9df16b5e85
Reason for revert: Pre-emptive revert. Sorry, but we're getting back up on our roll and Chrome reverted our last one for apparently no reason. Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 > Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89 > Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b > Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c > Committed: https://skia.googlesource.com/skia/+/ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3 TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com,ethannicholas@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2408193002
399 lines
15 KiB
C++
399 lines
15 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 "gl/GrGLContext.h"
|
|
#include "gl/GrGLInterface.h"
|
|
#include "gl/GrGLUtil.h"
|
|
#include "glsl/GrGLSL.h"
|
|
#include "glsl/GrGLSLCaps.h"
|
|
#include "glsl/GrGLSLShaderVar.h"
|
|
|
|
/*
|
|
* This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this
|
|
* functionality, we draw n * kDrawMultipier triangles per run. If this number is less than
|
|
* kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do
|
|
* multiple draws.
|
|
*
|
|
* Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
|
|
* issued.
|
|
*/
|
|
|
|
class GLCpuPosInstancedArraysBench : public GLBench {
|
|
public:
|
|
/*
|
|
* Clients can decide to use either:
|
|
* kUseOne_VboSetup - one vertex buffer with colors and positions interleaved
|
|
* kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions
|
|
* kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
|
|
* instance colors
|
|
*/
|
|
enum VboSetup {
|
|
kUseOne_VboSetup,
|
|
kUseTwo_VboSetup,
|
|
kUseInstance_VboSetup,
|
|
};
|
|
|
|
/*
|
|
* drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
|
|
* 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is
|
|
* kDrawMultipier.
|
|
*/
|
|
GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
|
|
: fVboSetup(vboSetup)
|
|
, fDrawDiv(drawDiv)
|
|
, fProgram(0)
|
|
, fVAO(0) {
|
|
fName = VboSetupToStr(vboSetup, fDrawDiv);
|
|
}
|
|
|
|
protected:
|
|
const char* onGetName() override {
|
|
return fName.c_str();
|
|
}
|
|
|
|
const GrGLContext* onGetGLContext(const GrGLContext*) override;
|
|
void setup(const GrGLContext*) override;
|
|
void glDraw(int loops, const GrGLContext*) override;
|
|
void teardown(const GrGLInterface*) override;
|
|
|
|
private:
|
|
void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
|
|
void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
|
|
void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
|
|
GrGLuint setupShader(const GrGLContext*);
|
|
|
|
static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
|
|
SkString name("GLInstancedArraysBench");
|
|
switch (vboSetup) {
|
|
default:
|
|
case kUseOne_VboSetup:
|
|
name.appendf("_one_%u", drawDiv);
|
|
break;
|
|
case kUseTwo_VboSetup:
|
|
name.appendf("_two_%u", drawDiv);
|
|
break;
|
|
case kUseInstance_VboSetup:
|
|
name.append("_instance");
|
|
break;
|
|
}
|
|
return name;
|
|
}
|
|
|
|
static const GrGLuint kScreenWidth = 800;
|
|
static const GrGLuint kScreenHeight = 600;
|
|
static const uint32_t kNumTri = 10000;
|
|
static const uint32_t kVerticesPerTri = 3;
|
|
static const uint32_t kDrawMultiplier = 512;
|
|
|
|
SkString fName;
|
|
VboSetup fVboSetup;
|
|
uint32_t fDrawDiv;
|
|
SkTArray<GrGLuint> fBuffers;
|
|
GrGLuint fProgram;
|
|
GrGLuint fVAO;
|
|
GrGLuint fTexture;
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
|
|
const GrGLSLCaps* glslCaps = ctx->caps()->glslCaps();
|
|
const char* version = glslCaps->versionDeclString();
|
|
|
|
// setup vertex shader
|
|
GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
|
|
|
|
SkString vshaderTxt(version);
|
|
aPosition.appendDecl(glslCaps, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
aColor.appendDecl(glslCaps, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
oColor.appendDecl(glslCaps, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
|
|
vshaderTxt.append(
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(a_position, 0., 1.);\n"
|
|
"o_color = a_color;\n"
|
|
"}\n");
|
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
// setup fragment shader
|
|
GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
|
|
SkString fshaderTxt(version);
|
|
GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCaps, &fshaderTxt);
|
|
oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
|
|
oColor.appendDecl(glslCaps, &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
|
|
const char* fsOutName;
|
|
if (glslCaps->mustDeclareFragmentShaderOutput()) {
|
|
oFragColor.appendDecl(glslCaps, &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
fsOutName = oFragColor.c_str();
|
|
} else {
|
|
fsOutName = "gl_FragColor";
|
|
}
|
|
|
|
fshaderTxt.appendf(
|
|
"void main()\n"
|
|
"{\n"
|
|
"%s = vec4(o_color, 1.0);\n"
|
|
"}\n", fsOutName);
|
|
|
|
return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str());
|
|
}
|
|
|
|
template<typename Func>
|
|
static void setup_matrices(int numQuads, Func f) {
|
|
// We draw a really small triangle so we are not fill rate limited
|
|
for (int i = 0 ; i < numQuads; i++) {
|
|
SkMatrix m = SkMatrix::I();
|
|
m.setScale(0.0001f, 0.0001f);
|
|
f(m);
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
|
|
// We only care about gpus with drawArraysInstanced support
|
|
if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
|
|
return nullptr;
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// We draw all of the instances at a single place because we aren't allowed to have per vertex
|
|
// per instance attributes
|
|
SkPoint positions[kVerticesPerTri];
|
|
positions[0].set(-1.0f, -1.0f);
|
|
positions[1].set( 1.0f, -1.0f);
|
|
positions[2].set( 1.0f, 1.0f);
|
|
viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
|
|
|
|
// setup colors so we can detect we are actually drawing instances(the last triangle will be
|
|
// a different color)
|
|
GrGLfloat colors[kVerticesPerTri * kNumTri];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
// set colors
|
|
uint32_t offset = i * kVerticesPerTri;
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
|
|
}
|
|
|
|
GrGLuint posVBO;
|
|
// setup position VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
|
|
// setup color VBO
|
|
GrGLuint instanceVBO;
|
|
GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
|
|
fBuffers.push_back(posVBO);
|
|
fBuffers.push_back(instanceVBO);
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// Constants for our various shader programs
|
|
SkPoint positions[kVerticesPerTri * kNumTri];
|
|
GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
SkPoint* position = &positions[i * kVerticesPerTri];
|
|
position[0].set(-1.0f, -1.0f);
|
|
position[1].set( 1.0f, -1.0f);
|
|
position[2].set( 1.0f, 1.0f);
|
|
viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
|
|
|
|
// set colors
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
uint32_t offset = i * kVerticesPerTri * 3;
|
|
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
|
|
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
|
|
}
|
|
}
|
|
|
|
GrGLuint posVBO, colorVBO;
|
|
// setup position VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
|
|
|
|
// setup color VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
|
|
|
|
fBuffers.push_back(posVBO);
|
|
fBuffers.push_back(colorVBO);
|
|
}
|
|
|
|
struct Vertex {
|
|
SkPoint fPositions;
|
|
GrGLfloat fColors[3];
|
|
};
|
|
|
|
void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// Constants for our various shader programs
|
|
Vertex vertices[kVerticesPerTri * kNumTri];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
Vertex* v = &vertices[i * kVerticesPerTri];
|
|
v[0].fPositions.set(-1.0f, -1.0f);
|
|
v[1].fPositions.set( 1.0f, -1.0f);
|
|
v[2].fPositions.set( 1.0f, 1.0f);
|
|
|
|
SkPoint* position = reinterpret_cast<SkPoint*>(v);
|
|
viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
|
|
|
|
// set colors
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
|
|
uint32_t offset = 0;
|
|
v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
|
|
v++;
|
|
}
|
|
}
|
|
|
|
GrGLuint vbo;
|
|
// setup VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &vbo));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
|
|
(GrGLvoid*)(sizeof(SkPoint))));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
|
|
fBuffers.push_back(vbo);
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
|
|
const GrGLInterface* gl = ctx->interface();
|
|
fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
|
|
|
|
fProgram = this->setupShader(ctx);
|
|
|
|
// setup matrices
|
|
int index = 0;
|
|
SkMatrix viewMatrices[kNumTri];
|
|
setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
|
|
viewMatrices[index++] = m;
|
|
});
|
|
|
|
// setup VAO
|
|
GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
|
|
GR_GL_CALL(gl, BindVertexArray(fVAO));
|
|
|
|
switch (fVboSetup) {
|
|
case kUseOne_VboSetup:
|
|
this->setupSingleVbo(gl, viewMatrices);
|
|
break;
|
|
case kUseTwo_VboSetup:
|
|
this->setupDoubleVbo(gl, viewMatrices);
|
|
break;
|
|
case kUseInstance_VboSetup:
|
|
this->setupInstanceVbo(gl, viewMatrices);
|
|
break;
|
|
}
|
|
|
|
// clear screen
|
|
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
|
|
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
|
|
|
|
// set us up to draw
|
|
GR_GL_CALL(gl, UseProgram(fProgram));
|
|
GR_GL_CALL(gl, BindVertexArray(fVAO));
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
|
|
kDrawMultiplier / fDrawDiv;
|
|
uint32_t trianglesToDraw = loops * kDrawMultiplier;
|
|
|
|
if (kUseInstance_VboSetup == fVboSetup) {
|
|
while (trianglesToDraw > 0) {
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
|
|
trianglesToDraw -= triangles;
|
|
}
|
|
} else {
|
|
while (trianglesToDraw > 0) {
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
|
|
trianglesToDraw -= triangles;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
//const char* filename = "/data/local/tmp/out.png";
|
|
SkString filename("out");
|
|
filename.appendf("_%s.png", this->getName());
|
|
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
|
#endif
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
|
|
GR_GL_CALL(gl, BindVertexArray(0));
|
|
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
|
|
GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
|
|
GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
|
|
GR_GL_CALL(gl, DeleteProgram(fProgram));
|
|
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
|
|
GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
|
|
fBuffers.reset();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
|
|
|
|
#endif
|