skia2/bench/GLVertexAttributesBench.cpp
Brian Salomon 1edc5b92fe Rename vars and functions from 'glslcaps'->'shadercaps'
Change-Id: I34d226d866dd4ba8e5f33f95cb8cbf01292f9314
Reviewed-on: https://skia-review.googlesource.com/5312
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
2016-11-29 20:17:48 +00:00

269 lines
9.2 KiB
C++

/*
* 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", kVec4f_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(),
kVec4f_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(),
kVec4f_GrSLType,
GrShaderVar::kOut_TypeModifier));
oVars.back().appendDecl(shaderCaps, &vshaderTxt);
vshaderTxt.append(";\n");
}
vshaderTxt.append(
"void main()\n"
"{\n"
"gl_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 = vec4(0, 0, 0, 1);\n", oVars[i].c_str());
}
vshaderTxt.append("}\n");
// setup fragment shader
GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
SkString fshaderTxt(version);
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps, &fshaderTxt);
const char* fsOutName;
if (shaderCaps->mustDeclareFragmentShaderOutput()) {
oFragColor.appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
fsOutName = oFragColor.c_str();
} else {
fsOutName = "sk_FragColor";
}
for (uint32_t i = 0; i < maxAttribs; i++) {
oVars[i].setTypeModifier(GrShaderVar::kIn_TypeModifier);
oVars[i].appendDecl(shaderCaps, &fshaderTxt);
fshaderTxt.append(";\n");
}
fshaderTxt.appendf(
"void main()\n"
"{\n"
"%s = ", fsOutName);
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