a1ebeb25e9
This drives me nuts, and prevents `while (loops --> 0)`. BUG=skia: Review URL: https://codereview.chromium.org/1379923005
398 lines
15 KiB
C++
398 lines
15 KiB
C++
/*
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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 "gl/GrGLGLSL.h"
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#include "gl/GrGLInterface.h"
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#include "gl/GrGLShaderVar.h"
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#include "gl/GrGLUtil.h"
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#include "glsl/GrGLSLCaps.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 char* version = GrGLGetGLSLVersionDecl(*ctx);
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// setup vertex shader
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GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
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GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
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GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
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SkString vshaderTxt(version);
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aPosition.appendDecl(*ctx, &vshaderTxt);
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vshaderTxt.append(";\n");
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aColor.appendDecl(*ctx, &vshaderTxt);
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vshaderTxt.append(";\n");
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oColor.appendDecl(*ctx, &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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"gl_Position = vec4(a_position, 0.f, 1.f);\n"
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"o_color = a_color;\n"
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"}\n");
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const GrGLInterface* gl = ctx->interface();
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// setup fragment shader
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GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
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SkString fshaderTxt(version);
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GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
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&fshaderTxt);
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oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
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oColor.appendDecl(*ctx, &fshaderTxt);
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fshaderTxt.append(";\n");
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const char* fsOutName;
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if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
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oFragColor.appendDecl(*ctx, &fshaderTxt);
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fshaderTxt.append(";\n");
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fsOutName = oFragColor.c_str();
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} else {
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fsOutName = "gl_FragColor";
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}
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fshaderTxt.appendf(
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"void main()\n"
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"{\n"
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"%s = vec4(o_color, 1.0f);\n"
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"}\n", fsOutName);
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return CreateProgram(gl, 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));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
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fBuffers.push_back(posVBO);
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fBuffers.push_back(instanceVBO);
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}
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void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
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const SkMatrix* viewMatrices) {
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// Constants for our various shader programs
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SkPoint positions[kVerticesPerTri * kNumTri];
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GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
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for (uint32_t i = 0; i < kNumTri; i++) {
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SkPoint* position = &positions[i * kVerticesPerTri];
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position[0].set(-1.0f, -1.0f);
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position[1].set( 1.0f, -1.0f);
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position[2].set( 1.0f, 1.0f);
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viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
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// set colors
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float color = i == kNumTri - 1 ? 1.0f : 0.0f;
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uint32_t offset = i * kVerticesPerTri * 3;
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
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}
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}
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GrGLuint posVBO, colorVBO;
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// setup position VBO
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GR_GL_CALL(gl, GenBuffers(1, &posVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
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// setup color VBO
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GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
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fBuffers.push_back(posVBO);
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fBuffers.push_back(colorVBO);
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}
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struct Vertex {
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SkPoint fPositions;
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GrGLfloat fColors[3];
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};
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void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
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const SkMatrix* viewMatrices) {
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// Constants for our various shader programs
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Vertex vertices[kVerticesPerTri * kNumTri];
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for (uint32_t i = 0; i < kNumTri; i++) {
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Vertex* v = &vertices[i * kVerticesPerTri];
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v[0].fPositions.set(-1.0f, -1.0f);
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v[1].fPositions.set( 1.0f, -1.0f);
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v[2].fPositions.set( 1.0f, 1.0f);
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SkPoint* position = reinterpret_cast<SkPoint*>(v);
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viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
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// set colors
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float color = i == kNumTri - 1 ? 1.0f : 0.0f;
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for (uint32_t j = 0; j < kVerticesPerTri; j++) {
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uint32_t offset = 0;
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v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
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v++;
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}
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}
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GrGLuint vbo;
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// setup VBO
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GR_GL_CALL(gl, GenBuffers(1, &vbo));
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
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GR_GL_CALL(gl, EnableVertexAttribArray(0));
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GR_GL_CALL(gl, EnableVertexAttribArray(1));
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GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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(GrGLvoid*)0));
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GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
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(GrGLvoid*)(sizeof(SkPoint))));
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GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
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fBuffers.push_back(vbo);
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}
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void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
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fProgram = this->setupShader(ctx);
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// setup matrices
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int index = 0;
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SkMatrix viewMatrices[kNumTri];
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setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
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viewMatrices[index++] = m;
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});
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// setup VAO
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GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
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GR_GL_CALL(gl, BindVertexArray(fVAO));
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switch (fVboSetup) {
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case kUseOne_VboSetup:
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this->setupSingleVbo(gl, viewMatrices);
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break;
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case kUseTwo_VboSetup:
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this->setupDoubleVbo(gl, viewMatrices);
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break;
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case kUseInstance_VboSetup:
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this->setupInstanceVbo(gl, viewMatrices);
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break;
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}
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// clear screen
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GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
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GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
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// set us up to draw
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GR_GL_CALL(gl, UseProgram(fProgram));
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GR_GL_CALL(gl, BindVertexArray(fVAO));
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}
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void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
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const GrGLInterface* gl = ctx->interface();
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uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
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kDrawMultiplier / fDrawDiv;
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uint32_t trianglesToDraw = loops * kDrawMultiplier;
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if (kUseInstance_VboSetup == fVboSetup) {
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while (trianglesToDraw > 0) {
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uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
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GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
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trianglesToDraw -= triangles;
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}
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} else {
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while (trianglesToDraw > 0) {
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uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
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GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
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trianglesToDraw -= triangles;
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}
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}
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#if 0
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//const char* filename = "/data/local/tmp/out.png";
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SkString filename("out");
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filename.appendf("_%s.png", this->getName());
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DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
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#endif
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}
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void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
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GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
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GR_GL_CALL(gl, BindVertexArray(0));
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
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GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
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GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
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GR_GL_CALL(gl, DeleteProgram(fProgram));
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GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
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GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
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fBuffers.reset();
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}
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///////////////////////////////////////////////////////////////////////////////
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
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DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
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#endif
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