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

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  • Author : Jamie Madill
    Date : 2019-07-02 11:14:52
    Hash : bc20a493
    Message : Add vertex attribute change perf test. This perf test has quite different performance than the buffer-only state change test. Bug: angleproject:3256 Change-Id: I23aa08b87af371cbafa509803ae7f8cbe0ce1c58 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1684292 Reviewed-by: Tobin Ehlis <tobine@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/DrawCallPerf.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.
    //
    // DrawCallPerf:
    //   Performance tests for ANGLE draw call overhead.
    //
    
    #include "ANGLEPerfTest.h"
    #include "DrawCallPerfParams.h"
    #include "test_utils/draw_call_perf_utils.h"
    #include "util/shader_utils.h"
    
    namespace
    {
    enum class StateChange
    {
        NoChange,
        VertexAttrib,
        VertexBuffer,
        ManyVertexBuffers,
        Texture,
    };
    
    struct DrawArraysPerfParams : public DrawCallPerfParams
    {
        DrawArraysPerfParams(const DrawCallPerfParams &base) : DrawCallPerfParams(base) {}
    
        std::string suffix() const override;
    
        StateChange stateChange = StateChange::NoChange;
    };
    
    std::string DrawArraysPerfParams::suffix() const
    {
        std::stringstream strstr;
    
        strstr << DrawCallPerfParams::suffix();
    
        switch (stateChange)
        {
            case StateChange::VertexAttrib:
                strstr << "_attrib_change";
                break;
            case StateChange::VertexBuffer:
                strstr << "_vbo_change";
                break;
            case StateChange::ManyVertexBuffers:
                strstr << "_manyvbos_change";
                break;
            case StateChange::Texture:
                strstr << "_tex_change";
                break;
            default:
                break;
        }
    
        return strstr.str();
    }
    
    std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    GLuint CreateSimpleTexture2D()
    {
        // Use tightly packed data
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    
        // Generate a texture object
        GLuint texture;
        glGenTextures(1, &texture);
    
        // Bind the texture object
        glBindTexture(GL_TEXTURE_2D, texture);
    
        // Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
        constexpr size_t width             = 2;
        constexpr size_t height            = 2;
        GLubyte pixels[width * height * 3] = {
            255, 0,   0,    // Red
            0,   255, 0,    // Green
            0,   0,   255,  // Blue
            255, 255, 0,    // Yellow
        };
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
    
        // Set the filtering mode
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    
        return texture;
    }
    
    class DrawCallPerfBenchmark : public ANGLERenderTest,
                                  public ::testing::WithParamInterface<DrawArraysPerfParams>
    {
      public:
        DrawCallPerfBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint mProgram    = 0;
        GLuint mBuffer1    = 0;
        GLuint mBuffer2    = 0;
        GLuint mFBO        = 0;
        GLuint mFBOTexture = 0;
        GLuint mTexture1   = 0;
        GLuint mTexture2   = 0;
        int mNumTris       = GetParam().numTris;
    };
    
    DrawCallPerfBenchmark::DrawCallPerfBenchmark() : ANGLERenderTest("DrawCallPerf", GetParam()) {}
    
    void DrawCallPerfBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        if (params.stateChange == StateChange::Texture)
        {
            mProgram = SetupSimpleTextureProgram();
        }
        else if (params.stateChange == StateChange::ManyVertexBuffers)
        {
            constexpr char kVS[] = R"(attribute vec2 vPosition;
    attribute vec2 v0;
    attribute vec2 v1;
    attribute vec2 v2;
    attribute vec2 v3;
    const float scale = 0.5;
    const float offset = -0.5;
    
    varying vec2 v;
    
    void main()
    {
        gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
        v = (v0 + v1 + v2 + v3) * 0.25;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v;
    void main()
    {
        gl_FragColor = vec4(v, 0, 1);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            glBindAttribLocation(mProgram, 1, "v0");
            glBindAttribLocation(mProgram, 2, "v1");
            glBindAttribLocation(mProgram, 3, "v2");
            glBindAttribLocation(mProgram, 4, "v3");
            glEnableVertexAttribArray(1);
            glEnableVertexAttribArray(2);
            glEnableVertexAttribArray(3);
            glEnableVertexAttribArray(4);
        }
        else
        {
            mProgram = SetupSimpleDrawProgram();
        }
    
        ASSERT_NE(0u, mProgram);
    
        // Re-link program to ensure the attrib bindings are used.
        glBindAttribLocation(mProgram, 0, "vPosition");
        glLinkProgram(mProgram);
        glUseProgram(mProgram);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mBuffer1 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
        mBuffer2 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(0);
    
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        if (params.offscreen)
        {
            CreateColorFBO(getWindow()->getWidth(), getWindow()->getHeight(), &mFBOTexture, &mFBO);
        }
    
        mTexture1 = CreateSimpleTexture2D();
        mTexture2 = CreateSimpleTexture2D();
    
        ASSERT_GL_NO_ERROR();
    }
    
    void DrawCallPerfBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mBuffer1);
        glDeleteBuffers(1, &mBuffer2);
        glDeleteTextures(1, &mFBOTexture);
        glDeleteTextures(1, &mTexture1);
        glDeleteTextures(1, &mTexture2);
        glDeleteFramebuffers(1, &mFBO);
    }
    
    void ClearThenDraw(unsigned int iterations, GLsizei numElements)
    {
        glClear(GL_COLOR_BUFFER_BIT);
    
        for (unsigned int it = 0; it < iterations; it++)
        {
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void JustDraw(unsigned int iterations, GLsizei numElements)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    template <int kArrayBufferCount>
    void ChangeVertexAttribThenDraw(unsigned int iterations, GLsizei numElements, GLuint buffer)
    {
        glBindBuffer(GL_ARRAY_BUFFER, buffer);
        for (unsigned int it = 0; it < iterations; it++)
        {
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
    
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    template <int kArrayBufferCount>
    void ChangeArrayBuffersThenDraw(unsigned int iterations,
                                    GLsizei numElements,
                                    GLuint buffer1,
                                    GLuint buffer2)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glBindBuffer(GL_ARRAY_BUFFER, buffer1);
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
    
            glBindBuffer(GL_ARRAY_BUFFER, buffer2);
            for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
            {
                glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
            }
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void ChangeTextureThenDraw(unsigned int iterations,
                               GLsizei numElements,
                               GLuint texture1,
                               GLuint texture2)
    {
        for (unsigned int it = 0; it < iterations; it++)
        {
            glBindTexture(GL_TEXTURE_2D, texture1);
            glDrawArrays(GL_TRIANGLES, 0, numElements);
    
            glBindTexture(GL_TEXTURE_2D, texture2);
            glDrawArrays(GL_TRIANGLES, 0, numElements);
        }
    }
    
    void DrawCallPerfBenchmark::drawBenchmark()
    {
        // This workaround fixes a huge queue of graphics commands accumulating on the GL
        // back-end. The GL back-end doesn't have a proper NULL device at the moment.
        // TODO(jmadill): Remove this when/if we ever get a proper OpenGL NULL device.
        const auto &eglParams = GetParam().eglParameters;
        const auto &params    = GetParam();
        GLsizei numElements   = static_cast<GLsizei>(3 * mNumTris);
    
        switch (params.stateChange)
        {
            case StateChange::VertexAttrib:
                ChangeVertexAttribThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1);
                break;
            case StateChange::VertexBuffer:
                ChangeArrayBuffersThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1,
                                              mBuffer2);
                break;
            case StateChange::ManyVertexBuffers:
                ChangeArrayBuffersThenDraw<5>(params.iterationsPerStep, numElements, mBuffer1,
                                              mBuffer2);
                break;
            case StateChange::Texture:
                ChangeTextureThenDraw(params.iterationsPerStep, numElements, mTexture1, mTexture2);
                break;
            case StateChange::NoChange:
                if (eglParams.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE ||
                    (eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE &&
                     eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
                {
                    ClearThenDraw(params.iterationsPerStep, numElements);
                }
                else
                {
                    JustDraw(params.iterationsPerStep, numElements);
                }
                break;
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TEST_P(DrawCallPerfBenchmark, Run)
    {
        run();
    }
    
    DrawArraysPerfParams DrawArrays(const DrawCallPerfParams &base, StateChange stateChange)
    {
        DrawArraysPerfParams params(base);
        params.stateChange = stateChange;
        return params;
    }
    
    using namespace params;
    
    ANGLE_INSTANTIATE_TEST(DrawCallPerfBenchmark,
                           DrawArrays(DrawCallD3D9(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallD3D9()), StateChange::NoChange),
                           DrawArrays(DrawCallD3D11(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::NoChange),
                           DrawArrays(NullDevice(Offscreen(DrawCallD3D11())), StateChange::NoChange),
                           DrawArrays(DrawCallD3D11(), StateChange::VertexAttrib),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::VertexAttrib),
                           DrawArrays(DrawCallD3D11(), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallD3D11(), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallD3D11()), StateChange::Texture),
                           DrawArrays(DrawCallOpenGL(), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::NoChange),
                           DrawArrays(NullDevice(Offscreen(DrawCallOpenGL())), StateChange::NoChange),
                           DrawArrays(DrawCallOpenGL(), StateChange::VertexAttrib),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::VertexAttrib),
                           DrawArrays(DrawCallOpenGL(), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallOpenGL(), StateChange::ManyVertexBuffers),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::ManyVertexBuffers),
                           DrawArrays(DrawCallOpenGL(), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallOpenGL()), StateChange::Texture),
                           DrawArrays(DrawCallValidation(), StateChange::NoChange),
                           DrawArrays(DrawCallVulkan(), StateChange::NoChange),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::NoChange),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::NoChange),
                           DrawArrays(DrawCallVulkan(), StateChange::VertexAttrib),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::VertexAttrib),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::VertexAttrib),
                           DrawArrays(DrawCallVulkan(), StateChange::VertexBuffer),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::VertexBuffer),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallVulkan(), StateChange::ManyVertexBuffers),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::ManyVertexBuffers),
                           DrawArrays(DrawCallVulkan(), StateChange::Texture),
                           DrawArrays(Offscreen(DrawCallVulkan()), StateChange::Texture),
                           DrawArrays(NullDevice(DrawCallVulkan()), StateChange::Texture),
                           DrawArrays(DrawCallWGL(), StateChange::NoChange),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::NoChange),
                           DrawArrays(DrawCallWGL(), StateChange::VertexAttrib),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::VertexAttrib),
                           DrawArrays(DrawCallWGL(), StateChange::VertexBuffer),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::VertexBuffer),
                           DrawArrays(DrawCallWGL(), StateChange::Texture),
                           DrawArrays(Offscreen(DrawCallWGL()), StateChange::Texture));
    
    }  // anonymous namespace