Hash :
84b0c3b7
Author :
Date :
2015-11-05T15:15:28
Re-land "In D3D, cache static vertex buffers to prevent wasteful recreation" BUG=angleproject:197 Changes since first failed patch: - Optimized BufferD3D::getStaticVertexBuffer() - Removed loop to commit static buffers - Out-of-date static buffers (which are much rarer anyway after this patch) are marked for deletion at the *next* draw call, rather than searched for before each draw call. That search was expensive. The change should see a net improvement to DrawCallPerfBenchmark for D3D null. Change-Id: If4942e0afd9e8fefadce8820a1305e13636547ef Reviewed-on: https://chromium-review.googlesource.com/311115 Tested-by: Austin Kinross <aukinros@microsoft.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// 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.
//
// InterleavedAttributeData:
// Performance test for draws using interleaved attribute data in vertex buffers.
//
#include <sstream>
#include "ANGLEPerfTest.h"
#include "shader_utils.h"
using namespace angle;
namespace
{
struct InterleavedAttributeDataParams final : public RenderTestParams
{
InterleavedAttributeDataParams()
{
// Common default values
majorVersion = 2;
minorVersion = 0;
windowWidth = 512;
windowHeight = 512;
numSprites = 3000;
}
// static parameters
unsigned int numSprites;
};
std::ostream &operator<<(std::ostream &os, const InterleavedAttributeDataParams ¶ms)
{
os << params.suffix().substr(1);
if (params.eglParameters.majorVersion != EGL_DONT_CARE)
{
os << "_" << params.eglParameters.majorVersion << "_" << params.eglParameters.minorVersion;
}
return os;
}
class InterleavedAttributeDataBenchmark
: public ANGLERenderTest,
public ::testing::WithParamInterface<InterleavedAttributeDataParams>
{
public:
InterleavedAttributeDataBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void beginDrawBenchmark() override;
void drawBenchmark() override;
private:
GLuint mPointSpriteProgram;
GLuint mPositionColorBuffer[2];
// The buffers contain two floats and 3 unsigned bytes per point sprite
const size_t mBytesPerSprite = 2 * sizeof(float) + 3;
};
InterleavedAttributeDataBenchmark::InterleavedAttributeDataBenchmark()
: ANGLERenderTest("InterleavedAttributeData", GetParam()), mPointSpriteProgram(0)
{
}
void InterleavedAttributeDataBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
// Compile point sprite shaders
const std::string vs =
"attribute vec4 aPosition;"
"attribute vec4 aColor;"
"varying vec4 vColor;"
"void main()"
"{"
" gl_PointSize = 25.0;"
" gl_Position = aPosition;"
" vColor = aColor;"
"}";
const std::string fs =
"precision mediump float;"
"varying vec4 vColor;"
"void main()"
"{"
" gl_FragColor = vColor;"
"}";
mPointSpriteProgram = CompileProgram(vs, fs);
ASSERT_TRUE(mPointSpriteProgram != 0);
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
{
// Set up initial data for pointsprite positions and colors
std::vector<uint8_t> positionColorData(mBytesPerSprite * params.numSprites);
for (unsigned int j = 0; j < params.numSprites; j++)
{
float pointSpriteX =
(static_cast<float>(rand() % getWindow()->getWidth()) / getWindow()->getWidth()) *
2.0f - 1.0f;
float pointSpriteY =
(static_cast<float>(rand() % getWindow()->getHeight()) / getWindow()->getHeight()) *
2.0f - 1.0f;
GLubyte pointSpriteRed = static_cast<GLubyte>(rand() % 255);
GLubyte pointSpriteGreen = static_cast<GLubyte>(rand() % 255);
GLubyte pointSpriteBlue = static_cast<GLubyte>(rand() % 255);
// Add position data for the pointsprite
*reinterpret_cast<float *>(
&(positionColorData[j * mBytesPerSprite + 0 * sizeof(float) + 0])) =
pointSpriteX; // X
*reinterpret_cast<float *>(
&(positionColorData[j * mBytesPerSprite + 1 * sizeof(float) + 0])) =
pointSpriteY; // Y
// Add color data for the pointsprite
positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 0] = pointSpriteRed; // R
positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 1] = pointSpriteGreen; // G
positionColorData[j * mBytesPerSprite + 2 * sizeof(float) + 2] = pointSpriteBlue; // B
}
// Generate the GL buffer with the position/color data
glGenBuffers(1, &mPositionColorBuffer[i]);
glBindBuffer(GL_ARRAY_BUFFER, mPositionColorBuffer[i]);
glBufferData(GL_ARRAY_BUFFER, params.numSprites * mBytesPerSprite, &(positionColorData[0]),
GL_STATIC_DRAW);
}
ASSERT_GL_NO_ERROR();
}
void InterleavedAttributeDataBenchmark::destroyBenchmark()
{
glDeleteProgram(mPointSpriteProgram);
for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
{
glDeleteBuffers(1, &mPositionColorBuffer[i]);
}
}
void InterleavedAttributeDataBenchmark::beginDrawBenchmark()
{
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
}
void InterleavedAttributeDataBenchmark::drawBenchmark()
{
for (size_t k = 0; k < 4; k++)
{
for (size_t i = 0; i < ArraySize(mPositionColorBuffer); i++)
{
// Firstly get the attribute locations for the program
glUseProgram(mPointSpriteProgram);
GLint positionLocation = glGetAttribLocation(mPointSpriteProgram, "aPosition");
ASSERT_NE(positionLocation, -1);
GLint colorLocation = glGetAttribLocation(mPointSpriteProgram, "aColor");
ASSERT_NE(colorLocation, -1);
// Bind the position data from one buffer
glBindBuffer(GL_ARRAY_BUFFER, mPositionColorBuffer[i]);
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE,
static_cast<GLsizei>(mBytesPerSprite), 0);
// But bind the color data from the other buffer.
glBindBuffer(GL_ARRAY_BUFFER,
mPositionColorBuffer[(i + 1) % ArraySize(mPositionColorBuffer)]);
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(colorLocation, 3, GL_UNSIGNED_BYTE, GL_TRUE,
static_cast<GLsizei>(mBytesPerSprite),
reinterpret_cast<void *>(2 * sizeof(float)));
// Then draw the colored pointsprites
glDrawArrays(GL_POINTS, 0, GetParam().numSprites);
glFlush();
glDisableVertexAttribArray(positionLocation);
glDisableVertexAttribArray(colorLocation);
}
}
ASSERT_GL_NO_ERROR();
}
TEST_P(InterleavedAttributeDataBenchmark, Run)
{
run();
}
InterleavedAttributeDataParams D3D11Params()
{
InterleavedAttributeDataParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
InterleavedAttributeDataParams D3D11_9_3Params()
{
InterleavedAttributeDataParams params;
params.eglParameters = egl_platform::D3D11_FL9_3();
return params;
}
InterleavedAttributeDataParams D3D9Params()
{
InterleavedAttributeDataParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
InterleavedAttributeDataParams OpenGLParams()
{
InterleavedAttributeDataParams params;
params.eglParameters = egl_platform::OPENGL();
return params;
}
ANGLE_INSTANTIATE_TEST(InterleavedAttributeDataBenchmark,
D3D11Params(),
D3D11_9_3Params(),
D3D9Params(),
OpenGLParams());
} // anonymous namespace