skia2/bench/GLBench.cpp
Brian Osman 93ba0a4fc8 Switch SkSL to std::string
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>
2017-08-14 21:24:55 +00:00

195 lines
6.8 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 "GLBench.h"
#if SK_SUPPORT_GPU
#include "GrGpu.h"
#include "GrTest.h"
#include "gl/GrGLContext.h"
#include "gl/builders/GrGLShaderStringBuilder.h"
#include "SkSLCompiler.h"
#include <stdio.h>
#include "sk_tool_utils.h"
const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
if (nullptr == canvas->getGrContext()) {
return nullptr;
}
GrContext* context = canvas->getGrContext();
GrGpu* gpu = context->getGpu();
if (!gpu) {
SkDebugf("Couldn't get Gr gpu.");
return nullptr;
}
const GrGLContext* ctx = gpu->glContextForTesting();
if (!ctx) {
SkDebugf("Couldn't get an interface\n");
return nullptr;
}
return this->onGetGLContext(ctx);
}
void GLBench::onPreDraw(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->setup(ctx);
}
void GLBench::onPostDraw(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->teardown(ctx->interface());
}
void GLBench::onDraw(int loops, SkCanvas* canvas) {
const GrGLContext* ctx = this->getGLContext(canvas);
if (!ctx) {
return;
}
this->glDraw(loops, ctx);
canvas->getGrContext()->resetContext();
}
GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
const GrGLInterface* gl = context->interface();
SkSL::String glsl;
SkSL::Program::Settings settings;
settings.fCaps = context->caps()->shaderCaps();
std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram(
type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind
: SkSL::Program::kFragment_Kind,
SkSL::String(sksl),
settings);
if (!program || !context->compiler()->toGLSL(*program, &glsl)) {
SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
context->compiler()->errorText().c_str());
}
GrGLuint shader;
// Create the shader object
GR_GL_CALL_RET(gl, shader, CreateShader(type));
// Load the shader source
const char* glslPtr = glsl.c_str();
GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
// Compile the shader
GR_GL_CALL(gl, CompileShader(shader));
// Check for compile time errors
GrGLint success = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
}
return shader;
}
GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
const char* fshader) {
const GrGLInterface* gl = context->interface();
GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
GrGLuint shaderProgram;
GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
GR_GL_CALL(gl, LinkProgram(shaderProgram));
// Check for linking errors
GrGLint success = GR_GL_INIT_ZERO;
GrGLchar infoLog[512];
GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
if (!success) {
GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog));
SkDebugf("Linker Error: %s\n", infoLog);
}
GR_GL_CALL(gl, DeleteShader(vertexShader));
GR_GL_CALL(gl, DeleteShader(fragmentShader));
return shaderProgram;
}
GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
//Setup framebuffer
GrGLuint texture;
GR_GL_CALL(gl, GenTextures(1, &texture));
GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7));
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
0, //level
GR_GL_RGBA, //internal format
screenWidth, // width
screenHeight, // height
0, //border
GR_GL_RGBA, //format
GR_GL_UNSIGNED_BYTE, // type
nullptr));
// bind framebuffer
GrGLuint framebuffer;
GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
GR_GL_COLOR_ATTACHMENT0,
GR_GL_TEXTURE_2D,
texture, 0));
GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
return texture;
}
void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
const char* filename) {
// read back pixels
SkAutoTArray<uint32_t> readback(screenWidth * screenHeight);
GR_GL_CALL(gl, ReadPixels(0, // x
0, // y
screenWidth, // width
screenHeight, // height
GR_GL_RGBA, //format
GR_GL_UNSIGNED_BYTE, //type
readback.get()));
// dump png
SkBitmap bm;
if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
SkDebugf("couldn't allocate bitmap\n");
return;
}
bm.setPixels(readback.get());
if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) {
SkDebugf("------ failed to encode %s\n", filename);
remove(filename); // remove any partial file
return;
}
}
#endif