6f294af43b
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
208 lines
7.9 KiB
C++
208 lines
7.9 KiB
C++
/*
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* Copyright 2014 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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#if SK_SUPPORT_GPU
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#include "GrContext.h"
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#include "GrContextFactory.h"
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#include "GrLayerCache.h"
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#include "SkPictureRecorder.h"
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#include "Test.h"
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class TestingAccess {
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public:
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static int NumLayers(GrLayerCache* cache) {
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return cache->numLayers();
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}
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static void Purge(GrLayerCache* cache, uint32_t pictureID) {
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cache->purge(pictureID);
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}
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};
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// Add several layers to the cache
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static void create_layers(skiatest::Reporter* reporter,
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GrLayerCache* cache,
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const SkPicture& picture,
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int numToAdd,
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int idOffset) {
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for (int i = 0; i < numToAdd; ++i) {
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GrCachedLayer* layer = cache->findLayerOrCreate(picture.uniqueID(),
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idOffset+i+1, idOffset+i+2,
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SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL != layer);
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GrCachedLayer* temp = cache->findLayer(picture.uniqueID(), idOffset+i+1, idOffset+i+2, SkMatrix::I());
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REPORTER_ASSERT(reporter, temp == layer);
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REPORTER_ASSERT(reporter, TestingAccess::NumLayers(cache) == idOffset + i + 1);
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REPORTER_ASSERT(reporter, picture.uniqueID() == layer->pictureID());
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REPORTER_ASSERT(reporter, layer->start() == idOffset + i + 1);
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REPORTER_ASSERT(reporter, layer->stop() == idOffset + i + 2);
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REPORTER_ASSERT(reporter, layer->ctm() == SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL == layer->texture());
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REPORTER_ASSERT(reporter, !layer->isAtlased());
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}
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cache->trackPicture(&picture);
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}
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static void lock_layer(skiatest::Reporter* reporter,
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GrLayerCache* cache,
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GrCachedLayer* layer) {
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// Make the layer 512x512 (so it can be atlased)
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GrTextureDesc desc;
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desc.fWidth = 512;
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desc.fHeight = 512;
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desc.fConfig = kSkia8888_GrPixelConfig;
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bool needsRerendering = cache->lock(layer, desc, false);
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REPORTER_ASSERT(reporter, needsRerendering);
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needsRerendering = cache->lock(layer, desc, false);
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REPORTER_ASSERT(reporter, !needsRerendering);
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REPORTER_ASSERT(reporter, NULL != layer->texture());
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REPORTER_ASSERT(reporter, layer->locked());
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}
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// This test case exercises the public API of the GrLayerCache class.
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// In particular it checks its interaction with the resource cache (w.r.t.
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// locking & unlocking textures).
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// TODO: need to add checks on VRAM usage!
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DEF_GPUTEST(GpuLayerCache, reporter, factory) {
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static const int kInitialNumLayers = 5;
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for (int i= 0; i < GrContextFactory::kGLContextTypeCnt; ++i) {
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GrContextFactory::GLContextType glCtxType = (GrContextFactory::GLContextType) i;
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if (!GrContextFactory::IsRenderingGLContext(glCtxType)) {
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continue;
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}
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GrContext* context = factory->get(glCtxType);
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if (NULL == context) {
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continue;
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}
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SkPictureRecorder recorder;
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recorder.beginRecording(1, 1);
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SkAutoTUnref<const SkPicture> picture(recorder.endRecording());
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GrLayerCache cache(context);
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create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
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for (int i = 0; i < kInitialNumLayers; ++i) {
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GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL != layer);
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lock_layer(reporter, &cache, layer);
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// The first 4 layers should be in the atlas (and thus have non-empty
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// rects)
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if (i < 4) {
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REPORTER_ASSERT(reporter, layer->isAtlased());
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} else {
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// The 5th layer couldn't fit in the atlas
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REPORTER_ASSERT(reporter, !layer->isAtlased());
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}
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}
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// Unlock the textures
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for (int i = 0; i < kInitialNumLayers; ++i) {
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GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL != layer);
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cache.unlock(layer);
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}
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for (int i = 0; i < kInitialNumLayers; ++i) {
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GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL != layer);
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REPORTER_ASSERT(reporter, !layer->locked());
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// The first 4 layers should still be in the atlas.
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if (i < 4) {
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REPORTER_ASSERT(reporter, NULL != layer->texture());
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REPORTER_ASSERT(reporter, layer->isAtlased());
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} else {
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// The final layer should be unlocked.
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REPORTER_ASSERT(reporter, NULL == layer->texture());
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REPORTER_ASSERT(reporter, !layer->isAtlased());
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}
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}
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{
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// Add an additional layer. Since all the layers are unlocked this
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// will force out the first atlased layer
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create_layers(reporter, &cache, *picture, 1, kInitialNumLayers);
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GrCachedLayer* layer = cache.findLayer(picture->uniqueID(),
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kInitialNumLayers+1, kInitialNumLayers+2,
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SkMatrix::I());
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REPORTER_ASSERT(reporter, NULL != layer);
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lock_layer(reporter, &cache, layer);
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cache.unlock(layer);
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}
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for (int i = 0; i < kInitialNumLayers+1; ++i) {
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GrCachedLayer* layer = cache.findLayer(picture->uniqueID(), i+1, i+2, SkMatrix::I());
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// 3 old layers plus the new one should be in the atlas.
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if (1 == i || 2 == i || 3 == i || 5 == i) {
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REPORTER_ASSERT(reporter, NULL != layer);
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REPORTER_ASSERT(reporter, !layer->locked());
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REPORTER_ASSERT(reporter, NULL != layer->texture());
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REPORTER_ASSERT(reporter, layer->isAtlased());
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} else if (4 == i) {
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// The one that was never atlased should still be around
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REPORTER_ASSERT(reporter, NULL != layer);
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REPORTER_ASSERT(reporter, NULL == layer->texture());
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REPORTER_ASSERT(reporter, !layer->isAtlased());
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} else {
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// The one bumped out of the atlas (i.e., 0) should be gone
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REPORTER_ASSERT(reporter, NULL == layer);
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}
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}
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//--------------------------------------------------------------------
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// Free them all SkGpuDevice-style. This will not free up the
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// atlas' texture but will eliminate all the layers.
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TestingAccess::Purge(&cache, picture->uniqueID());
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REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
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// TODO: add VRAM/resource cache check here
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//--------------------------------------------------------------------
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// Test out the GrContext-style purge. This should remove all the layers
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// and the atlas.
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// Re-create the layers
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create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
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// Free them again GrContext-style. This should free up everything.
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cache.freeAll();
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REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
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// TODO: add VRAM/resource cache check here
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//--------------------------------------------------------------------
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// Test out the MessageBus-style purge. This will not free the atlas
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// but should eliminate the free-floating layers.
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create_layers(reporter, &cache, *picture, kInitialNumLayers, 0);
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picture.reset(NULL);
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cache.processDeletedPictures();
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REPORTER_ASSERT(reporter, TestingAccess::NumLayers(&cache) == 0);
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// TODO: add VRAM/resource cache check here
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}
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}
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#endif
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