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>
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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 "GLBench.h"
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#if SK_SUPPORT_GPU
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#include "GrGpu.h"
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#include "GrTest.h"
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#include "gl/GrGLContext.h"
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#include "gl/builders/GrGLShaderStringBuilder.h"
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#include "SkSLCompiler.h"
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#include <stdio.h>
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#include "sk_tool_utils.h"
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const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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if (nullptr == canvas->getGrContext()) {
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return nullptr;
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}
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GrContext* context = canvas->getGrContext();
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GrGpu* gpu = context->getGpu();
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if (!gpu) {
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SkDebugf("Couldn't get Gr gpu.");
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return nullptr;
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}
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const GrGLContext* ctx = gpu->glContextForTesting();
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if (!ctx) {
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SkDebugf("Couldn't get an interface\n");
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return nullptr;
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}
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return this->onGetGLContext(ctx);
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}
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void GLBench::onPreDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->setup(ctx);
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}
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void GLBench::onPostDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->teardown(ctx->interface());
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}
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void GLBench::onDraw(int loops, SkCanvas* canvas) {
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->glDraw(loops, ctx);
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canvas->getGrContext()->resetContext();
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}
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GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
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const GrGLInterface* gl = context->interface();
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SkSL::String glsl;
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SkSL::Program::Settings settings;
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settings.fCaps = context->caps()->shaderCaps();
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std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
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type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
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: SkSL::Program::kFragment_Kind,
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SkSL::String(sksl),
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settings);
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if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
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SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
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context->compiler()->errorText().c_str());
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}
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GrGLuint shader;
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// Create the shader object
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GR_GL_CALL_RET(gl, shader, CreateShader(type));
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// Load the shader source
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const char* glslPtr = glsl.c_str();
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GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
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// Compile the shader
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GR_GL_CALL(gl, CompileShader(shader));
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// Check for compile time errors
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GrGLint success = GR_GL_INIT_ZERO;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
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SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
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}
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return shader;
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}
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GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
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const char* fshader) {
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const GrGLInterface* gl = context->interface();
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GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
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GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
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GrGLuint shaderProgram;
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GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
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GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
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GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
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GR_GL_CALL(gl, LinkProgram(shaderProgram));
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// Check for linking errors
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GrGLint success = GR_GL_INIT_ZERO;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog));
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SkDebugf("Linker Error: %s\n", infoLog);
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}
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GR_GL_CALL(gl, DeleteShader(vertexShader));
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GR_GL_CALL(gl, DeleteShader(fragmentShader));
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return shaderProgram;
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}
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GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
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//Setup framebuffer
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GrGLuint texture;
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GR_GL_CALL(gl, GenTextures(1, &texture));
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GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7));
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
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0, //level
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GR_GL_RGBA, //internal format
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screenWidth, // width
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screenHeight, // height
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0, //border
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, // type
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nullptr));
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// bind framebuffer
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GrGLuint framebuffer;
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
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GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
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GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
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GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
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GR_GL_COLOR_ATTACHMENT0,
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GR_GL_TEXTURE_2D,
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texture, 0));
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GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
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GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
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return texture;
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}
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void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
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const char* filename) {
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// read back pixels
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SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
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GR_GL_CALL(gl, ReadPixels(0, // x
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0, // y
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screenWidth, // width
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screenHeight, // height
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, //type
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readback.get()));
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// dump png
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SkBitmap bm;
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if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
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SkDebugf("couldn't allocate bitmap\n");
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return;
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}
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bm.setPixels(readback.get());
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if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) {
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SkDebugf("------ failed to encode %s\n", filename);
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remove(filename); // remove any partial file
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return;
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}
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}
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#endif
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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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#ifndef GLBench_DEFINED
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#define GLBench_DEFINED
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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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#if SK_SUPPORT_GPU
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#include "gl/GrGLFunctions.h"
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class GrGLContext;
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struct GrGLInterface;
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/*
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* A virtual base class for microbenches which want to specifically test the performance of GL
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*/
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class GLBench : public Benchmark {
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public:
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GLBench() {}
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protected:
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const GrGLContext* getGLContext(SkCanvas*);
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virtual const GrGLContext* onGetGLContext(const GrGLContext* ctx) { return ctx; }
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void onPreDraw(SkCanvas*) override;
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virtual void setup(const GrGLContext*)=0;
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void onPostDraw(SkCanvas* canvas) override;
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virtual void teardown(const GrGLInterface*)=0;
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void onDraw(int loops, SkCanvas*) override;
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virtual void glDraw(int loops, const GrGLContext*)=0;
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static GrGLuint CompileShader(const GrGLContext*, const char* shaderSrc, GrGLenum type);
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static GrGLuint CreateProgram(const GrGLContext*, const char* vshader, const char* fshader);
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static GrGLuint SetupFramebuffer(const GrGLInterface*, int screenWidth, int screenHeight);
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static void DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
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const char* filename);
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private:
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typedef Benchmark INHERITED;
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};
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#endif
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#endif
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@ -1,385 +0,0 @@
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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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#if SK_SUPPORT_GPU
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#include "GLBench.h"
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#include "GrShaderCaps.h"
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#include "GrShaderVar.h"
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#include "gl/GrGLContext.h"
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLUtil.h"
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#include "../private/GrGLSL.h"
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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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class GLCpuPosInstancedArraysBench : public GLBench {
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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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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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const GrGLContext* onGetGLContext(const GrGLContext*) override;
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void setup(const GrGLContext*) override;
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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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GrGLuint setupShader(const GrGLContext*);
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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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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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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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GrGLuint fTexture;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier);
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GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier);
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GrShaderVar oColor("o_color", kHalf3_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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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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"sk_Position = float4(a_position, 0., 1.);\n"
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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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SkString fshaderTxt(version);
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oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
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oColor.appendDecl(shaderCaps, &fshaderTxt);
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fshaderTxt.append(";\n");
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fshaderTxt.append(
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"void main()\n"
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"{\n"
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"sk_FragColor = float4(o_color, 1.0);\n"
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"}\n");
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return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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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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return nullptr;
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}
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return ctx;
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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));
|
||||
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
|
@ -1,289 +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 "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
|
@ -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
|
@ -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",
|
||||
|
Loading…
Reference in New Issue
Block a user