2015-06-26 21:20:41 +00:00
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "Benchmark.h"
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#include "SkCanvas.h"
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#include "SkImageEncoder.h"
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2015-07-01 19:39:07 +00:00
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2015-06-26 21:20:41 +00:00
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#if SK_SUPPORT_GPU
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2015-07-01 19:39:07 +00:00
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#include "GLBench.h"
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2016-11-29 18:43:05 +00:00
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#include "GrShaderCaps.h"
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2016-11-21 18:41:08 +00:00
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#include "GrShaderVar.h"
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2015-10-21 14:14:17 +00:00
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#include "gl/GrGLContext.h"
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2015-06-26 21:20:41 +00:00
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLUtil.h"
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2016-11-29 18:43:05 +00:00
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#include "../private/GrGLSL.h"
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2015-06-26 21:20:41 +00:00
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/*
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* This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this
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* functionality, we draw n * kDrawMultipier triangles per run. If this number is less than
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* kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do
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* multiple draws.
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*
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* Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
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* issued.
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*/
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2015-06-29 13:58:06 +00:00
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2015-07-01 19:39:07 +00:00
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class GLCpuPosInstancedArraysBench : public GLBench {
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2015-06-26 21:20:41 +00:00
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public:
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/*
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* Clients can decide to use either:
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* kUseOne_VboSetup - one vertex buffer with colors and positions interleaved
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* kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions
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* kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
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* instance colors
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*/
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enum VboSetup {
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kUseOne_VboSetup,
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kUseTwo_VboSetup,
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kUseInstance_VboSetup,
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};
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/*
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* drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
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* 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is
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* kDrawMultipier.
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*/
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GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
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: fVboSetup(vboSetup)
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, fDrawDiv(drawDiv)
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, fProgram(0)
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, fVAO(0) {
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2015-06-26 21:20:41 +00:00
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fName = VboSetupToStr(vboSetup, fDrawDiv);
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}
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protected:
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const char* onGetName() override {
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return fName.c_str();
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}
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2015-07-01 19:39:07 +00:00
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const GrGLContext* onGetGLContext(const GrGLContext*) override;
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void setup(const GrGLContext*) override;
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2015-10-01 16:43:39 +00:00
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void glDraw(int loops, const GrGLContext*) override;
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void teardown(const GrGLInterface*) override;
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private:
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void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
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void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
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void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
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2015-07-01 19:39:07 +00:00
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GrGLuint setupShader(const GrGLContext*);
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2015-06-26 21:20:41 +00:00
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static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
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SkString name("GLInstancedArraysBench");
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switch (vboSetup) {
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default:
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case kUseOne_VboSetup:
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name.appendf("_one_%u", drawDiv);
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break;
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case kUseTwo_VboSetup:
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name.appendf("_two_%u", drawDiv);
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break;
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case kUseInstance_VboSetup:
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name.append("_instance");
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break;
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}
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return name;
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}
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2015-07-01 19:39:07 +00:00
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static const GrGLuint kScreenWidth = 800;
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static const GrGLuint kScreenHeight = 600;
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static const uint32_t kNumTri = 10000;
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static const uint32_t kVerticesPerTri = 3;
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static const uint32_t kDrawMultiplier = 512;
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2015-06-26 21:20:41 +00:00
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SkString fName;
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VboSetup fVboSetup;
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uint32_t fDrawDiv;
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SkTArray<GrGLuint> fBuffers;
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GrGLuint fProgram;
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GrGLuint fVAO;
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2015-07-01 19:39:07 +00:00
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GrGLuint fTexture;
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2015-06-26 21:20:41 +00:00
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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2015-07-01 19:39:07 +00:00
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GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
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const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
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const char* version = shaderCaps->versionDeclString();
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// setup vertex shader
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2016-11-21 18:41:08 +00:00
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GrShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kIn_TypeModifier);
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GrShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kIn_TypeModifier);
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GrShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kOut_TypeModifier);
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SkString vshaderTxt(version);
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aPosition.appendDecl(shaderCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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aColor.appendDecl(shaderCaps, &vshaderTxt);
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vshaderTxt.append(";\n");
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oColor.appendDecl(shaderCaps, &vshaderTxt);
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2015-06-26 21:20:41 +00:00
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vshaderTxt.append(";\n");
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vshaderTxt.append(
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"void main()\n"
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"{\n"
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2015-12-11 16:31:17 +00:00
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"gl_Position = vec4(a_position, 0., 1.);\n"
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2015-06-26 21:20:41 +00:00
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"o_color = a_color;\n"
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"}\n");
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// setup fragment shader
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2016-11-21 18:41:08 +00:00
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GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
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SkString fshaderTxt(version);
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2017-04-05 13:26:15 +00:00
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GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
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2016-11-18 20:35:33 +00:00
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oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
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2016-11-29 18:43:46 +00:00
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oColor.appendDecl(shaderCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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const char* fsOutName;
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if (shaderCaps->mustDeclareFragmentShaderOutput()) {
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oFragColor.appendDecl(shaderCaps, &fshaderTxt);
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2015-06-26 21:20:41 +00:00
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fshaderTxt.append(";\n");
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fsOutName = oFragColor.c_str();
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} else {
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fsOutName = "gl_FragColor";
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}
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fshaderTxt.appendf(
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"void main()\n"
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"{\n"
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2015-12-11 16:31:17 +00:00
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"%s = vec4(o_color, 1.0);\n"
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2015-06-26 21:20:41 +00:00
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"}\n", fsOutName);
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2016-10-12 13:39:56 +00:00
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return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
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2015-06-26 21:20:41 +00:00
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}
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template<typename Func>
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static void setup_matrices(int numQuads, Func f) {
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// We draw a really small triangle so we are not fill rate limited
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for (int i = 0 ; i < numQuads; i++) {
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SkMatrix m = SkMatrix::I();
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m.setScale(0.0001f, 0.0001f);
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f(m);
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}
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}
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2015-07-01 19:39:07 +00:00
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///////////////////////////////////////////////////////////////////////////////////////////////////
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2015-06-26 21:20:41 +00:00
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2015-07-01 19:39:07 +00:00
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const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
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// We only care about gpus with drawArraysInstanced support
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if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
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2015-08-27 14:41:13 +00:00
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return nullptr;
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}
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2015-07-01 19:39:07 +00:00
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return ctx;
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2015-06-26 21:20:41 +00:00
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}
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void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
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const SkMatrix* viewMatrices) {
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// We draw all of the instances at a single place because we aren't allowed to have per vertex
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// per instance attributes
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SkPoint positions[kVerticesPerTri];
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positions[0].set(-1.0f, -1.0f);
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positions[1].set( 1.0f, -1.0f);
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positions[2].set( 1.0f, 1.0f);
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viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
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// setup colors so we can detect we are actually drawing instances(the last triangle will be
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// a different color)
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GrGLfloat colors[kVerticesPerTri * kNumTri];
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for (uint32_t i = 0; i < kNumTri; i++) {
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// set colors
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uint32_t offset = i * kVerticesPerTri;
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float color = i == kNumTri - 1 ? 1.0f : 0.0f;
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colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
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}
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GrGLuint posVBO;
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// setup position VBO
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GR_GL_CALL(gl, GenBuffers(1, &posVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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// setup color VBO
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GrGLuint instanceVBO;
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GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
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fBuffers.push_back(posVBO);
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fBuffers.push_back(instanceVBO);
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}
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void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
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const SkMatrix* viewMatrices) {
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// Constants for our various shader programs
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SkPoint positions[kVerticesPerTri * kNumTri];
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GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
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for (uint32_t i = 0; i < kNumTri; i++) {
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SkPoint* position = &positions[i * kVerticesPerTri];
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position[0].set(-1.0f, -1.0f);
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position[1].set( 1.0f, -1.0f);
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position[2].set( 1.0f, 1.0f);
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viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
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// set colors
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float color = i == kNumTri - 1 ? 1.0f : 0.0f;
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uint32_t offset = i * kVerticesPerTri * 3;
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
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}
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}
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GrGLuint posVBO, colorVBO;
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// setup position VBO
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GR_GL_CALL(gl, GenBuffers(1, &posVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
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// setup color VBO
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GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
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fBuffers.push_back(posVBO);
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fBuffers.push_back(colorVBO);
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}
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struct Vertex {
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SkPoint fPositions;
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GrGLfloat fColors[3];
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};
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void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
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const SkMatrix* viewMatrices) {
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// Constants for our various shader programs
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Vertex vertices[kVerticesPerTri * kNumTri];
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for (uint32_t i = 0; i < kNumTri; i++) {
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Vertex* v = &vertices[i * kVerticesPerTri];
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v[0].fPositions.set(-1.0f, -1.0f);
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v[1].fPositions.set( 1.0f, -1.0f);
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v[2].fPositions.set( 1.0f, 1.0f);
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SkPoint* position = reinterpret_cast<SkPoint*>(v);
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viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
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// set colors
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float color = i == kNumTri - 1 ? 1.0f : 0.0f;
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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uint32_t offset = 0;
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v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
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v++;
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}
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}
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GrGLuint vbo;
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// setup VBO
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GR_GL_CALL(gl, GenBuffers(1, &vbo));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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|
|
(GrGLvoid*)0));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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|
|
(GrGLvoid*)(sizeof(SkPoint))));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
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fBuffers.push_back(vbo);
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}
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void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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2015-07-01 19:39:07 +00:00
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fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
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2015-06-26 21:20:41 +00:00
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2015-07-01 19:39:07 +00:00
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fProgram = this->setupShader(ctx);
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2015-06-26 21:20:41 +00:00
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|
// setup matrices
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int index = 0;
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SkMatrix viewMatrices[kNumTri];
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setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
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|
|
viewMatrices[index++] = m;
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|
|
});
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|
// setup VAO
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GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
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|
GR_GL_CALL(gl, BindVertexArray(fVAO));
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|
|
|
|
|
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|
switch (fVboSetup) {
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|
|
case kUseOne_VboSetup:
|
|
|
|
this->setupSingleVbo(gl, viewMatrices);
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|
|
break;
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|
|
|
case kUseTwo_VboSetup:
|
|
|
|
this->setupDoubleVbo(gl, viewMatrices);
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|
|
|
break;
|
|
|
|
case kUseInstance_VboSetup:
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|
|
|
this->setupInstanceVbo(gl, viewMatrices);
|
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|
|
break;
|
|
|
|
}
|
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|
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|
|
// clear screen
|
|
|
|
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
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|
|
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
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|
|
|
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|
|
// set us up to draw
|
|
|
|
GR_GL_CALL(gl, UseProgram(fProgram));
|
|
|
|
GR_GL_CALL(gl, BindVertexArray(fVAO));
|
|
|
|
}
|
|
|
|
|
2015-10-01 16:43:39 +00:00
|
|
|
void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
|
2015-06-26 21:20:41 +00:00
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
|
|
|
|
uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
|
|
|
|
kDrawMultiplier / fDrawDiv;
|
|
|
|
uint32_t trianglesToDraw = loops * kDrawMultiplier;
|
|
|
|
|
|
|
|
if (kUseInstance_VboSetup == fVboSetup) {
|
|
|
|
while (trianglesToDraw > 0) {
|
|
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
|
|
GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
|
|
|
|
trianglesToDraw -= triangles;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
while (trianglesToDraw > 0) {
|
|
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
|
|
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
|
|
|
|
trianglesToDraw -= triangles;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-07-01 19:39:07 +00:00
|
|
|
#if 0
|
2015-06-26 21:20:41 +00:00
|
|
|
//const char* filename = "/data/local/tmp/out.png";
|
|
|
|
SkString filename("out");
|
|
|
|
filename.appendf("_%s.png", this->getName());
|
2015-07-01 19:39:07 +00:00
|
|
|
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
2015-06-26 21:20:41 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
|
2015-07-01 19:39:07 +00:00
|
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
|
|
|
|
GR_GL_CALL(gl, BindVertexArray(0));
|
|
|
|
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
|
|
|
|
GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
|
|
|
|
GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
|
2015-06-26 21:20:41 +00:00
|
|
|
GR_GL_CALL(gl, DeleteProgram(fProgram));
|
|
|
|
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
|
|
|
|
GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
|
2015-07-16 20:40:51 +00:00
|
|
|
fBuffers.reset();
|
2015-06-26 21:20:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
|
|
|
|
|
|
|
|
#endif
|