93ba0a4fc8
On desktop, this saves just over 5% of the time in the SkSL compiler. As written, the code will now build either way, so it's much easier to switch back (or even have some platforms use SkString, if that's ever required). Bug: skia: Change-Id: I634f26a4f6fcb404e59bda6a5c6a21a9c6d73c0b Reviewed-on: https://skia-review.googlesource.com/34381 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
195 lines
6.8 KiB
C++
195 lines
6.8 KiB
C++
/*
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* Copyright 2015 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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#include "GLBench.h"
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#if SK_SUPPORT_GPU
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#include "GrGpu.h"
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#include "GrTest.h"
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#include "gl/GrGLContext.h"
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#include "gl/builders/GrGLShaderStringBuilder.h"
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#include "SkSLCompiler.h"
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#include <stdio.h>
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#include "sk_tool_utils.h"
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const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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if (nullptr == canvas->getGrContext()) {
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return nullptr;
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}
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GrContext* context = canvas->getGrContext();
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GrGpu* gpu = context->getGpu();
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if (!gpu) {
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SkDebugf("Couldn't get Gr gpu.");
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return nullptr;
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}
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const GrGLContext* ctx = gpu->glContextForTesting();
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if (!ctx) {
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SkDebugf("Couldn't get an interface\n");
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return nullptr;
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}
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return this->onGetGLContext(ctx);
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}
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void GLBench::onPreDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->setup(ctx);
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}
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void GLBench::onPostDraw(SkCanvas* canvas) {
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// This bench exclusively tests GL calls directly
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->teardown(ctx->interface());
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}
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void GLBench::onDraw(int loops, SkCanvas* canvas) {
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const GrGLContext* ctx = this->getGLContext(canvas);
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if (!ctx) {
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return;
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}
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this->glDraw(loops, ctx);
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canvas->getGrContext()->resetContext();
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}
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GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
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const GrGLInterface* gl = context->interface();
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SkSL::String glsl;
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SkSL::Program::Settings settings;
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settings.fCaps = context->caps()->shaderCaps();
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std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
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type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
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: SkSL::Program::kFragment_Kind,
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SkSL::String(sksl),
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settings);
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if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
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SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
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context->compiler()->errorText().c_str());
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}
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GrGLuint shader;
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// Create the shader object
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GR_GL_CALL_RET(gl, shader, CreateShader(type));
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// Load the shader source
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const char* glslPtr = glsl.c_str();
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GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
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// Compile the shader
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GR_GL_CALL(gl, CompileShader(shader));
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// Check for compile time errors
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GrGLint success = GR_GL_INIT_ZERO;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
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SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
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}
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return shader;
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}
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GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
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const char* fshader) {
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const GrGLInterface* gl = context->interface();
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GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
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GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
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GrGLuint shaderProgram;
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GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
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GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
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GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
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GR_GL_CALL(gl, LinkProgram(shaderProgram));
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// Check for linking errors
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GrGLint success = GR_GL_INIT_ZERO;
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GrGLchar infoLog[512];
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GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
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if (!success) {
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GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog));
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SkDebugf("Linker Error: %s\n", infoLog);
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}
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GR_GL_CALL(gl, DeleteShader(vertexShader));
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GR_GL_CALL(gl, DeleteShader(fragmentShader));
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return shaderProgram;
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}
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GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
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//Setup framebuffer
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GrGLuint texture;
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GR_GL_CALL(gl, GenTextures(1, &texture));
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GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7));
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
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GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
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0, //level
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GR_GL_RGBA, //internal format
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screenWidth, // width
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screenHeight, // height
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0, //border
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, // type
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nullptr));
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// bind framebuffer
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GrGLuint framebuffer;
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GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
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GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
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GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
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GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
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GR_GL_COLOR_ATTACHMENT0,
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GR_GL_TEXTURE_2D,
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texture, 0));
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GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
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GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
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return texture;
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}
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void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
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const char* filename) {
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// read back pixels
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SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
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GR_GL_CALL(gl, ReadPixels(0, // x
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0, // y
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screenWidth, // width
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screenHeight, // height
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GR_GL_RGBA, //format
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GR_GL_UNSIGNED_BYTE, //type
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readback.get()));
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// dump png
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SkBitmap bm;
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if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
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SkDebugf("couldn't allocate bitmap\n");
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return;
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}
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bm.setPixels(readback.get());
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if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) {
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SkDebugf("------ failed to encode %s\n", filename);
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remove(filename); // remove any partial file
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return;
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}
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}
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#endif
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