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kc3-lang/angle/src/tests/perf_tests/TexSubImage.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/TexSubImage.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.
    //
    // TexSubImageBenchmark:
    //   Performace test for ANGLE texture updates.
    //
    
    #include <sstream>
    
    #include "ANGLEPerfTest.h"
    #include "shader_utils.h"
    
    using namespace angle;
    
    namespace
    {
    
    struct TexSubImageParams final : public RenderTestParams
    {
        TexSubImageParams()
        {
            // Common default parameters
            majorVersion = 2;
            minorVersion = 0;
            windowWidth = 512;
            windowHeight = 512;
    
            imageWidth = 1024;
            imageHeight = 1024;
            subImageWidth = 64;
            subImageHeight = 64;
            iterations = 3;
        }
    
        std::string suffix() const override;
    
        // Static parameters
        int imageWidth;
        int imageHeight;
        int subImageWidth;
        int subImageHeight;
        unsigned int iterations;
    };
    
    inline std::ostream &operator<<(std::ostream &os, const TexSubImageParams &params)
    {
        os << params.suffix().substr(1);
        return os;
    }
    
    class TexSubImageBenchmark : public ANGLERenderTest,
                                 public ::testing::WithParamInterface<TexSubImageParams>
    {
      public:
        TexSubImageBenchmark();
    
        void initializeBenchmark() override;
        void destroyBenchmark() override;
        void beginDrawBenchmark() override;
        void drawBenchmark() override;
    
      private:
        GLuint createTexture();
    
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexCoordLoc;
    
        // Sampler location
        GLint mSamplerLoc;
    
        // Texture handle
        GLuint mTexture;
    
        // Buffer handle
        GLuint mVertexBuffer;
        GLuint mIndexBuffer;
    
        GLubyte *mPixels;
    };
    
    std::string TexSubImageParams::suffix() const
    {
        // TODO(jmadill)
        return RenderTestParams::suffix();
    }
    
    TexSubImageBenchmark::TexSubImageBenchmark()
        : ANGLERenderTest("TexSubImage", GetParam()),
          mProgram(0),
          mPositionLoc(-1),
          mTexCoordLoc(-1),
          mSamplerLoc(-1),
          mTexture(0),
          mVertexBuffer(0),
          mIndexBuffer(0),
          mPixels(NULL)
    {
    }
    
    GLuint TexSubImageBenchmark::createTexture()
    {
        const auto &params = GetParam();
    
        assert(params.iterations > 0);
        mDrawIterations = params.iterations;
    
        // 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);
    
        glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.imageWidth, params.imageHeight);
    
        // 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;
    }
    
    void TexSubImageBenchmark::initializeBenchmark()
    {
        const auto &params = GetParam();
    
        const std::string vs = SHADER_SOURCE
        (
            attribute vec4 a_position;
            attribute vec2 a_texCoord;
            varying vec2 v_texCoord;
            void main()
            {
                gl_Position = a_position;
                v_texCoord = a_texCoord;
            }
        );
    
        const std::string fs = SHADER_SOURCE
        (
            precision mediump float;
            varying vec2 v_texCoord;
            uniform sampler2D s_texture;
            void main()
            {
                gl_FragColor = texture2D(s_texture, v_texCoord);
            }
        );
    
        mProgram = CompileProgram(vs, fs);
        ASSERT_TRUE(mProgram != 0);
    
        // Get the attribute locations
        mPositionLoc = glGetAttribLocation(mProgram, "a_position");
        mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
    
        // Get the sampler location
        mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
    
        // Build the vertex buffer
        GLfloat vertices[] =
        {
            -0.5f, 0.5f, 0.0f,  // Position 0
            0.0f, 0.0f,        // TexCoord 0
            -0.5f, -0.5f, 0.0f,  // Position 1
            0.0f, 1.0f,        // TexCoord 1
            0.5f, -0.5f, 0.0f,  // Position 2
            1.0f, 1.0f,        // TexCoord 2
            0.5f, 0.5f, 0.0f,  // Position 3
            1.0f, 0.0f         // TexCoord 3
        };
    
        glGenBuffers(1, &mVertexBuffer);
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    
        GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
        glGenBuffers(1, &mIndexBuffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    
        // Load the texture
        mTexture = createTexture();
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    
        mPixels = new GLubyte[params.subImageWidth * params.subImageHeight * 4];
    
        // Fill the pixels structure with random data:
        for (int y = 0; y < params.subImageHeight; ++y)
        {
            for (int x = 0; x < params.subImageWidth; ++x)
            {
                int offset = (x + (y * params.subImageWidth)) * 4;
                mPixels[offset + 0] = rand() % 255; // Red
                mPixels[offset + 1] = rand() % 255; // Green
                mPixels[offset + 2] = rand() % 255; // Blue
                mPixels[offset + 3] = 255; // Alpha
            }
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TexSubImageBenchmark::destroyBenchmark()
    {
        glDeleteProgram(mProgram);
        glDeleteBuffers(1, &mVertexBuffer);
        glDeleteBuffers(1, &mIndexBuffer);
        glDeleteTextures(1, &mTexture);
        delete[] mPixels;
    }
    
    void TexSubImageBenchmark::beginDrawBenchmark()
    {
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
        // Clear the color buffer
        glClear(GL_COLOR_BUFFER_BIT);
    
        // Use the program object
        glUseProgram(mProgram);
    
        // Bind the buffers
        glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
    
        // Load the vertex position
        glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
        // Load the texture coordinate
        glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
    
        glEnableVertexAttribArray(mPositionLoc);
        glEnableVertexAttribArray(mTexCoordLoc);
    
        // Bind the texture
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, mTexture);
    
        // Set the texture sampler to texture unit to 0
        glUniform1i(mSamplerLoc, 0);
    
        ASSERT_GL_NO_ERROR();
    }
    
    void TexSubImageBenchmark::drawBenchmark()
    {
        const auto &params = GetParam();
    
        for (unsigned int iteration = 0; iteration < params.iterations; ++iteration)
        {
            glTexSubImage2D(GL_TEXTURE_2D, 0,
                            rand() % (params.imageWidth - params.subImageWidth),
                            rand() % (params.imageHeight - params.subImageHeight),
                            params.subImageWidth, params.subImageHeight,
                            GL_RGBA, GL_UNSIGNED_BYTE, mPixels);
    
            glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
        }
    
        ASSERT_GL_NO_ERROR();
    }
    
    TexSubImageParams D3D11Params()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::D3D11();
        return params;
    }
    
    TexSubImageParams D3D9Params()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::D3D9();
        return params;
    }
    
    TexSubImageParams OpenGLParams()
    {
        TexSubImageParams params;
        params.eglParameters = egl_platform::OPENGL();
        return params;
    }
    
    } // namespace
    
    TEST_P(TexSubImageBenchmark, Run)
    {
        run();
    }
    
    ANGLE_INSTANTIATE_TEST(TexSubImageBenchmark,
                           D3D11Params(), D3D9Params(), OpenGLParams());