5d9d10e821
Give this a try? Helpful, or gets in the way? BUG=skia: R=krajcevski@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/390483002
304 lines
11 KiB
C++
304 lines
11 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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#include <ctype.h>
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#include "Benchmark.h"
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#include "CrashHandler.h"
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#include "Stats.h"
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#include "Timer.h"
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#include "SkCanvas.h"
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#include "SkCommandLineFlags.h"
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#include "SkForceLinking.h"
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#include "SkGraphics.h"
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#include "SkString.h"
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#include "SkSurface.h"
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#if SK_SUPPORT_GPU
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#include "GrContextFactory.h"
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GrContextFactory gGrFactory;
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#endif
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__SK_FORCE_IMAGE_DECODER_LINKING;
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DEFINE_int32(samples, 10, "Number of samples to measure for each bench.");
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DEFINE_int32(overheadLoops, 100000, "Loops to estimate timer overhead.");
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DEFINE_double(overheadGoal, 0.0001,
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"Loop until timer overhead is at most this fraction of our measurments.");
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DEFINE_string(match, "", "The usual filters on file names of benchmarks to measure.");
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DEFINE_bool2(quiet, q, false, "Print only bench name and minimum sample.");
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DEFINE_bool2(verbose, v, false, "Print all samples.");
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DEFINE_string(config, "nonrendering 8888 gpu", "Configs to measure. Options: "
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"565 8888 gpu nonrendering debug nullgpu msaa4 msaa16 nvprmsaa4 nvprmsaa16 angle");
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DEFINE_double(gpuMs, 5, "Target bench time in millseconds for GPU.");
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DEFINE_int32(gpuFrameLag, 5, "Overestimate of maximum number of frames GPU allows to lag.");
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DEFINE_bool(cpu, true, "Master switch for CPU-bound work.");
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DEFINE_bool(gpu, true, "Master switch for GPU-bound work.");
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static SkString humanize(double ms) {
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if (ms > 1e+3) return SkStringPrintf("%.3gs", ms/1e3);
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if (ms < 1e-3) return SkStringPrintf("%.3gns", ms*1e6);
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if (ms < 1) return SkStringPrintf("%.3gµs", ms*1e3);
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return SkStringPrintf("%.3gms", ms);
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}
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static double time(int loops, Benchmark* bench, SkCanvas* canvas, SkGLContextHelper* gl) {
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WallTimer timer;
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timer.start();
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if (bench) {
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bench->draw(loops, canvas);
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}
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if (canvas) {
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canvas->flush();
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}
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#if SK_SUPPORT_GPU
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if (gl) {
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SK_GL(*gl, Flush());
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gl->swapBuffers();
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}
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#endif
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timer.end();
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return timer.fWall;
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}
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static double estimate_timer_overhead() {
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double overhead = 0;
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for (int i = 0; i < FLAGS_overheadLoops; i++) {
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overhead += time(1, NULL, NULL, NULL);
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}
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return overhead / FLAGS_overheadLoops;
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}
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static int cpu_bench(const double overhead, Benchmark* bench, SkCanvas* canvas, double* samples) {
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// First figure out approximately how many loops of bench it takes to make overhead negligible.
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double bench_plus_overhead;
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do {
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bench_plus_overhead = time(1, bench, canvas, NULL);
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} while (bench_plus_overhead < overhead); // Shouldn't normally happen.
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// Later we'll just start and stop the timer once but loop N times.
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// We'll pick N to make timer overhead negligible:
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//
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// overhead
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// ------------------------- < FLAGS_overheadGoal
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// overhead + N * Bench Time
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//
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// where bench_plus_overhead ≈ overhead + Bench Time.
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//
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// Doing some math, we get:
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//
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// (overhead / FLAGS_overheadGoal) - overhead
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// ------------------------------------------ < N
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// bench_plus_overhead - overhead)
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//
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// Luckily, this also works well in practice. :)
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const double numer = overhead / FLAGS_overheadGoal - overhead;
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const double denom = bench_plus_overhead - overhead;
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const int loops = (int)ceil(numer / denom);
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for (int i = 0; i < FLAGS_samples; i++) {
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samples[i] = time(loops, bench, canvas, NULL) / loops;
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}
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return loops;
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}
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#if SK_SUPPORT_GPU
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static int gpu_bench(SkGLContextHelper* gl,
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Benchmark* bench,
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SkCanvas* canvas,
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double* samples) {
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// Make sure we're done with whatever came before.
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SK_GL(*gl, Finish());
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// First, figure out how many loops it'll take to get a frame up to FLAGS_gpuMs.
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int loops = 1;
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double elapsed = 0;
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do {
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loops *= 2;
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// If the GPU lets frames lag at all, we need to make sure we're timing
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// _this_ round, not still timing last round. We force this by looping
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// more times than any reasonable GPU will allow frames to lag.
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for (int i = 0; i < FLAGS_gpuFrameLag; i++) {
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elapsed = time(loops, bench, canvas, gl);
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}
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} while (elapsed < FLAGS_gpuMs);
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// We've overshot at least a little. Scale back linearly.
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loops = (int)ceil(loops * FLAGS_gpuMs / elapsed);
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// Might as well make sure we're not still timing our calibration.
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SK_GL(*gl, Finish());
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// Pretty much the same deal as the calibration: do some warmup to make
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// sure we're timing steady-state pipelined frames.
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for (int i = 0; i < FLAGS_gpuFrameLag; i++) {
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time(loops, bench, canvas, gl);
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}
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// Now, actually do the timing!
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for (int i = 0; i < FLAGS_samples; i++) {
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samples[i] = time(loops, bench, canvas, gl) / loops;
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}
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return loops;
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}
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#endif
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static SkString to_lower(const char* str) {
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SkString lower(str);
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for (size_t i = 0; i < lower.size(); i++) {
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lower[i] = tolower(lower[i]);
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}
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return lower;
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}
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struct Target {
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const char* config;
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Benchmark::Backend backend;
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SkAutoTDelete<SkSurface> surface;
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#if SK_SUPPORT_GPU
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SkGLContextHelper* gl;
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#endif
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};
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// If bench is enabled for backend/config, returns a Target* for them, otherwise NULL.
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static Target* is_enabled(Benchmark* bench, Benchmark::Backend backend, const char* config) {
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if (!bench->isSuitableFor(backend)) {
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return NULL;
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}
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for (int i = 0; i < FLAGS_config.count(); i++) {
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if (to_lower(FLAGS_config[i]).equals(config)) {
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Target* target = new Target;
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target->config = config;
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target->backend = backend;
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return target;
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}
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}
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return NULL;
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}
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// Append all targets that are suitable for bench.
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static void create_targets(Benchmark* bench, SkTDArray<Target*>* targets) {
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const int w = bench->getSize().fX,
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h = bench->getSize().fY;
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const SkImageInfo _8888 = { w, h, kN32_SkColorType, kPremul_SkAlphaType },
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_565 = { w, h, kRGB_565_SkColorType, kOpaque_SkAlphaType };
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#define CPU_TARGET(config, backend, code) \
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if (Target* t = is_enabled(bench, Benchmark::backend, #config)) { \
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t->surface.reset(code); \
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targets->push(t); \
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}
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if (FLAGS_cpu) {
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CPU_TARGET(nonrendering, kNonRendering_Backend, NULL)
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CPU_TARGET(8888, kRaster_Backend, SkSurface::NewRaster(_8888))
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CPU_TARGET(565, kRaster_Backend, SkSurface::NewRaster(_565))
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}
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#if SK_SUPPORT_GPU
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#define GPU_TARGET(config, ctxType, info, samples) \
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if (Target* t = is_enabled(bench, Benchmark::kGPU_Backend, #config)) { \
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t->surface.reset(SkSurface::NewRenderTarget(gGrFactory.get(ctxType), info, samples)); \
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t->gl = gGrFactory.getGLContext(ctxType); \
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targets->push(t); \
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}
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if (FLAGS_gpu) {
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GPU_TARGET(gpu, GrContextFactory::kNative_GLContextType, _8888, 0)
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GPU_TARGET(msaa4, GrContextFactory::kNative_GLContextType, _8888, 4)
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GPU_TARGET(msaa16, GrContextFactory::kNative_GLContextType, _8888, 16)
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GPU_TARGET(nvprmsaa4, GrContextFactory::kNVPR_GLContextType, _8888, 4)
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GPU_TARGET(nvprmsaa16, GrContextFactory::kNVPR_GLContextType, _8888, 16)
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GPU_TARGET(debug, GrContextFactory::kDebug_GLContextType, _8888, 0)
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GPU_TARGET(nullgpu, GrContextFactory::kNull_GLContextType, _8888, 0)
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#if SK_ANGLE
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GPU_TARGET(angle, GrContextFactory::kANGLE_GLContextType, _8888, 0)
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#endif
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}
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#endif
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}
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int tool_main(int argc, char** argv);
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int tool_main(int argc, char** argv) {
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SetupCrashHandler();
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SkAutoGraphics ag;
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SkCommandLineFlags::Parse(argc, argv);
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const double overhead = estimate_timer_overhead();
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SkAutoTMalloc<double> samples(FLAGS_samples);
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if (FLAGS_verbose) {
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// No header.
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} else if (FLAGS_quiet) {
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SkDebugf("median\tbench\tconfig\n");
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} else {
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SkDebugf("loops\tmin\tmedian\tmean\tmax\tstddev\tsamples\tconfig\tbench\n");
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}
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for (const BenchRegistry* r = BenchRegistry::Head(); r != NULL; r = r->next()) {
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SkAutoTDelete<Benchmark> bench(r->factory()(NULL));
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if (SkCommandLineFlags::ShouldSkip(FLAGS_match, bench->getName())) {
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continue;
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}
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SkTDArray<Target*> targets;
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create_targets(bench.get(), &targets);
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bench->preDraw();
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for (int j = 0; j < targets.count(); j++) {
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SkCanvas* canvas = targets[j]->surface.get() ? targets[j]->surface->getCanvas() : NULL;
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const int loops =
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#if SK_SUPPORT_GPU
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Benchmark::kGPU_Backend == targets[j]->backend
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? gpu_bench(targets[j]->gl, bench.get(), canvas, samples.get())
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:
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#endif
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cpu_bench( overhead, bench.get(), canvas, samples.get());
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Stats stats(samples.get(), FLAGS_samples);
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const char* config = targets[j]->config;
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if (FLAGS_verbose) {
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for (int i = 0; i < FLAGS_samples; i++) {
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SkDebugf("%s ", humanize(samples[i]).c_str());
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}
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SkDebugf("%s\n", bench->getName());
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} else if (FLAGS_quiet) {
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if (targets.count() == 1) {
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config = ""; // Only print the config if we run the same bench on more than one.
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}
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SkDebugf("%s\t%s\t%s\n", humanize(stats.median).c_str(), bench->getName(), config);
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} else {
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const double stddev_percent = 100 * sqrt(stats.var) / stats.mean;
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SkDebugf("%d\t%s\t%s\t%s\t%s\t%.0f%%\t%s\t%s\t%s\n"
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, loops
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, humanize(stats.min).c_str()
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, humanize(stats.median).c_str()
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, humanize(stats.mean).c_str()
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, humanize(stats.max).c_str()
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, stddev_percent
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, stats.plot.c_str()
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, config
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, bench->getName()
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);
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}
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}
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targets.deleteAll();
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}
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return 0;
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}
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#if !defined SK_BUILD_FOR_IOS
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int main(int argc, char * const argv[]) {
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return tool_main(argc, (char**) argv);
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}
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#endif
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