Delete GLBench and subclasses

Bug: skia:6305
Change-Id: I3b2f2a8898f25d3dd0ec47668895dd4d00668575
Reviewed-on: https://skia-review.googlesource.com/82040
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
This commit is contained in:
Brian Salomon 2017-12-07 12:46:49 -05:00 committed by Skia Commit-Bot
parent 384fab467e
commit 20b1572912
6 changed files with 0 additions and 1180 deletions

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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GLBench.h"
#if SK_SUPPORT_GPU
#include "GrGpu.h"
#include "GrTest.h"
#include "gl/GrGLContext.h"
#include "gl/builders/GrGLShaderStringBuilder.h"
#include "SkSLCompiler.h"
#include <stdio.h>
#include "sk_tool_utils.h"
const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
if (nullptr == canvas->getGrContext()) {
return nullptr;
}
GrContext* context = canvas->getGrContext();
GrGpu* gpu = context->getGpu();
if (!gpu) {
SkDebugf("Couldn't get Gr gpu.");
return nullptr;
}
const GrGLContext* ctx = gpu->glContextForTesting();
if (!ctx) {
SkDebugf("Couldn't get an interface\n");
return nullptr;
}
return this->onGetGLContext(ctx);
}
void GLBench::onPreDraw(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->setup(ctx);
}
void GLBench::onPostDraw(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->teardown(ctx->interface());
}
void GLBench::onDraw(int loops, SkCanvas* canvas) {
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->glDraw(loops, ctx);
canvas->getGrContext()->resetContext();
}
GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
const GrGLInterface* gl = context->interface();
SkSL::String glsl;
SkSL::Program::Settings settings;
settings.fCaps = context->caps()->shaderCaps();
std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
: SkSL::Program::kFragment_Kind,
SkSL::String(sksl),
settings);
if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
context->compiler()->errorText().c_str());
}
GrGLuint shader;
// Create the shader object
GR_GL_CALL_RET(gl, shader, CreateShader(type));
// Load the shader source
const char* glslPtr = glsl.c_str();
GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
// Compile the shader
GR_GL_CALL(gl, CompileShader(shader));
// Check for compile time errors
GrGLint success = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
}
return shader;
}
GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
const char* fshader) {
const GrGLInterface* gl = context->interface();
GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
GrGLuint shaderProgram;
GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
GR_GL_CALL(gl, LinkProgram(shaderProgram));
// Check for linking errors
GrGLint success = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog));
SkDebugf("Linker Error: %s\n", infoLog);
}
GR_GL_CALL(gl, DeleteShader(vertexShader));
GR_GL_CALL(gl, DeleteShader(fragmentShader));
return shaderProgram;
}
GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
//Setup framebuffer
GrGLuint texture;
GR_GL_CALL(gl, GenTextures(1, &texture));
GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7));
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
0, //level
GR_GL_RGBA, //internal format
screenWidth, // width
screenHeight, // height
0, //border
GR_GL_RGBA, //format
GR_GL_UNSIGNED_BYTE, // type
nullptr));
// bind framebuffer
GrGLuint framebuffer;
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_TEXTURE_2D,
texture, 0));
GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
return texture;
}
void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
const char* filename) {
// read back pixels
SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
GR_GL_CALL(gl, ReadPixels(0, // x
0, // y
screenWidth, // width
screenHeight, // height
GR_GL_RGBA, //format
GR_GL_UNSIGNED_BYTE, //type
readback.get()));
// dump png
SkBitmap bm;
if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
SkDebugf("couldn't allocate bitmap\n");
return;
}
bm.setPixels(readback.get());
if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) {
SkDebugf("------ failed to encode %s\n", filename);
remove(filename); // remove any partial file
return;
}
}
#endif

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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GLBench_DEFINED
#define GLBench_DEFINED
#include "Benchmark.h"
#include "SkCanvas.h"
#include "SkImageEncoder.h"
#if SK_SUPPORT_GPU
#include "gl/GrGLFunctions.h"
class GrGLContext;
struct GrGLInterface;
/*
* A virtual base class for microbenches which want to specifically test the performance of GL
*/
class GLBench : public Benchmark {
public:
GLBench() {}
protected:
const GrGLContext* getGLContext(SkCanvas*);
virtual const GrGLContext* onGetGLContext(const GrGLContext* ctx) { return ctx; }
void onPreDraw(SkCanvas*) override;
virtual void setup(const GrGLContext*)=0;
void onPostDraw(SkCanvas* canvas) override;
virtual void teardown(const GrGLInterface*)=0;
void onDraw(int loops, SkCanvas*) override;
virtual void glDraw(int loops, const GrGLContext*)=0;
static GrGLuint CompileShader(const GrGLContext*, const char* shaderSrc, GrGLenum type);
static GrGLuint CreateProgram(const GrGLContext*, const char* vshader, const char* fshader);
static GrGLuint SetupFramebuffer(const GrGLInterface*, int screenWidth, int screenHeight);
static void DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
const char* filename);
private:
typedef Benchmark INHERITED;
};
#endif
#endif

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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "Benchmark.h"
#include "SkCanvas.h"
#include "SkImageEncoder.h"
#if SK_SUPPORT_GPU
#include "GLBench.h"
#include "GrShaderCaps.h"
#include "GrShaderVar.h"
#include "gl/GrGLContext.h"
#include "gl/GrGLInterface.h"
#include "gl/GrGLUtil.h"
#include "../private/GrGLSL.h"
/*
* This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this
* functionality, we draw n * kDrawMultipier triangles per run. If this number is less than
* kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do
* multiple draws.
*
* Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
* issued.
*/
class GLCpuPosInstancedArraysBench : public GLBench {
public:
/*
* Clients can decide to use either:
* kUseOne_VboSetup - one vertex buffer with colors and positions interleaved
* kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions
* kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
* instance colors
*/
enum VboSetup {
kUseOne_VboSetup,
kUseTwo_VboSetup,
kUseInstance_VboSetup,
};
/*
* drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
* 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is
* kDrawMultipier.
*/
GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
: fVboSetup(vboSetup)
, fDrawDiv(drawDiv)
, fProgram(0)
, fVAO(0) {
fName = VboSetupToStr(vboSetup, fDrawDiv);
}
protected:
const char* onGetName() override {
return fName.c_str();
}
const GrGLContext* onGetGLContext(const GrGLContext*) override;
void setup(const GrGLContext*) override;
void glDraw(int loops, const GrGLContext*) override;
void teardown(const GrGLInterface*) override;
private:
void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
GrGLuint setupShader(const GrGLContext*);
static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
SkString name("GLInstancedArraysBench");
switch (vboSetup) {
default:
case kUseOne_VboSetup:
name.appendf("_one_%u", drawDiv);
break;
case kUseTwo_VboSetup:
name.appendf("_two_%u", drawDiv);
break;
case kUseInstance_VboSetup:
name.append("_instance");
break;
}
return name;
}
static const GrGLuint kScreenWidth = 800;
static const GrGLuint kScreenHeight = 600;
static const uint32_t kNumTri = 10000;
static const uint32_t kVerticesPerTri = 3;
static const uint32_t kDrawMultiplier = 512;
SkString fName;
VboSetup fVboSetup;
uint32_t fDrawDiv;
SkTArray<GrGLuint> fBuffers;
GrGLuint fProgram;
GrGLuint fVAO;
GrGLuint fTexture;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
const char* version = shaderCaps->versionDeclString();
// setup vertex shader
GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier);
GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier);
GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString vshaderTxt(version);
aPosition.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
aColor.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
oColor.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
vshaderTxt.append(
"void main()\n"
"{\n"
"sk_Position = float4(a_position, 0., 1.);\n"
"o_color = a_color;\n"
"}\n");
// setup fragment shader
SkString fshaderTxt(version);
oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
oColor.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
fshaderTxt.append(
"void main()\n"
"{\n"
"sk_FragColor = float4(o_color, 1.0);\n"
"}\n");
return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
}
template<typename Func>
static void setup_matrices(int numQuads, Func f) {
// We draw a really small triangle so we are not fill rate limited
for (int i = 0 ; i < numQuads; i++) {
SkMatrix m = SkMatrix::I();
m.setScale(0.0001f, 0.0001f);
f(m);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
// We only care about gpus with drawArraysInstanced support
if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
return nullptr;
}
return ctx;
}
void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
const SkMatrix* viewMatrices) {
// We draw all of the instances at a single place because we aren't allowed to have per vertex
// per instance attributes
SkPoint positions[kVerticesPerTri];
positions[0].set(-1.0f, -1.0f);
positions[1].set( 1.0f, -1.0f);
positions[2].set( 1.0f, 1.0f);
viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
// setup colors so we can detect we are actually drawing instances(the last triangle will be
// a different color)
GrGLfloat colors[kVerticesPerTri * kNumTri];
for (uint32_t i = 0; i < kNumTri; i++) {
// set colors
uint32_t offset = i * kVerticesPerTri;
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
}
GrGLuint posVBO;
// setup position VBO
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
GR_GL_CALL(gl, EnableVertexAttribArray(0));
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
(GrGLvoid*)0));
// setup color VBO
GrGLuint instanceVBO;
GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
GR_GL_CALL(gl, EnableVertexAttribArray(1));
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
(GrGLvoid*)0));
GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
fBuffers.push_back(posVBO);
fBuffers.push_back(instanceVBO);
}
void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
const SkMatrix* viewMatrices) {
// Constants for our various shader programs
SkPoint positions[kVerticesPerTri * kNumTri];
GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
for (uint32_t i = 0; i < kNumTri; i++) {
SkPoint* position = &positions[i * kVerticesPerTri];
position[0].set(-1.0f, -1.0f);
position[1].set( 1.0f, -1.0f);
position[2].set( 1.0f, 1.0f);
viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
// set colors
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
uint32_t offset = i * kVerticesPerTri * 3;
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
}
}
GrGLuint posVBO, colorVBO;
// setup position VBO
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
GR_GL_CALL(gl, EnableVertexAttribArray(0));
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
(GrGLvoid*)0));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
// setup color VBO
GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
GR_GL_CALL(gl, EnableVertexAttribArray(1));
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
(GrGLvoid*)0));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
fBuffers.push_back(posVBO);
fBuffers.push_back(colorVBO);
}
struct Vertex {
SkPoint fPositions;
GrGLfloat fColors[3];
};
void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
const SkMatrix* viewMatrices) {
// Constants for our various shader programs
Vertex vertices[kVerticesPerTri * kNumTri];
for (uint32_t i = 0; i < kNumTri; i++) {
Vertex* v = &vertices[i * kVerticesPerTri];
v[0].fPositions.set(-1.0f, -1.0f);
v[1].fPositions.set( 1.0f, -1.0f);
v[2].fPositions.set( 1.0f, 1.0f);
SkPoint* position = reinterpret_cast<SkPoint*>(v);
viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
// set colors
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
uint32_t offset = 0;
v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
v++;
}
}
GrGLuint vbo;
// setup VBO
GR_GL_CALL(gl, GenBuffers(1, &vbo));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
GR_GL_CALL(gl, EnableVertexAttribArray(0));
GR_GL_CALL(gl, EnableVertexAttribArray(1));
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
(GrGLvoid*)0));
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
(GrGLvoid*)(sizeof(SkPoint))));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
fBuffers.push_back(vbo);
}
void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
const GrGLInterface* gl = ctx->interface();
fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
fProgram = this->setupShader(ctx);
// setup matrices
int index = 0;
SkMatrix viewMatrices[kNumTri];
setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
viewMatrices[index++] = m;
});
// setup VAO
GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
GR_GL_CALL(gl, BindVertexArray(fVAO));
switch (fVboSetup) {
case kUseOne_VboSetup:
this->setupSingleVbo(gl, viewMatrices);
break;
case kUseTwo_VboSetup:
this->setupDoubleVbo(gl, viewMatrices);
break;
case kUseInstance_VboSetup:
this->setupInstanceVbo(gl, viewMatrices);
break;
}
// clear screen
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
// set us up to draw
GR_GL_CALL(gl, UseProgram(fProgram));
GR_GL_CALL(gl, BindVertexArray(fVAO));
}
void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
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;
}
}
#if 0
//const char* filename = "/data/local/tmp/out.png";
SkString filename("out");
filename.appendf("_%s.png", this->getName());
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
#endif
}
void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
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));
GR_GL_CALL(gl, DeleteProgram(fProgram));
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
fBuffers.reset();
}
///////////////////////////////////////////////////////////////////////////////
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

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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkMatrix.h"
#include "SkPoint.h"
#include "SkString.h"
#if SK_SUPPORT_GPU
#include "GLBench.h"
#include "GrShaderCaps.h"
#include "GrShaderVar.h"
#include "gl/GrGLContext.h"
#include "gl/GrGLInterface.h"
#include "gl/GrGLUtil.h"
#include "../private/GrGLSL.h"
#include <stdio.h>
/**
* This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL.
* The generated shader code from this bench will draw several overlapping circles, one in each
* stage, to simulate coverage calculations. The number of circles (i.e. the number of stages) can
* be set as a parameter.
*/
class GLVec4ScalarBench : public GLBench {
public:
/*
* Use float or vec4 as GLSL data type for the output coverage
*/
enum CoverageSetup {
kUseScalar_CoverageSetup,
kUseVec4_CoverageSetup,
};
/*
* numStages determines the number of shader stages before the XP,
* which consequently determines how many circles are drawn
*/
GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages)
: fCoverageSetup(coverageSetup)
, fNumStages(numStages)
, fVboId(0)
, fProgram(0) {
fName = NumStagesSetupToStr(coverageSetup, numStages);
}
protected:
const char* onGetName() override {
return fName.c_str();
}
void setup(const GrGLContext*) override;
void glDraw(int loops, const GrGLContext*) override;
void teardown(const GrGLInterface*) override;
private:
void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
GrGLuint setupShader(const GrGLContext*);
static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) {
SkString name("GLVec4ScalarBench");
switch (coverageSetup) {
default:
case kUseScalar_CoverageSetup:
name.appendf("_scalar_%u_stage", numStages);
break;
case kUseVec4_CoverageSetup:
name.appendf("_vec4_%u_stage", numStages);
break;
}
return name;
}
static const GrGLuint kScreenWidth = 800;
static const GrGLuint kScreenHeight = 600;
static const uint32_t kNumTriPerDraw = 512;
static const uint32_t kVerticesPerTri = 3;
SkString fName;
CoverageSetup fCoverageSetup;
uint32_t fNumStages;
GrGLuint fVboId;
GrGLuint fProgram;
GrGLuint fFboTextureId;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
const char* version = shaderCaps->versionDeclString();
// this shader draws fNumStages overlapping circles of increasing opacity (coverage) and
// decreasing size, with the center of each subsequent circle closer to the bottom-right
// corner of the screen than the previous circle.
// set up vertex shader; this is a trivial vertex shader that passes through position and color
GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier);
GrShaderVar oPosition("o_position", kHalf2_GrSLType, GrShaderVar::kOut_TypeModifier);
GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier);
GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString vshaderTxt(version);
aPosition.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
aColor.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
oPosition.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
oColor.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
vshaderTxt.append(
"void main()\n"
"{\n"
" sk_Position = float4(a_position, 0.0, 1.0);\n"
" o_position = a_position;\n"
" o_color = a_color;\n"
"}\n");
// set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
// XP stage at the end. Each coverage stage computes the pixel's distance from some hard-
// coded center and compare that to some hard-coded circle radius to compute a coverage.
// Then, this coverage is mixed with the coverage from the previous stage and passed to the
// next stage.
SkString fshaderTxt(version);
oPosition.setTypeModifier(GrShaderVar::kIn_TypeModifier);
oPosition.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
oColor.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
fshaderTxt.appendf(
"void main()\n"
"{\n"
" half4 outputColor;\n"
" %s outputCoverage;\n"
" outputColor = half4(%s, 1.0);\n"
" outputCoverage = %s;\n",
fCoverageSetup == kUseVec4_CoverageSetup ? "half4" : "half",
oColor.getName().c_str(),
fCoverageSetup == kUseVec4_CoverageSetup ? "half4(1.0)" : "1.0"
);
float radius = 1.0f;
for (uint32_t i = 0; i < fNumStages; i++) {
float centerX = 1.0f - radius;
float centerY = 1.0f - radius;
fshaderTxt.appendf(
" {\n"
" half d = length(%s - half2(%f, %f));\n"
" half edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n"
" outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n"
" }\n",
oPosition.getName().c_str(), centerX, centerY,
radius,
fCoverageSetup == kUseVec4_CoverageSetup ? "half4(edgeAlpha)" : "edgeAlpha"
);
radius *= 0.8f;
}
fshaderTxt.append(
" {\n"
" sk_FragColor = outputColor * outputCoverage;\n"
" }\n"
"}\n");
return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
}
template<typename Func>
static void setup_matrices(int numQuads, Func f) {
// We draw a really small triangle so we are not fill rate limited
for (int i = 0 ; i < numQuads; i++) {
SkMatrix m = SkMatrix::I();
m.setScale(0.01f, 0.01f);
f(m);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
struct Vertex {
SkPoint fPositions;
GrGLfloat fColors[3];
};
void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) {
// triangles drawn will alternate between the top-right half of the screen and the bottom-left
// half of the screen
Vertex vertices[kVerticesPerTri * kNumTriPerDraw];
for (uint32_t i = 0; i < kNumTriPerDraw; i++) {
Vertex* v = &vertices[i * kVerticesPerTri];
if (i % 2 == 0) {
v[0].fPositions.set(-1.0f, -1.0f);
v[1].fPositions.set( 1.0f, -1.0f);
v[2].fPositions.set( 1.0f, 1.0f);
} else {
v[0].fPositions.set(-1.0f, -1.0f);
v[1].fPositions.set( 1.0f, 1.0f);
v[2].fPositions.set( -1.0f, 1.0f);
}
SkPoint* position = reinterpret_cast<SkPoint*>(v);
viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
GrGLfloat color[3] = {1.0f, 0.0f, 1.0f};
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
v->fColors[0] = color[0];
v->fColors[1] = color[1];
v->fColors[2] = color[2];
v++;
}
}
GR_GL_CALL(gl, GenBuffers(1, &fVboId));
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId));
GR_GL_CALL(gl, EnableVertexAttribArray(0));
GR_GL_CALL(gl, EnableVertexAttribArray(1));
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
(GrGLvoid*)0));
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
(GrGLvoid*)(sizeof(SkPoint))));
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
}
void GLVec4ScalarBench::setup(const GrGLContext* ctx) {
const GrGLInterface* gl = ctx->interface();
if (!gl) {
SK_ABORT("GL interface is nullptr in setup()!\n");
}
fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
fProgram = this->setupShader(ctx);
int index = 0;
SkMatrix viewMatrices[kNumTriPerDraw];
setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) {
viewMatrices[index++] = m;
});
this->setupSingleVbo(gl, viewMatrices);
GR_GL_CALL(gl, UseProgram(fProgram));
}
void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) {
const GrGLInterface* gl = ctx->interface();
for (int i = 0; i < loops; i++) {
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw));
}
// using -w when running nanobench will not produce correct images;
// changing this to #if 1 will write the correct images to the Skia folder.
#if 0
SkString filename("out");
filename.appendf("_%s.png", this->getName());
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
#endif
}
void GLVec4ScalarBench::teardown(const GrGLInterface* gl) {
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 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, &fFboTextureId));
GR_GL_CALL(gl, DeleteProgram(fProgram));
GR_GL_CALL(gl, DeleteBuffers(1, &fVboId));
}
///////////////////////////////////////////////////////////////////////////////
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) )
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) )
#endif

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@ -1,257 +0,0 @@
/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "Benchmark.h"
#include "SkCanvas.h"
#include "SkImageEncoder.h"
#if SK_SUPPORT_GPU
#include "GLBench.h"
#include "GrShaderCaps.h"
#include "GrShaderVar.h"
#include "gl/GrGLContext.h"
#include "gl/GrGLInterface.h"
#include "gl/GrGLUtil.h"
#include "../private/GrGLSL.h"
#include <stdio.h>
/*
* This is a native GL benchmark for determining the cost of uploading vertex attributes
*/
class GLVertexAttributesBench : public GLBench {
public:
GLVertexAttributesBench(uint32_t attribs)
: fTexture(0)
, fBuffers(0)
, fProgram(0)
, fVBO(0)
, fAttribs(attribs)
, fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
fName.appendf("GLVertexAttributesBench_%d", fAttribs);
}
protected:
const char* onGetName() override { return fName.c_str(); }
void setup(const GrGLContext*) override;
void glDraw(int loops, const GrGLContext*) override;
void teardown(const GrGLInterface*) override;
static const GrGLuint kScreenWidth = 800;
static const GrGLuint kScreenHeight = 600;
static const uint32_t kNumTri = 10000;
static const uint32_t kVerticesPerTri = 3;
static const uint32_t kDrawMultiplier = 512;
static const uint32_t kMaxAttribs = 7;
private:
GrGLuint setupShader(const GrGLContext*, uint32_t attribs, uint32_t maxAttribs);
GrGLuint fTexture;
SkTArray<GrGLuint> fBuffers;
GrGLuint fProgram;
GrGLuint fVBO;
SkTArray<unsigned char> fVertices;
uint32_t fAttribs;
size_t fStride;
SkString fName;
typedef Benchmark INHERITED;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
GrGLuint GLVertexAttributesBench::setupShader(const GrGLContext* ctx, uint32_t attribs,
uint32_t maxAttribs) {
const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
const char* version = shaderCaps->versionDeclString();
// setup vertex shader
GrShaderVar aPosition("a_position", kFloat4_GrSLType, GrShaderVar::kIn_TypeModifier);
SkTArray<GrShaderVar> aVars;
SkTArray<GrShaderVar> oVars;
SkString vshaderTxt(version);
aPosition.appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
for (uint32_t i = 0; i < attribs; i++) {
SkString aname;
aname.appendf("a_color_%d", i);
aVars.push_back(GrShaderVar(aname.c_str(),
kHalf4_GrSLType,
GrShaderVar::kIn_TypeModifier));
aVars.back().appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
}
for (uint32_t i = 0; i < maxAttribs; i++) {
SkString oname;
oname.appendf("o_color_%d", i);
oVars.push_back(GrShaderVar(oname.c_str(),
kHalf4_GrSLType,
GrShaderVar::kOut_TypeModifier));
oVars.back().appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
}
vshaderTxt.append(
"void main()\n"
"{\n"
"sk_Position = a_position;\n");
for (uint32_t i = 0; i < attribs; i++) {
vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str());
}
// Passthrough position as a dummy
for (uint32_t i = attribs; i < maxAttribs; i++) {
vshaderTxt.appendf("%s = float4(0, 0, 0, 1);\n", oVars[i].c_str());
}
vshaderTxt.append("}\n");
// setup fragment shader
SkString fshaderTxt(version);
for (uint32_t i = 0; i < maxAttribs; i++) {
oVars[i].setTypeModifier(GrShaderVar::kIn_TypeModifier);
oVars[i].appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
}
fshaderTxt.append(
"void main()\n"
"{\n"
"sk_FragColor = ");
fshaderTxt.appendf("%s", oVars[0].c_str());
for (uint32_t i = 1; i < maxAttribs; i++) {
fshaderTxt.appendf(" + %s", oVars[i].c_str());
}
fshaderTxt.append(";\n"
"}\n");
return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
}
///////////////////////////////////////////////////////////////////////////////////////////////////
void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
const GrGLInterface* gl = ctx->interface();
fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
fProgram = setupShader(ctx, fAttribs, kMaxAttribs);
// setup matrices
SkMatrix viewMatrices[kNumTri];
for (uint32_t i = 0 ; i < kNumTri; i++) {
SkMatrix m = SkMatrix::I();
m.setScale(0.0001f, 0.0001f);
viewMatrices[i] = m;
}
// presetup vertex attributes, color is set to be a light gray no matter how many vertex
// attributes are used
float targetColor = 0.9f;
float colorContribution = targetColor / fAttribs;
fVertices.reset(static_cast<int>(kVerticesPerTri * kNumTri * fStride));
for (uint32_t i = 0; i < kNumTri; i++) {
unsigned char* ptr = &fVertices[static_cast<int>(i * kVerticesPerTri * fStride)];
SkPoint* p = reinterpret_cast<SkPoint*>(ptr);
p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
p = reinterpret_cast<SkPoint*>(ptr + fStride);
p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
p = reinterpret_cast<SkPoint*>(ptr + fStride * 2);
p->set( 1.0f, 1.0f); p++; p->set( 0.0f, 1.0f);
SkPoint* position = reinterpret_cast<SkPoint*>(ptr);
viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri);
// set colors
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint) + fStride * j);
for (uint32_t k = 0; k < fAttribs * 4; k += 4) {
f[k] = colorContribution;
f[k + 1] = colorContribution;
f[k + 2] = colorContribution;
f[k + 3] = 1.0f;
}
}
}
GR_GL_CALL(gl, GenBuffers(1, &fVBO));
fBuffers.push_back(fVBO);
// clear screen
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
// set us up to draw
GR_GL_CALL(gl, UseProgram(fProgram));
}
void GLVertexAttributesBench::glDraw(int loops, const GrGLContext* ctx) {
const GrGLInterface* gl = ctx->interface();
// upload vertex attributes
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO));
GR_GL_CALL(gl, EnableVertexAttribArray(0));
GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, (GrGLsizei)fStride,
(GrGLvoid*)0));
size_t runningStride = 2 * sizeof(SkPoint);
for (uint32_t i = 0; i < fAttribs; i++) {
int attribId = i + 1;
GR_GL_CALL(gl, EnableVertexAttribArray(attribId));
GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE,
(GrGLsizei)fStride, (GrGLvoid*)(runningStride)));
runningStride += sizeof(GrGLfloat) * 4;
}
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.begin(),
GR_GL_STREAM_DRAW));
uint32_t maxTrianglesPerFlush = kNumTri;
uint32_t trianglesToDraw = loops * kDrawMultiplier;
while (trianglesToDraw > 0) {
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
trianglesToDraw -= triangles;
}
#if 0
//const char* filename = "/data/local/tmp/out.png";
SkString filename("out");
filename.appendf("_%s.png", this->getName());
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
#endif
}
void GLVertexAttributesBench::teardown(const GrGLInterface* gl) {
// teardown
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 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));
GR_GL_CALL(gl, DeleteProgram(fProgram));
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
fBuffers.reset();
}
///////////////////////////////////////////////////////////////////////////////
DEF_BENCH( return new GLVertexAttributesBench(0) )
DEF_BENCH( return new GLVertexAttributesBench(1) )
DEF_BENCH( return new GLVertexAttributesBench(2) )
DEF_BENCH( return new GLVertexAttributesBench(3) )
DEF_BENCH( return new GLVertexAttributesBench(4) )
DEF_BENCH( return new GLVertexAttributesBench(5) )
DEF_BENCH( return new GLVertexAttributesBench(6) )
DEF_BENCH( return new GLVertexAttributesBench(7) )
#endif

View File

@ -47,10 +47,6 @@ bench_sources = [
"$_bench/FSRectBench.cpp",
"$_bench/GameBench.cpp",
"$_bench/GeometryBench.cpp",
"$_bench/GLBench.cpp",
"$_bench/GLInstancedArraysBench.cpp",
"$_bench/GLVec4ScalarBench.cpp",
"$_bench/GLVertexAttributesBench.cpp",
"$_bench/GMBench.cpp",
"$_bench/GradientBench.cpp",
"$_bench/GrMemoryPoolBench.cpp",