skia2/tests/GpuLayerCacheTest.cpp
robertphillips 6f294af43b Refactor GrLayerCache for new API
The only substantive change in this CL is skipping atlasing
for any layers that are involved in nesting. Prior versions
have allowed nesting layers to be atlased.

--------------------------------------------------------

All times are on Windows with a repeat count of 200.
Format is: <time in ms> (<# of glBindframebuffer calls>)

How to interpret this:

For the boogie page:

 both columns should be the same (since boogie has no
        nested layers)
 without the new API the tiled case doesn't show any real
        benefit from hoisting

For the carsvg page:

 The nesting change does increase the number of FBO
      switches but doesn't kill performance
 Because of the location & size of the layers the
      tile case does show some improvement (even
      without the new API)

boogie
-------

		   w/o nested change   w/ nested change

simple                5.62 (811)           N/A

tiled                 7.72 (811)           N/A

simple w/ hoisting    5.23 (409)        5.77 (409)
(but no caching)

tiled w/ hoisting     7.57 (809)        7.49 (809)
(but no caching)

carsvg
------

		   w/o nested change   w/ nested change

simple 		      60.37 (141990)        N/A

tiled                115.13 (256929)        N/A

simple w/ hoisting    41.57 (64570)      42.82 (72279)
(but no caching)

tiled w/ hoisting     84.24 (154352)     84.71 (165630)
(but no caching)

R=bsalomon@google.com

Author: robertphillips@google.com

Review URL: https://codereview.chromium.org/476833004
2014-08-18 08:50:03 -07:00

208 lines
7.9 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrContextFactory.h"
#include "GrLayerCache.h"
#include "SkPictureRecorder.h"
#include "Test.h"
class TestingAccess {
public:
static int NumLayers(GrLayerCache* cache) {
return cache->numLayers();
}
static void Purge(GrLayerCache* cache, uint32_t pictureID) {
cache->purge(pictureID);
}
};
// Add several layers to the cache
static void create_layers(skiatest::Reporter* reporter,
GrLayerCache* cache,
const SkPicture& picture,
int numToAdd,
int idOffset) {
for (int i = 0; i < numToAdd; ++i) {
GrCachedLayer* layer = cache->findLayerOrCreate(picture.uniqueID(),
idOffset+i+1, idOffset+i+2,
SkMatrix::I());
REPORTER_ASSERT(reporter, NULL != layer);
GrCachedLayer* temp = cache->findLayer(picture.uniqueID(), idOffset+i+1, idOffset+i+2, SkMatrix::I());
REPORTER_ASSERT(reporter, temp == layer);
REPORTER_ASSERT(reporter, TestingAccess::NumLayers(cache) == idOffset + i + 1);
REPORTER_ASSERT(reporter, picture.uniqueID() == layer->pictureID());
REPORTER_ASSERT(reporter, layer->start() == idOffset + i + 1);
REPORTER_ASSERT(reporter, layer->stop() == idOffset + i + 2);
REPORTER_ASSERT(reporter, layer->ctm() == SkMatrix::I());
REPORTER_ASSERT(reporter, NULL == layer->texture());
REPORTER_ASSERT(reporter, !layer->isAtlased());
}
cache->trackPicture(&picture);
}
static void lock_layer(skiatest::Reporter* reporter,
GrLayerCache* cache,
GrCachedLayer* layer) {
// Make the layer 512x512 (so it can be atlased)
GrTextureDesc desc;
desc.fWidth = 512;
desc.fHeight = 512;
desc.fConfig = kSkia8888_GrPixelConfig;
bool needsRerendering = cache->lock(layer, desc, false);
REPORTER_ASSERT(reporter, needsRerendering);
needsRerendering = cache->lock(layer, desc, false);
REPORTER_ASSERT(reporter, !needsRerendering);
REPORTER_ASSERT(reporter, NULL != layer->texture());
REPORTER_ASSERT(reporter, layer->locked());
}
// This test case exercises the public API of the GrLayerCache class.
// In particular it checks its interaction with the resource cache (w.r.t.
// locking & unlocking textures).
// TODO: need to add checks on VRAM usage!
DEF_GPUTEST(GpuLayerCache, reporter, factory) {
static const int kInitialNumLayers = 5;
for (int i= 0; i < GrContextFactory::kGLContextTypeCnt; ++i) {
GrContextFactory::GLContextType glCtxType = (GrContextFactory::GLContextType) i;
if (!GrContextFactory::IsRenderingGLContext(glCtxType)) {
continue;
}
GrContext* context = factory->get(glCtxType);
if (NULL == context) {
continue;
}
SkPictureRecorder recorder;
recorder.beginRecording(1, 1);
SkAutoTUnref<const SkPicture> picture(recorder.endRecording());
GrLayerCache cache(context);
create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
for (int i = 0; i < kInitialNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
REPORTER_ASSERT(reporter, NULL != layer);
lock_layer(reporter, &cache, layer);
// The first 4 layers should be in the atlas (and thus have non-empty
// rects)
if (i < 4) {
REPORTER_ASSERT(reporter, layer->isAtlased());
} else {
// The 5th layer couldn't fit in the atlas
REPORTER_ASSERT(reporter, !layer->isAtlased());
}
}
// Unlock the textures
for (int i = 0; i < kInitialNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
REPORTER_ASSERT(reporter, NULL != layer);
cache.unlock(layer);
}
for (int i = 0; i < kInitialNumLayers; ++i) {
GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
REPORTER_ASSERT(reporter, NULL != layer);
REPORTER_ASSERT(reporter, !layer->locked());
// The first 4 layers should still be in the atlas.
if (i < 4) {
REPORTER_ASSERT(reporter, NULL != layer->texture());
REPORTER_ASSERT(reporter, layer->isAtlased());
} else {
// The final layer should be unlocked.
REPORTER_ASSERT(reporter, NULL == layer->texture());
REPORTER_ASSERT(reporter, !layer->isAtlased());
}
}
{
// Add an additional layer. Since all the layers are unlocked this
// will force out the first atlased layer
create_layers(reporter, &cache, *picture, 1, kInitialNumLayers);
GrCachedLayer* layer = cache.findLayer(picture->uniqueID(),
kInitialNumLayers+1, kInitialNumLayers+2,
SkMatrix::I());
REPORTER_ASSERT(reporter, NULL != layer);
lock_layer(reporter, &cache, layer);
cache.unlock(layer);
}
for (int i = 0; i < kInitialNumLayers+1; ++i) {
GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
// 3 old layers plus the new one should be in the atlas.
if (1 == i || 2 == i || 3 == i || 5 == i) {
REPORTER_ASSERT(reporter, NULL != layer);
REPORTER_ASSERT(reporter, !layer->locked());
REPORTER_ASSERT(reporter, NULL != layer->texture());
REPORTER_ASSERT(reporter, layer->isAtlased());
} else if (4 == i) {
// The one that was never atlased should still be around
REPORTER_ASSERT(reporter, NULL != layer);
REPORTER_ASSERT(reporter, NULL == layer->texture());
REPORTER_ASSERT(reporter, !layer->isAtlased());
} else {
// The one bumped out of the atlas (i.e., 0) should be gone
REPORTER_ASSERT(reporter, NULL == layer);
}
}
//--------------------------------------------------------------------
// Free them all SkGpuDevice-style. This will not free up the
// atlas' texture but will eliminate all the layers.
TestingAccess::Purge(&cache, picture->uniqueID());
REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
// TODO: add VRAM/resource cache check here
//--------------------------------------------------------------------
// Test out the GrContext-style purge. This should remove all the layers
// and the atlas.
// Re-create the layers
create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
// Free them again GrContext-style. This should free up everything.
cache.freeAll();
REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
// TODO: add VRAM/resource cache check here
//--------------------------------------------------------------------
// Test out the MessageBus-style purge. This will not free the atlas
// but should eliminate the free-floating layers.
create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
picture.reset(NULL);
cache.processDeletedPictures();
REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
// TODO: add VRAM/resource cache check here
}
}
#endif