBinding() const override { return false; }
        size_t getSize() const override { return mData.size(); }
    
        gl::Error getData(const uint8_t **outData) override
        {
            *outData = &mData[0];
            return gl::NoError();
        }
    
      private:
        gl::BufferState mockState;
        std::vector<uint8_t> mData;
    };
    
    class MockGLFactoryD3D : public rx::MockGLFactory
    {
      public:
        MockGLFactoryD3D(MockBufferFactoryD3D *bufferFactory) : mBufferFactory(bufferFactory) {}
    
        rx::BufferImpl *createBuffer(const gl::BufferState &state) override
        {
            MockBufferD3D *mockBufferD3D = new MockBufferD3D(mBufferFactory);
    
            EXPECT_CALL(*mBufferFactory, createVertexBuffer())
                .WillOnce(Return(nullptr))
                .RetiresOnSaturation();
            mockBufferD3D->initializeStaticData();
    
            return mockBufferD3D;
        }
    
        MockBufferFactoryD3D *mBufferFactory;
    };
    
    class IndexDataManagerPerfTest : public ANGLEPerfTest
    {
      public:
        IndexDataManagerPerfTest();
    
        void step() override;
    
        rx::IndexDataManager mIndexDataManager;
        GLsizei mIndexCount;
        unsigned int mBufferSize;
        MockBufferFactoryD3D mMockBufferFactory;
        MockGLFactoryD3D mMockGLFactory;
        gl::Buffer mIndexBuffer;
    };
    
    IndexDataManagerPerfTest::IndexDataManagerPerfTest()
        : ANGLEPerfTest("IndexDataManger", "_run"),
          mIndexDataManager(&mMockBufferFactory, rx::RENDERER_D3D11),
          mIndexCount(4000),
          mBufferSize(mIndexCount * sizeof(GLushort)),
          mMockBufferFactory(mBufferSize, GL_UNSIGNED_SHORT),
          mMockGLFactory(&mMockBufferFactory),
          mIndexBuffer(&mMockGLFactory, 1)
    {
        std::vector<GLushort> indexData(mIndexCount);
        for (GLsizei index = 0; index < mIndexCount; ++index)
        {
            indexData[index] = static_cast<GLushort>(index);
        }
        mIndexBuffer.bufferData(nullptr, GL_ARRAY_BUFFER, &indexData[0],
                                indexData.size() * sizeof(GLushort), GL_STATIC_DRAW);
    }
    
    void IndexDataManagerPerfTest::step()
    {
        rx::TranslatedIndexData translatedIndexData;
        for (unsigned int iteration = 0; iteration < 100; ++iteration)
        {
            mIndexBuffer.getIndexRange(GL_UNSIGNED_SHORT, 0, mIndexCount, false,
                                       &translatedIndexData.indexRange);
            mIndexDataManager.prepareIndexData(GL_UNSIGNED_SHORT, mIndexCount, &mIndexBuffer, nullptr,
                                               &translatedIndexData, false);
        }
    }
    
    TEST_F(IndexDataManagerPerfTest, Run)
    {
        run();
    }
    
    }  // anonymous namespace