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

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/tests/perf_tests/MultiviewPerf.cpp
  • //
    // 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.
    //
    // MultiviewPerfTest:
    //   Performance tests for multiview rendering.
    //   - MultiviewCPUBoundBenchmark issues many draw calls and state changes to stress the CPU.
    //   - MultiviewGPUBoundBenchmark draws half a million quads with multiple attributes per vertex in
    //   order to stress the GPU's memory system.
    //
    
    #include "ANGLEPerfTest.h"
    #include "common/vector_utils.h"
    #include "platform/FeaturesD3D.h"
    #include "test_utils/MultiviewTest.h"
    #include "test_utils/gl_raii.h"
    #include "util/shader_utils.h"
    
    #include <string.h>
    
    using namespace angle;
    
    namespace
    {
    
    std::string GetShaderExtensionHeader(bool usesMultiview,
                                         int numViews,
                                         GLenum shaderType,
                                         ExtensionName multiviewExtension)
    {
        if (!usesMultiview)
        {
            return "";
        }
    
        std::string ext;
        switch (multiviewExtension)
        {
            case multiview:
                ext = "GL_OVR_multiview";
                break;
            case multiview2:
                ext = "GL_OVR_multiview2";
                break;
            default:
                ext = "extension_error";
        }
    
        if (shaderType == GL_VERTEX_SHADER)
        {
            return "#extension " + ext + " : require\nlayout(num_views = " + ToString(numViews) +
                   ") in;\n";
        }
        return "#extension " + ext + " : require\n";
    }
    
    struct Vertex
    {
        Vector4 position;
        Vector4 colorAttributeData[6];
    };
    
    enum class MultiviewOption
    {
        NoAcceleration,
        InstancedMultiviewVertexShader,
        InstancedMultiviewGeometryShader,
    
        Unspecified
    };
    
    using MultiviewPerfWorkload = std::pair<int, int>;
    
    struct MultiviewPerfParams final : public RenderTestParams
    {
        MultiviewPerfParams(const EGLPlatformParameters &platformParametersIn,
                            const MultiviewPerfWorkload &workloadIn,
                            MultiviewOption multiviewOptionIn,
                            ExtensionName multiviewExtensionIn)
        {
            iterationsPerStep  = 1;
            majorVersion       = 3;
            minorVersion       = 0;
            eglParameters      = platformParametersIn;
            windowWidth        = workloadIn.first;
            windowHeight       = workloadIn.second;
            multiviewOption    = multiviewOptionIn;
            numViews           = 2;
            multiviewExtension = multiviewExtensionIn;
        }
    
        std::string suffix() const override
        {
            std::string name = RenderTestParams::suffix();
            switch (multiviewOption)
            {
                case MultiviewOption::NoAcceleration:
                    name += "_no_acc";
                    break;
                case MultiviewOption::InstancedMultiviewVertexShader:
                    name += "_instanced_multiview_vertex_shader";
                    break;
                case MultiviewOption::InstancedMultiviewGeometryShader:
                    name += "_instanced_multiview_geometry_shader";
                    break;
                default:
                    name += "_error";
                    break;
            }
            std::string ext;
            switch (multiviewExtension)
            {
                case multiview:
                    ext = "GL_OVR_multiview";
                    break;
                case multiview2:
                    ext = "GL_OVR_multiview2";
                    break;
                default:
                    ext = "extension_error";
                    break;
            }
            name += "_" + ext;
            name += "_" + ToString(numViews) + "_views";
            return name;
        }
    
        MultiviewOption multiviewOption;
        int numViews;
        angle::ExtensionName multiviewExtension;
    };
    
    std::ostream &operator<<(std::ostream &os, const MultiviewPerfParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class MultiviewBenchmark : public ANGLERenderTest,
                               public ::testing::WithParamInterface<MultiviewPerfParams>
    {
      public:
        MultiviewBenchmark(const std::string &testName)
            : ANGLERenderTest(testName, GetParam()), mProgram(0)
        {
            switch (GetParam().multiviewExtension)
            {
                case multiview:
                    addExtensionPrerequisite("GL_OVR_multiview");
                    break;
                case multiview2:
                    addExtensionPrerequisite("GL_OVR_multiview2");
                    break;
                default:
                    // Unknown extension.
                    break;
            }
        }
    
        virtual ~MultiviewBenchmark()
        {
            if (mProgram != 0)
            {
                glDeleteProgram(mProgram);
            }
        }
    
        void initializeBenchmark() override;
        void drawBenchmark() final;
    
        void overrideWorkaroundsD3D(FeaturesD3D *features) override
        {
            features->overrideFeatures(
                {"select_view_in_geometry_shader"},
                GetParam().multiviewOption == MultiviewOption::InstancedMultiviewGeometryShader);
        }
    
      protected:
        virtual void renderScene() = 0;
    
        void createProgram(const char *vs, const char *fs)
        {
            mProgram = CompileProgram(vs, fs);
            if (mProgram == 0)
            {
                FAIL() << "shader compilation failed.";
            }
            glUseProgram(mProgram);
            ASSERT_GL_NO_ERROR();
        }
    
        GLuint mProgram;
        GLVertexArray mVAO;
        GLBuffer mVBO;
    
      private:
        GLFramebuffer mFramebuffer;
        GLTexture mColorTexture;
        GLTexture mDepthTexture;
    };
    
    class MultiviewCPUBoundBenchmark : public MultiviewBenchmark
    {
      public:
        MultiviewCPUBoundBenchmark() : MultiviewBenchmark("MultiviewCPUBoundBenchmark") {}
    
        void initializeBenchmark() override;
    
      protected:
        void renderScene() override;
    };
    
    class MultiviewGPUBoundBenchmark : public MultiviewBenchmark
    {
      public:
        MultiviewGPUBoundBenchmark() : MultiviewBenchmark("MultiviewGPUBoundBenchmark") {}
    
        void initializeBenchmark() override;
    
      protected:
        void renderScene() override;
    };
    
    void MultiviewBenchmark::initializeBenchmark()
    {
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
    
        switch (params->multiviewOption)
        {
            case MultiviewOption::NoAcceleration:
                // No acceleration texture arrays
                glBindTexture(GL_TEXTURE_2D, mColorTexture);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, params->windowWidth, params->windowHeight, 0,
                             GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
                glBindTexture(GL_TEXTURE_2D, mDepthTexture);
                glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, params->windowWidth,
                             params->windowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
    
                glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                                       mColorTexture, 0);
                glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
                                       mDepthTexture, 0);
                break;
            case MultiviewOption::InstancedMultiviewVertexShader:
            case MultiviewOption::InstancedMultiviewGeometryShader:
            {
                // Multiview texture arrays
                glBindTexture(GL_TEXTURE_2D_ARRAY, mColorTexture);
                glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, params->windowWidth,
                             params->windowHeight, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    
                glBindTexture(GL_TEXTURE_2D_ARRAY, mDepthTexture);
                glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, params->windowWidth,
                             params->windowHeight, 2, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
    
                glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
                glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0,
                                                 0, params->numViews);
                glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0,
                                                 0, params->numViews);
                break;
            }
            case MultiviewOption::Unspecified:
                // implementation error.
                break;
        }
    
        GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
        glDrawBuffers(1, DrawBuffers);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewBenchmark::drawBenchmark()
    {
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
    
        switch (params->multiviewOption)
        {
            case MultiviewOption::NoAcceleration:
                glEnable(GL_SCISSOR_TEST);
                // Iterate over each view and render the scene.
                for (int i = 0; i < params->numViews; ++i)
                {
                    glViewport(viewWidth * i, 0, viewWidth, viewHeight);
                    glScissor(viewWidth * i, 0, viewWidth, viewHeight);
                    renderScene();
                }
                break;
            case MultiviewOption::InstancedMultiviewVertexShader:
            case MultiviewOption::InstancedMultiviewGeometryShader:
                glViewport(0, 0, viewWidth, viewHeight);
                glScissor(0, 0, viewWidth, viewHeight);
                renderScene();
                break;
            case MultiviewOption::Unspecified:
                // implementation error.
                break;
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewCPUBoundBenchmark::initializeBenchmark()
    {
        MultiviewBenchmark::initializeBenchmark();
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
    
        const std::string vs = "#version 300 es\n" +
                               GetShaderExtensionHeader(usesMultiview, params->numViews,
                                                        GL_VERTEX_SHADER, params->multiviewExtension) +
                               "layout(location=0) in vec4 vPosition;\n"
                               "uniform vec2 uOffset;\n"
                               "void main()\n"
                               "{\n"
                               "   vec4 v = vPosition;\n"
                               "   v.xy += uOffset;\n"
                               "	gl_Position = v;\n"
                               "}\n";
    
        const std::string fs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER,
                                     params->multiviewExtension) +
            "precision mediump float;\n"
            "out vec4 col;\n"
            "uniform float uColor;\n"
            "void main()\n"
            "{\n"
            "    col = vec4(1.);\n"
            "}\n";
    
        createProgram(vs.c_str(), fs.c_str());
    
        const float viewWidth  = static_cast<float>(params->windowWidth / params->numViews);
        const float viewHeight = static_cast<float>(params->windowHeight);
        const float quadWidth  = 2.f / viewWidth;
        const float quadHeight = 2.f / viewHeight;
        Vector4 vertices[6]    = {Vector4(.0f, .0f, .0f, 1.f),
                               Vector4(quadWidth, .0f, .0f, 1.f),
                               Vector4(quadWidth, quadHeight, 0.f, 1.f),
                               Vector4(.0f, .0f, 0.f, 1.f),
                               Vector4(quadWidth, quadHeight, .0f, 1.f),
                               Vector4(.0f, quadHeight, .0f, 1.f)};
    
        glBindVertexArray(mVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVBO);
        glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(Vector4), vertices, GL_STATIC_DRAW);
    
        const GLint posLoc = glGetAttribLocation(mProgram, "vPosition");
        glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
        glEnableVertexAttribArray(posLoc);
    
        // Render once to guarantee that the program is compiled and linked.
        drawBenchmark();
    
        ASSERT_GL_NO_ERROR();
    }
    
    void MultiviewCPUBoundBenchmark::renderScene()
    {
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(mProgram);
    
        glBindVertexArray(mVAO);
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
    
        for (int w = 0; w < viewWidth; ++w)
        {
            for (int h = 0; h < viewHeight; ++h)
            {
                const float wf = static_cast<float>(w) / viewWidth;
                const float wh = static_cast<float>(h) / viewHeight;
                glUniform2f(glGetUniformLocation(mProgram, "uOffset"), 2.f * wf - 1.f, 2.f * wh - 1.f);
                glUniform1f(glGetUniformLocation(mProgram, "uColor"), wf);
                glDrawArrays(GL_TRIANGLES, 0, 6);
            }
        }
    }
    
    void MultiviewGPUBoundBenchmark::initializeBenchmark()
    {
        MultiviewBenchmark::initializeBenchmark();
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
    
        const std::string &vs = "#version 300 es\n" +
                                GetShaderExtensionHeader(usesMultiview, params->numViews,
                                                         GL_VERTEX_SHADER, params->multiviewExtension) +
                                "layout(location=0) in vec4 vPosition;\n"
                                "layout(location=1) in vec4 vert_Col0;\n"
                                "layout(location=2) in vec4 vert_Col1;\n"
                                "layout(location=3) in vec4 vert_Col2;\n"
                                "layout(location=4) in vec4 vert_Col3;\n"
                                "layout(location=5) in vec4 vert_Col4;\n"
                                "layout(location=6) in vec4 vert_Col5;\n"
                                "out vec4 frag_Col0;\n"
                                "out vec4 frag_Col1;\n"
                                "out vec4 frag_Col2;\n"
                                "out vec4 frag_Col3;\n"
                                "out vec4 frag_Col4;\n"
                                "out vec4 frag_Col5;\n"
                                "void main()\n"
                                "{\n"
                                "   frag_Col0 = vert_Col0;\n"
                                "   frag_Col1 = vert_Col1;\n"
                                "   frag_Col2 = vert_Col2;\n"
                                "   frag_Col3 = vert_Col3;\n"
                                "   frag_Col4 = vert_Col4;\n"
                                "   frag_Col5 = vert_Col5;\n"
                                "	gl_Position = vPosition;\n"
                                "}\n";
    
        const std::string &fs =
            "#version 300 es\n" +
            GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER,
                                     params->multiviewExtension) +
            "precision mediump float;\n"
            "in vec4 frag_Col0;\n"
            "in vec4 frag_Col1;\n"
            "in vec4 frag_Col2;\n"
            "in vec4 frag_Col3;\n"
            "in vec4 frag_Col4;\n"
            "in vec4 frag_Col5;\n"
            "out vec4 col;\n"
            "void main()\n"
            "{\n"
            "    col += frag_Col0;\n"
            "    col += frag_Col1;\n"
            "    col += frag_Col2;\n"
            "    col += frag_Col3;\n"
            "    col += frag_Col4;\n"
            "    col += frag_Col5;\n"
            "}\n";
    
        createProgram(vs.c_str(), fs.c_str());
        ASSERT_GL_NO_ERROR();
    
        // Generate a vertex buffer of triangulated quads so that we have one quad per pixel.
        const int viewWidth           = params->windowWidth / params->numViews;
        const int viewHeight          = params->windowHeight;
        const float quadWidth         = 2.f / static_cast<float>(viewWidth);
        const float quadHeight        = 2.f / static_cast<float>(viewHeight);
        const int kNumQuads           = viewWidth * viewHeight;
        const int kNumVerticesPerQuad = 6;
        std::vector<Vertex> vertexData(kNumQuads * kNumVerticesPerQuad);
        for (int h = 0; h < viewHeight; ++h)
        {
            for (int w = 0; w < viewWidth; ++w)
            {
                float wf = static_cast<float>(w) / viewWidth;
                float hf = static_cast<float>(h) / viewHeight;
    
                size_t index = static_cast<size_t>(h * viewWidth + w) * 6u;
    
                auto &v0    = vertexData[index];
                v0.position = Vector4(2.f * wf - 1.f, 2.f * hf - 1.f, .0f, 1.f);
                memset(v0.colorAttributeData, 0, sizeof(v0.colorAttributeData));
    
                auto &v1    = vertexData[index + 1];
                v1.position = Vector4(v0.position.x() + quadWidth, v0.position.y(), .0f, 1.f);
                memset(v1.colorAttributeData, 0, sizeof(v1.colorAttributeData));
    
                auto &v2    = vertexData[index + 2];
                v2.position = Vector4(v1.position.x(), v1.position.y() + quadHeight, .0f, 1.f);
                memset(v2.colorAttributeData, 0, sizeof(v2.colorAttributeData));
    
                auto &v3    = vertexData[index + 3];
                v3.position = v0.position;
                memset(v3.colorAttributeData, 0, sizeof(v3.colorAttributeData));
    
                auto &v4    = vertexData[index + 4];
                v4.position = v2.position;
                memset(v4.colorAttributeData, 0, sizeof(v4.colorAttributeData));
    
                auto &v5    = vertexData[index + 5];
                v5.position = Vector4(v0.position.x(), v0.position.y() + quadHeight, .0f, 1.f);
                memset(v5.colorAttributeData, 0, sizeof(v5.colorAttributeData));
            }
        }
    
        glBindVertexArray(mVAO);
    
        glBindBuffer(GL_ARRAY_BUFFER, mVBO);
        glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(Vertex), vertexData.data(),
                     GL_STATIC_DRAW);
    
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
        glEnableVertexAttribArray(0);
    
        for (unsigned int i = 0u; i < 6u; ++i)
        {
            size_t offset = sizeof(Vector4) * (i + 1u);
            glVertexAttribPointer(i + 1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
                                  reinterpret_cast<const void *>(offset));
            glEnableVertexAttribArray(i + 1);
        }
    
        // Render once to guarantee that the program is compiled and linked.
        drawBenchmark();
    }
    
    void MultiviewGPUBoundBenchmark::renderScene()
    {
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(mProgram);
    
        glBindVertexArray(mVAO);
    
        const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
        const int viewWidth               = params->windowWidth / params->numViews;
        const int viewHeight              = params->windowHeight;
        glDrawArrays(GL_TRIANGLES, 0, viewWidth * viewHeight * 6);
    }
    
    namespace
    {
    MultiviewPerfWorkload SmallWorkload()
    {
        return MultiviewPerfWorkload(64, 64);
    }
    
    MultiviewPerfWorkload BigWorkload()
    {
        return MultiviewPerfWorkload(1024, 768);
    }
    
    MultiviewPerfParams NoAcceleration(const EGLPlatformParameters &eglParameters,
                                       const MultiviewPerfWorkload &workload,
                                       ExtensionName multiviewExtensionIn)
    {
        return MultiviewPerfParams(eglParameters, workload, MultiviewOption::NoAcceleration,
                                   multiviewExtensionIn);
    }
    
    MultiviewPerfParams SelectViewInGeometryShader(const MultiviewPerfWorkload &workload,
                                                   ExtensionName multiviewExtensionIn)
    {
        return MultiviewPerfParams(egl_platform::D3D11(), workload,
                                   MultiviewOption::InstancedMultiviewGeometryShader,
                                   multiviewExtensionIn);
    }
    
    MultiviewPerfParams SelectViewInVertexShader(const EGLPlatformParameters &eglParameters,
                                                 const MultiviewPerfWorkload &workload,
                                                 ExtensionName multiviewExtensionIn)
    {
        return MultiviewPerfParams(eglParameters, workload,
                                   MultiviewOption::InstancedMultiviewVertexShader,
                                   multiviewExtensionIn);
    }
    }  // namespace
    
    TEST_P(MultiviewCPUBoundBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(
        MultiviewCPUBoundBenchmark,
        NoAcceleration(egl_platform::OPENGL_OR_GLES(), SmallWorkload(), ExtensionName::multiview),
        NoAcceleration(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview),
        SelectViewInGeometryShader(SmallWorkload(), ExtensionName::multiview),
        SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
                                 SmallWorkload(),
                                 ExtensionName::multiview),
        SelectViewInVertexShader(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview),
        NoAcceleration(egl_platform::OPENGL_OR_GLES(), SmallWorkload(), ExtensionName::multiview2),
        NoAcceleration(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview2),
        SelectViewInGeometryShader(SmallWorkload(), ExtensionName::multiview2),
        SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
                                 SmallWorkload(),
                                 ExtensionName::multiview2),
        SelectViewInVertexShader(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview2));
    
    TEST_P(MultiviewGPUBoundBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(
        MultiviewGPUBoundBenchmark,
        NoAcceleration(egl_platform::OPENGL_OR_GLES(), BigWorkload(), ExtensionName::multiview),
        NoAcceleration(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview),
        SelectViewInGeometryShader(BigWorkload(), ExtensionName::multiview),
        SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
                                 BigWorkload(),
                                 ExtensionName::multiview),
        SelectViewInVertexShader(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview),
        NoAcceleration(egl_platform::OPENGL_OR_GLES(), BigWorkload(), ExtensionName::multiview2),
        NoAcceleration(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview2),
        SelectViewInGeometryShader(BigWorkload(), ExtensionName::multiview2),
        SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
                                 BigWorkload(),
                                 ExtensionName::multiview2),
        SelectViewInVertexShader(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview2));
    
    }  // anonymous namespace