899ba37db3
Reason for revert: breaking bots Original issue's description: > Add version string and force highp NDS transfrom to GLSLCaps > > This also include the use of any() in the shaders. > > BUG=skia: > > Committed: https://skia.googlesource.com/skia/+/cef4bce8e260b49bf3417eadbac806cf7d39cdc8 TBR=bsalomon@google.com,jvanverth@google.com NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review URL: https://codereview.chromium.org/1420033002
305 lines
11 KiB
C++
305 lines
11 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 "SkMatrix.h"
|
|
#include "SkPoint.h"
|
|
#include "SkString.h"
|
|
|
|
#if SK_SUPPORT_GPU
|
|
#include "GLBench.h"
|
|
#include "gl/GrGLContext.h"
|
|
#include "gl/GrGLGLSL.h"
|
|
#include "gl/GrGLInterface.h"
|
|
#include "gl/GrGLUtil.h"
|
|
#include "glsl/GrGLSLCaps.h"
|
|
#include "glsl/GrGLSLShaderVar.h"
|
|
|
|
#include <stdio.h>
|
|
|
|
/**
|
|
* This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL.
|
|
* The generated shader code from this bench will draw several overlapping circles, one in each
|
|
* stage, to simulate coverage calculations. The number of circles (i.e. the number of stages) can
|
|
* be set as a parameter.
|
|
*/
|
|
|
|
class GLVec4ScalarBench : public GLBench {
|
|
public:
|
|
/*
|
|
* Use float or vec4 as GLSL data type for the output coverage
|
|
*/
|
|
enum CoverageSetup {
|
|
kUseScalar_CoverageSetup,
|
|
kUseVec4_CoverageSetup,
|
|
};
|
|
|
|
/*
|
|
* numStages determines the number of shader stages before the XP,
|
|
* which consequently determines how many circles are drawn
|
|
*/
|
|
GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages)
|
|
: fCoverageSetup(coverageSetup)
|
|
, fNumStages(numStages)
|
|
, fVboId(0)
|
|
, fProgram(0) {
|
|
fName = NumStagesSetupToStr(coverageSetup, numStages);
|
|
}
|
|
|
|
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;
|
|
|
|
private:
|
|
void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
|
|
GrGLuint setupShader(const GrGLContext*);
|
|
|
|
|
|
static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) {
|
|
SkString name("GLVec4ScalarBench");
|
|
switch (coverageSetup) {
|
|
default:
|
|
case kUseScalar_CoverageSetup:
|
|
name.appendf("_scalar_%u_stage", numStages);
|
|
break;
|
|
case kUseVec4_CoverageSetup:
|
|
name.appendf("_vec4_%u_stage", numStages);
|
|
break;
|
|
}
|
|
return name;
|
|
}
|
|
|
|
static const GrGLuint kScreenWidth = 800;
|
|
static const GrGLuint kScreenHeight = 600;
|
|
static const uint32_t kNumTriPerDraw = 512;
|
|
static const uint32_t kVerticesPerTri = 3;
|
|
|
|
SkString fName;
|
|
CoverageSetup fCoverageSetup;
|
|
uint32_t fNumStages;
|
|
GrGLuint fVboId;
|
|
GrGLuint fProgram;
|
|
GrGLuint fFboTextureId;
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
|
|
const char* version = GrGLGetGLSLVersionDecl(*ctx);
|
|
|
|
// this shader draws fNumStages overlapping circles of increasing opacity (coverage) and
|
|
// decreasing size, with the center of each subsequent circle closer to the bottom-right
|
|
// corner of the screen than the previous circle.
|
|
|
|
// set up vertex shader; this is a trivial vertex shader that passes through position and color
|
|
GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLSLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
|
|
GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
|
|
|
|
SkString vshaderTxt(version);
|
|
aPosition.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
aColor.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
oPosition.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
oColor.appendDecl(ctx->caps()->glslCaps(), &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
|
|
vshaderTxt.append(
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = vec4(a_position, 0.0, 1.0);\n"
|
|
" o_position = a_position;\n"
|
|
" o_color = a_color;\n"
|
|
"}\n");
|
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
// set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
|
|
// XP stage at the end. Each coverage stage computes the pixel's distance from some hard-
|
|
// coded center and compare that to some hard-coded circle radius to compute a coverage.
|
|
// Then, this coverage is mixed with the coverage from the previous stage and passed to the
|
|
// next stage.
|
|
GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
|
|
SkString fshaderTxt(version);
|
|
GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
|
|
&fshaderTxt);
|
|
oPosition.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
|
|
oPosition.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
|
|
oColor.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
|
|
const char* fsOutName;
|
|
if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
|
|
oFragColor.appendDecl(ctx->caps()->glslCaps(), &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
fsOutName = oFragColor.c_str();
|
|
} else {
|
|
fsOutName = "gl_FragColor";
|
|
}
|
|
|
|
|
|
fshaderTxt.appendf(
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec4 outputColor;\n"
|
|
" %s outputCoverage;\n"
|
|
" outputColor = vec4(%s, 1.0);\n"
|
|
" outputCoverage = %s;\n",
|
|
fCoverageSetup == kUseVec4_CoverageSetup ? "vec4" : "float",
|
|
oColor.getName().c_str(),
|
|
fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(1.0)" : "1.0"
|
|
);
|
|
|
|
float radius = 1.0f;
|
|
for (uint32_t i = 0; i < fNumStages; i++) {
|
|
float centerX = 1.0f - radius;
|
|
float centerY = 1.0f - radius;
|
|
fshaderTxt.appendf(
|
|
" {\n"
|
|
" float d = length(%s - vec2(%f, %f));\n"
|
|
" float edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n"
|
|
" outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n"
|
|
" }\n",
|
|
oPosition.getName().c_str(), centerX, centerY,
|
|
radius,
|
|
fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(edgeAlpha)" : "edgeAlpha"
|
|
);
|
|
radius *= 0.8f;
|
|
}
|
|
fshaderTxt.appendf(
|
|
" {\n"
|
|
" %s = outputColor * outputCoverage;\n"
|
|
" }\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(0.01f, 0.01f);
|
|
f(m);
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
struct Vertex {
|
|
SkPoint fPositions;
|
|
GrGLfloat fColors[3];
|
|
};
|
|
|
|
void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) {
|
|
// triangles drawn will alternate between the top-right half of the screen and the bottom-left
|
|
// half of the screen
|
|
Vertex vertices[kVerticesPerTri * kNumTriPerDraw];
|
|
for (uint32_t i = 0; i < kNumTriPerDraw; i++) {
|
|
Vertex* v = &vertices[i * kVerticesPerTri];
|
|
if (i % 2 == 0) {
|
|
v[0].fPositions.set(-1.0f, -1.0f);
|
|
v[1].fPositions.set( 1.0f, -1.0f);
|
|
v[2].fPositions.set( 1.0f, 1.0f);
|
|
} else {
|
|
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);
|
|
|
|
GrGLfloat color[3] = {1.0f, 0.0f, 1.0f};
|
|
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
|
|
v->fColors[0] = color[0];
|
|
v->fColors[1] = color[1];
|
|
v->fColors[2] = color[2];
|
|
v++;
|
|
}
|
|
}
|
|
|
|
GR_GL_CALL(gl, GenBuffers(1, &fVboId));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId));
|
|
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));
|
|
}
|
|
|
|
void GLVec4ScalarBench::setup(const GrGLContext* ctx) {
|
|
const GrGLInterface* gl = ctx->interface();
|
|
if (!gl) {
|
|
SkFAIL("GL interface is nullptr in setup()!\n");
|
|
}
|
|
fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
|
|
|
|
fProgram = this->setupShader(ctx);
|
|
|
|
int index = 0;
|
|
SkMatrix viewMatrices[kNumTriPerDraw];
|
|
setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) {
|
|
viewMatrices[index++] = m;
|
|
});
|
|
this->setupSingleVbo(gl, viewMatrices);
|
|
|
|
GR_GL_CALL(gl, UseProgram(fProgram));
|
|
}
|
|
|
|
void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) {
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
for (int i = 0; i < loops; i++) {
|
|
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw));
|
|
}
|
|
|
|
// using -w when running nanobench will not produce correct images;
|
|
// changing this to #if 1 will write the correct images to the Skia folder.
|
|
#if 0
|
|
SkString filename("out");
|
|
filename.appendf("_%s.png", this->getName());
|
|
DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
|
#endif
|
|
}
|
|
|
|
void GLVec4ScalarBench::teardown(const GrGLInterface* gl) {
|
|
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, &fFboTextureId));
|
|
GR_GL_CALL(gl, DeleteProgram(fProgram));
|
|
GR_GL_CALL(gl, DeleteBuffers(1, &fVboId));
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) )
|
|
DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) )
|
|
|
|
#endif
|