e784db417d
TBR=bsalomon@google.com BUG=skia: Review URL: https://codereview.chromium.org/1217843002
717 lines
26 KiB
C++
717 lines
26 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 "Benchmark.h"
|
|
#include "SkCanvas.h"
|
|
#include "SkImageEncoder.h"
|
|
#if SK_SUPPORT_GPU
|
|
#include "GrTest.h"
|
|
#include "gl/GrGLGLSL.h"
|
|
#include "gl/GrGLInterface.h"
|
|
#include "gl/GrGLShaderVar.h"
|
|
#include "gl/GrGLUtil.h"
|
|
#include "glsl/GrGLSLCaps.h"
|
|
#include <stdio.h>
|
|
|
|
/*
|
|
* This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this
|
|
* functionality, we draw n * kDrawMultipier triangles per run. If this number is less than
|
|
* kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do
|
|
* multiple draws.
|
|
*
|
|
* Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
|
|
* issued.
|
|
*/
|
|
class GLInstancedArraysBench : public Benchmark {
|
|
public:
|
|
GLInstancedArraysBench() : fTexture(0) {}
|
|
|
|
protected:
|
|
void onPerCanvasPreDraw(SkCanvas* canvas) override;
|
|
virtual void setup(const GrGLContext*)=0;
|
|
void onPerCanvasPostDraw(SkCanvas* canvas) override;
|
|
virtual void teardown(const GrGLInterface*)=0;
|
|
|
|
static const GrGLuint kScreenWidth = 800;
|
|
static const GrGLuint kScreenHeight = 600;
|
|
static const uint32_t kNumTri = 10000;
|
|
static const uint32_t kVerticesPerTri = 3;
|
|
static const uint32_t kDrawMultiplier = 512;
|
|
|
|
private:
|
|
GrGLuint fTexture;
|
|
typedef Benchmark INHERITED;
|
|
};
|
|
|
|
#if 0
|
|
class GLGpuPosInstancedArraysBench : public GLInstancedArraysBench {
|
|
protected:
|
|
const char* onGetName() override {
|
|
return "GLInstancedArraysBench_gpupos";
|
|
}
|
|
|
|
void setup(const GrGLContext*) override;
|
|
void onDraw(const int loops, SkCanvas* canvas) override;
|
|
};
|
|
#endif
|
|
|
|
class GLCpuPosInstancedArraysBench : public GLInstancedArraysBench {
|
|
public:
|
|
/*
|
|
* Clients can decide to use either:
|
|
* kUseOne_VboSetup - one vertex buffer with colors and positions interleaved
|
|
* kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions
|
|
* kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
|
|
* instance colors
|
|
*/
|
|
enum VboSetup {
|
|
kUseOne_VboSetup,
|
|
kUseTwo_VboSetup,
|
|
kUseInstance_VboSetup,
|
|
};
|
|
|
|
/*
|
|
* drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
|
|
* 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is
|
|
* kDrawMultipier.
|
|
*/
|
|
GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
|
|
: fVboSetup(vboSetup)
|
|
, fDrawDiv(drawDiv)
|
|
, fProgram(0)
|
|
, fVAO(0) {
|
|
fName = VboSetupToStr(vboSetup, fDrawDiv);
|
|
}
|
|
|
|
protected:
|
|
const char* onGetName() override {
|
|
return fName.c_str();
|
|
}
|
|
|
|
void setup(const GrGLContext*) override;
|
|
void onDraw(const int loops, SkCanvas* canvas) override;
|
|
void teardown(const GrGLInterface*) override;
|
|
|
|
private:
|
|
void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
|
|
void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
|
|
void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
|
|
|
|
static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
|
|
SkString name("GLInstancedArraysBench");
|
|
switch (vboSetup) {
|
|
default:
|
|
case kUseOne_VboSetup:
|
|
name.appendf("_one_%u", drawDiv);
|
|
break;
|
|
case kUseTwo_VboSetup:
|
|
name.appendf("_two_%u", drawDiv);
|
|
break;
|
|
case kUseInstance_VboSetup:
|
|
name.append("_instance");
|
|
break;
|
|
}
|
|
return name;
|
|
}
|
|
|
|
SkString fName;
|
|
VboSetup fVboSetup;
|
|
uint32_t fDrawDiv;
|
|
SkTArray<GrGLuint> fBuffers;
|
|
GrGLuint fProgram;
|
|
GrGLuint fVAO;
|
|
};
|
|
|
|
static const GrGLContext* get_gl_context(SkCanvas* canvas) {
|
|
// This bench exclusively tests GL calls directly
|
|
if (NULL == canvas->getGrContext()) {
|
|
return NULL;
|
|
}
|
|
GrContext* context = canvas->getGrContext();
|
|
|
|
GrTestTarget tt;
|
|
context->getTestTarget(&tt);
|
|
if (!tt.target()) {
|
|
SkDebugf("Couldn't get Gr test target.");
|
|
return NULL;
|
|
}
|
|
|
|
const GrGLContext* ctx = tt.glContext();
|
|
if (!ctx) {
|
|
SkDebugf("Couldn't get an interface\n");
|
|
return NULL;
|
|
}
|
|
|
|
// We only care about gpus with drawArraysInstanced support
|
|
if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
|
|
return NULL;
|
|
}
|
|
return ctx;
|
|
}
|
|
|
|
void GLInstancedArraysBench::onPerCanvasPreDraw(SkCanvas* canvas) {
|
|
// This bench exclusively tests GL calls directly
|
|
const GrGLContext* ctx = get_gl_context(canvas);
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
this->setup(ctx);
|
|
}
|
|
|
|
void GLInstancedArraysBench::onPerCanvasPostDraw(SkCanvas* canvas) {
|
|
// This bench exclusively tests GL calls directly
|
|
const GrGLContext* ctx = get_gl_context(canvas);
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
// teardown
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
|
|
GR_GL_CALL(gl, BindVertexArray(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, &fTexture));
|
|
|
|
this->teardown(gl);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// TODO move all of the gpu positioning stuff to a new file
|
|
#ifdef GPU_POS
|
|
static const char* gpu_vertex_shader =
|
|
"layout (location = 0) in vec2 position;\n"
|
|
"layout (location = 1) in vec3 color;\n"
|
|
"layout (location = 2) in mat3 offset;\n"
|
|
|
|
"out vec3 fColor;\n"
|
|
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(offset * vec3(position, 1.0f), 1.f);\n"
|
|
"fColor = color;\n"
|
|
"}\n";
|
|
#endif
|
|
|
|
static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
|
|
GrGLuint shader;
|
|
// Create the shader object
|
|
GR_GL_CALL_RET(gl, shader, CreateShader(type));
|
|
|
|
// Load the shader source
|
|
GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
|
|
|
|
// Compile the shader
|
|
GR_GL_CALL(gl, CompileShader(shader));
|
|
|
|
// Check for compile time errors
|
|
GrGLint success;
|
|
GrGLchar infoLog[512];
|
|
GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
|
|
if (!success)
|
|
{
|
|
GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
|
|
SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
static GrGLuint compile_shader(const GrGLContext* ctx) {
|
|
const char* version = GrGLGetGLSLVersionDecl(*ctx);
|
|
|
|
// setup vertex shader
|
|
GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
|
|
GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
|
|
|
|
SkString vshaderTxt(version);
|
|
aPosition.appendDecl(*ctx, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
aColor.appendDecl(*ctx, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
oColor.appendDecl(*ctx, &vshaderTxt);
|
|
vshaderTxt.append(";\n");
|
|
|
|
vshaderTxt.append(
|
|
"void main()\n"
|
|
"{\n"
|
|
"gl_Position = vec4(a_position, 0.f, 1.f);\n"
|
|
"o_color = a_color;\n"
|
|
"}\n");
|
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHADER);
|
|
|
|
// setup fragment shader
|
|
GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
|
|
SkString fshaderTxt(version);
|
|
GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
|
|
&fshaderTxt);
|
|
oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
|
|
oColor.appendDecl(*ctx, &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
|
|
const char* fsOutName;
|
|
if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
|
|
oFragColor.appendDecl(*ctx, &fshaderTxt);
|
|
fshaderTxt.append(";\n");
|
|
fsOutName = oFragColor.c_str();
|
|
} else {
|
|
fsOutName = "gl_FragColor";
|
|
}
|
|
|
|
fshaderTxt.appendf(
|
|
"void main()\n"
|
|
"{\n"
|
|
"%s = vec4(o_color, 1.0f);\n"
|
|
"}\n", fsOutName);
|
|
|
|
GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT_SHADER);
|
|
|
|
GrGLint 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;
|
|
GrGLchar infoLog[512];
|
|
GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
|
|
if (!success) {
|
|
GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
|
|
SkDebugf("Linker Error: %s\n", infoLog);
|
|
}
|
|
GR_GL_CALL(gl, DeleteShader(vertexShader));
|
|
GR_GL_CALL(gl, DeleteShader(fragmentShader));
|
|
|
|
return shaderProgram;
|
|
}
|
|
|
|
//#define DUMP_IMAGES
|
|
#ifdef DUMP_IMAGES
|
|
static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
|
|
const char* filename) {
|
|
// read back pixels
|
|
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));
|
|
|
|
// dump png
|
|
SkBitmap bm;
|
|
if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
|
|
SkDebugf("couldn't allocate bitmap\n");
|
|
return;
|
|
}
|
|
|
|
bm.setPixels(readback);
|
|
|
|
if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100)) {
|
|
SkDebugf("------ failed to encode %s\n", filename);
|
|
remove(filename); // remove any partial file
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
|
|
//Setup framebuffer
|
|
GrGLuint texture;
|
|
GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
|
|
GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
|
|
GR_GL_CALL(gl, GenTextures(1, &texture));
|
|
GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
|
|
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_RGBA8, //internal format
|
|
screenWidth, // width
|
|
screenHeight, // height
|
|
0, //border
|
|
GR_GL_RGBA, //format
|
|
GR_GL_UNSIGNED_BYTE, // type
|
|
NULL));
|
|
|
|
// 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));
|
|
}
|
|
|
|
template<typename Func>
|
|
static void setup_matrices(int numQuads, Func f) {
|
|
#if 0
|
|
float max = sqrt(numQuads);
|
|
float pos = 1.f / (2 * max);
|
|
GrGLfloat offset = pos * 2;
|
|
for(GrGLint row = 0; row < max; row++) {
|
|
for(GrGLint col = 0; col < max; col++) {
|
|
SkScalar xOffset = col / max * 2.f - 1.f + offset;
|
|
SkScalar yOffset = row / max * 2.f - 1.f + offset;
|
|
SkMatrix translation;
|
|
SkRandom random;
|
|
translation.setScale(pos, pos);
|
|
translation.postTranslate(xOffset, yOffset);
|
|
f(translation);
|
|
}
|
|
}
|
|
#endif
|
|
// 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(0.0001f, 0.0001f);
|
|
f(m);
|
|
}
|
|
}
|
|
|
|
#ifdef GPU_POS
|
|
void GLGpuPosInstancedArraysBench::setup(const GrGLInterface* gl) {
|
|
setup_framebuffer(gl, kScreenWidth, kScreenHeight);
|
|
|
|
// compile and use shaders
|
|
GrGLint shaderProgram = compile_shader(gl, gpu_vertex_shader, fragment_shader);
|
|
|
|
// translations
|
|
int index = 0;
|
|
GrGLfloat viewMatrices[fNumQuads * fSkMatrixNumCells];
|
|
setup_matrices(fNumQuads, [&index, &viewMatrices](const SkMatrix& m) {
|
|
GrGLGetMatrix<3>(&viewMatrices[index], m);
|
|
index += fSkMatrixNumCells;
|
|
});
|
|
|
|
// Constants for our various shader programs
|
|
GrGLfloat quad_vertices[] = {
|
|
// Positions // Colors
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
|
|
|
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
|
|
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f, 0.0f, 1.0f, 1.0f
|
|
};
|
|
|
|
// update vertex data
|
|
GrGLuint quadVAO, quadVBO;
|
|
GR_GL_CALL(gl, GenVertexArrays(1, &quadVAO));
|
|
GR_GL_CALL(gl, GenBuffers(1, &quadVBO));
|
|
GR_GL_CALL(gl, BindVertexArray(quadVAO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, quadVBO));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)0));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)(2 * sizeof(GrGLfloat))));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GR_GL_STATIC_DRAW));
|
|
|
|
// Also set instance data
|
|
GrGLuint instanceVBO;
|
|
GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(GrGLfloat) * fSkMatrixNumCells * fNumQuads,
|
|
&viewMatrices[0], GR_GL_STATIC_DRAW));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(2));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(3));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(4));
|
|
GR_GL_CALL(gl, VertexAttribPointer(2, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(3, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(3 * sizeof(GrGLfloat))));
|
|
GR_GL_CALL(gl, VertexAttribPointer(4, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(6 * sizeof(GrGLfloat))));
|
|
GR_GL_CALL(gl, VertexAttribDivisor(2, 1));
|
|
GR_GL_CALL(gl, VertexAttribDivisor(3, 1));
|
|
GR_GL_CALL(gl, VertexAttribDivisor(4, 1));
|
|
|
|
// draw
|
|
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
|
|
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
|
|
|
|
// set us up to draw
|
|
GR_GL_CALL(gl, UseProgram(shaderProgram));
|
|
GR_GL_CALL(gl, BindVertexArray(quadVAO));
|
|
}
|
|
|
|
void GLGpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
|
|
const GrGLInterface* gl = get_interface(canvas);
|
|
if (!gl) {
|
|
return;
|
|
}
|
|
|
|
GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, 6, fNumQuads));
|
|
|
|
#ifdef DUMP_IMAGES
|
|
const char* filename = "out.png";
|
|
dump_image(gl, kScreenWidth, kScreenHeight, filename);
|
|
#endif
|
|
SkFAIL("done\n");
|
|
}
|
|
|
|
static uint32_t setup_quad_index_buffer(const GrGLInterface* gl) {
|
|
static const int kMaxQuads = 1;//1 << 12; // max possible: (1 << 14) - 1;
|
|
GR_STATIC_ASSERT(4 * kMaxQuads <= 65535);
|
|
static const uint16_t kPattern[] = { 0, 1, 2, 0, 2, 3 };
|
|
static const int kPatternSize = 6;
|
|
static const int kVertCount = 4;
|
|
static const int kIndicesCount = kPatternSize * kMaxQuads;
|
|
int size = kPatternSize * kMaxQuads * sizeof(uint16_t);
|
|
|
|
uint16_t* data = SkNEW_ARRAY(uint16_t, kMaxQuads * kPatternSize);
|
|
|
|
for (int i = 0; i < kMaxQuads; ++i) {
|
|
int baseIdx = i * kPatternSize;
|
|
uint16_t baseVert = (uint16_t)(i * kVertCount);
|
|
for (int j = 0; j < kPatternSize; ++j) {
|
|
data[baseIdx+j] = baseVert + kPattern[j];
|
|
}
|
|
}
|
|
|
|
GrGLuint quadIBO;
|
|
GR_GL_CALL(gl, GenBuffers(1, &quadIBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, quadIBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ELEMENT_ARRAY_BUFFER, size, data, GR_GL_STATIC_DRAW));
|
|
|
|
SkDELETE_ARRAY(data);
|
|
return kIndicesCount;
|
|
}
|
|
#endif
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// We draw all of the instances at a single place because we aren't allowed to have per vertex
|
|
// per instance attributes
|
|
SkPoint positions[kVerticesPerTri];
|
|
positions[0].set(-1.0f, -1.0f);
|
|
positions[1].set( 1.0f, -1.0f);
|
|
positions[2].set( 1.0f, 1.0f);
|
|
viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
|
|
|
|
// setup colors so we can detect we are actually drawing instances(the last triangle will be
|
|
// a different color)
|
|
GrGLfloat colors[kVerticesPerTri * kNumTri];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
// set colors
|
|
uint32_t offset = i * kVerticesPerTri;
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
|
|
}
|
|
|
|
GrGLuint posVBO;
|
|
// setup position VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
|
|
// setup color VBO
|
|
GrGLuint instanceVBO;
|
|
GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
|
|
fBuffers.push_back(posVBO);
|
|
fBuffers.push_back(instanceVBO);
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// Constants for our various shader programs
|
|
SkPoint positions[kVerticesPerTri * kNumTri];
|
|
GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
SkPoint* position = &positions[i * kVerticesPerTri];
|
|
position[0].set(-1.0f, -1.0f);
|
|
position[1].set( 1.0f, -1.0f);
|
|
position[2].set( 1.0f, 1.0f);
|
|
viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
|
|
|
|
// set colors
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
uint32_t offset = i * kVerticesPerTri * 3;
|
|
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
|
|
colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
|
|
}
|
|
}
|
|
|
|
GrGLuint posVBO, colorVBO;
|
|
// setup position VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &posVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(0));
|
|
GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
|
|
|
|
// setup color VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
|
|
GR_GL_CALL(gl, EnableVertexAttribArray(1));
|
|
GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
|
|
(GrGLvoid*)0));
|
|
GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
|
|
|
|
fBuffers.push_back(posVBO);
|
|
fBuffers.push_back(colorVBO);
|
|
}
|
|
|
|
struct Vertex {
|
|
SkPoint fPositions;
|
|
GrGLfloat fColors[3];
|
|
};
|
|
|
|
void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
|
|
const SkMatrix* viewMatrices) {
|
|
// Constants for our various shader programs
|
|
Vertex vertices[kVerticesPerTri * kNumTri];
|
|
for (uint32_t i = 0; i < kNumTri; i++) {
|
|
Vertex* v = &vertices[i * kVerticesPerTri];
|
|
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);
|
|
|
|
// set colors
|
|
float color = i == kNumTri - 1 ? 1.0f : 0.0f;
|
|
for (uint32_t j = 0; j < kVerticesPerTri; j++) {
|
|
uint32_t offset = 0;
|
|
v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
|
|
v++;
|
|
}
|
|
}
|
|
|
|
GrGLuint vbo;
|
|
// setup VBO
|
|
GR_GL_CALL(gl, GenBuffers(1, &vbo));
|
|
GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
|
|
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));
|
|
fBuffers.push_back(vbo);
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
|
|
const GrGLInterface* gl = ctx->interface();
|
|
setup_framebuffer(gl, kScreenWidth, kScreenHeight);
|
|
|
|
fProgram = compile_shader(ctx);
|
|
|
|
// setup matrices
|
|
int index = 0;
|
|
SkMatrix viewMatrices[kNumTri];
|
|
setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
|
|
viewMatrices[index++] = m;
|
|
});
|
|
|
|
// setup VAO
|
|
GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
|
|
GR_GL_CALL(gl, BindVertexArray(fVAO));
|
|
|
|
switch (fVboSetup) {
|
|
case kUseOne_VboSetup:
|
|
this->setupSingleVbo(gl, viewMatrices);
|
|
break;
|
|
case kUseTwo_VboSetup:
|
|
this->setupDoubleVbo(gl, viewMatrices);
|
|
break;
|
|
case kUseInstance_VboSetup:
|
|
this->setupInstanceVbo(gl, viewMatrices);
|
|
break;
|
|
}
|
|
|
|
// clear screen
|
|
GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
|
|
GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
|
|
|
|
// set us up to draw
|
|
GR_GL_CALL(gl, UseProgram(fProgram));
|
|
GR_GL_CALL(gl, BindVertexArray(fVAO));
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
|
|
const GrGLContext* ctx = get_gl_context(canvas);
|
|
if (!ctx) {
|
|
return;
|
|
}
|
|
|
|
const GrGLInterface* gl = ctx->interface();
|
|
|
|
uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
|
|
kDrawMultiplier / fDrawDiv;
|
|
uint32_t trianglesToDraw = loops * kDrawMultiplier;
|
|
|
|
if (kUseInstance_VboSetup == fVboSetup) {
|
|
while (trianglesToDraw > 0) {
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
|
|
trianglesToDraw -= triangles;
|
|
}
|
|
} else {
|
|
while (trianglesToDraw > 0) {
|
|
uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
|
|
GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
|
|
trianglesToDraw -= triangles;
|
|
}
|
|
}
|
|
|
|
#ifdef DUMP_IMAGES
|
|
//const char* filename = "/data/local/tmp/out.png";
|
|
SkString filename("out");
|
|
filename.appendf("_%s.png", this->getName());
|
|
dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
|
|
#endif
|
|
}
|
|
|
|
void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
|
|
GR_GL_CALL(gl, DeleteProgram(fProgram));
|
|
GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
|
|
GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
|
|
DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
|
|
|
|
#endif
|