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Side by Side Diff: bench/GLVertexAttributesBench.cpp

Issue 1213233011: Benchmark to test cost for additional vertex attributes (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 5 months ago
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1 /*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "Benchmark.h"
9 #include "SkCanvas.h"
10 #include "SkImageEncoder.h"
11 #if SK_SUPPORT_GPU
12 #include "GrTest.h"
13 #include "gl/GrGLGLSL.h"
14 #include "gl/GrGLInterface.h"
15 #include "gl/GrGLShaderVar.h"
16 #include "gl/GrGLUtil.h"
17 #include "glsl/GrGLSLCaps.h"
18 #include <stdio.h>
19
20 /*
21 * This is a native GL benchmark for determining the cost of uploading vertex at tributes
22 */
23 class GLVertexAttributesBench : public Benchmark {
24 public:
25 GLVertexAttributesBench(uint32_t attribs)
26 : fTexture(0)
27 , fBuffers(0)
28 , fProgram(0)
29 , fVAO(0)
30 , fVBO(0)
31 , fAttribs(attribs)
32 , fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
33 fName.appendf("GLVertexAttributesBench_%d", fAttribs);
34 }
35
36 protected:
37 const char* onGetName() override { return fName.c_str(); }
38 void onPerCanvasPreDraw(SkCanvas* canvas) override;
39 void setup(const GrGLContext*);
40 void onDraw(int loops, SkCanvas*) override;
41 void onPerCanvasPostDraw(SkCanvas* canvas) override;
42
43 static const GrGLuint kScreenWidth = 800;
44 static const GrGLuint kScreenHeight = 600;
45 static const uint32_t kNumTri = 10000;
46 static const uint32_t kVerticesPerTri = 3;
47 static const uint32_t kDrawMultiplier = 512;
48 static const uint32_t kMaxAttribs = 7;
49
50 private:
51 GrGLuint fTexture;
52 SkTArray<GrGLuint> fBuffers;
53 GrGLuint fProgram;
54 GrGLuint fVAO;
55 GrGLuint fVBO;
56 SkTArray<unsigned char> fVertices;
57 uint32_t fAttribs;
58 size_t fStride;
59 SkString fName;
60 typedef Benchmark INHERITED;
61 };
62
63 static const GrGLContext* get_gl_context(SkCanvas* canvas) {
64 // This bench exclusively tests GL calls directly
65 if (NULL == canvas->getGrContext()) {
66 return NULL;
67 }
68 GrContext* context = canvas->getGrContext();
69
70 GrTestTarget tt;
71 context->getTestTarget(&tt);
72 if (!tt.target()) {
73 SkDebugf("Couldn't get Gr test target.");
74 return NULL;
75 }
76
77 const GrGLContext* ctx = tt.glContext();
78 if (!ctx) {
79 SkDebugf("Couldn't get an interface\n");
80 return NULL;
81 }
82
83 return ctx;
84 }
85
86 void GLVertexAttributesBench::onPerCanvasPreDraw(SkCanvas* canvas) {
87 // This bench exclusively tests GL calls directly
88 const GrGLContext* ctx = get_gl_context(canvas);
89 if (!ctx) {
90 return;
91 }
92 this->setup(ctx);
93 }
94
95 void GLVertexAttributesBench::onPerCanvasPostDraw(SkCanvas* canvas) {
96 // This bench exclusively tests GL calls directly
97 const GrGLContext* ctx = get_gl_context(canvas);
98 if (!ctx) {
99 return;
100 }
101
102 const GrGLInterface* gl = ctx->interface();
103
104 // teardown
105 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
106 GR_GL_CALL(gl, BindVertexArray(0));
107 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
108 GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
109 GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
110 GR_GL_CALL(gl, DeleteProgram(fProgram));
111 GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
112 GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
113 }
114
115 //////////////////////////////////////////////////////////////////////////////// ///////////////////
116
117 static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGL enum type) {
118 GrGLuint shader;
119 // Create the shader object
120 GR_GL_CALL_RET(gl, shader, CreateShader(type));
121
122 // Load the shader source
123 GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
124
125 // Compile the shader
126 GR_GL_CALL(gl, CompileShader(shader));
127
128 // Check for compile time errors
129 GrGLint success;
130 GrGLchar infoLog[512];
131 GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
132 if (!success) {
133 GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
134 SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
135 }
136
137 return shader;
138 }
139
140 static GrGLuint compile_shader(const GrGLContext* ctx, uint32_t attribs) {
141 const char* version = GrGLGetGLSLVersionDecl(*ctx);
142
143 // setup vertex shader
144 GrGLShaderVar aPosition("a_position", kVec4f_GrSLType, GrShaderVar::kAttribu te_TypeModifier);
145 SkTArray<GrGLShaderVar> aVars;
146 SkTArray<GrGLShaderVar> oVars;
147
148 SkString vshaderTxt(version);
149 aPosition.appendDecl(*ctx, &vshaderTxt);
150 vshaderTxt.append(";\n");
151
152 for (uint32_t i = 0; i < attribs; i++) {
153 SkString aname;
154 aname.appendf("a_color_%d", i);
155 aVars.push_back(GrGLShaderVar(aname.c_str(),
156 kVec4f_GrSLType,
157 GrShaderVar::kAttribute_TypeModifier));
158
159 SkString oname;
160 oname.appendf("o_color_%d", i);
161 oVars.push_back(GrGLShaderVar(oname.c_str(),
162 kVec4f_GrSLType,
163 GrShaderVar::kVaryingOut_TypeModifier));
164 aVars.back().appendDecl(*ctx, &vshaderTxt);
165 vshaderTxt.append(";\n");
166 oVars.back().appendDecl(*ctx, &vshaderTxt);
167 vshaderTxt.append(";\n");
168
169 }
170
171 vshaderTxt.append(
172 "void main()\n"
173 "{\n"
174 "gl_Position = a_position;\n");
175
176 for (uint32_t i = 0; i < attribs; i++) {
177 vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str());
178 }
179
180 vshaderTxt.append("}\n");
181
182 const GrGLInterface* gl = ctx->interface();
183 GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHA DER);
184
185 // setup fragment shader
186 GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_T ypeModifier);
187 SkString fshaderTxt(version);
188 GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->f Standard,
189 &fshaderTxt);
190
191 const char* fsOutName;
192 if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
193 oFragColor.appendDecl(*ctx, &fshaderTxt);
194 fshaderTxt.append(";\n");
195 fsOutName = oFragColor.c_str();
196 } else {
197 fsOutName = "gl_FragColor";
198 }
199
200 for (uint32_t i = 0; i < attribs; i++) {
201 oVars[i].setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
202 oVars[i].appendDecl(*ctx, &fshaderTxt);
203 fshaderTxt.append(";\n");
204 }
205
206 fshaderTxt.appendf(
207 "void main()\n"
208 "{\n"
209 "%s = ", fsOutName);
210
211 if (attribs == 0) {
212 fshaderTxt.append("vec4(0.0f, 0.0f, 0.0f, 1.f)");
213 } else {
214 fshaderTxt.appendf("%s", oVars[0].c_str());
215 for (uint32_t i = 1; i < attribs; i++) {
216 fshaderTxt.appendf(" + %s", oVars[i].c_str());
217 }
218 }
219
220 fshaderTxt.append(";\n"
221 "}\n");
222
223 GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT _SHADER);
224
225 GrGLint shaderProgram;
226 GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
227 GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
228 GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
229 GR_GL_CALL(gl, LinkProgram(shaderProgram));
230
231 // Check for linking errors
232 GrGLint success;
233 GrGLchar infoLog[512];
234 GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
235 if (!success) {
236 GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
237 SkDebugf("Linker Error: %s\n", infoLog);
238 }
239 GR_GL_CALL(gl, DeleteShader(vertexShader));
240 GR_GL_CALL(gl, DeleteShader(fragmentShader));
241
242 return shaderProgram;
243 }
244
245 //#define DUMP_IMAGES
246 #ifdef DUMP_IMAGES
247 static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t s creenHeight,
248 const char* filename) {
249 // read back pixels
250 uint32_t readback[screenWidth * screenHeight];
251 GR_GL_CALL(gl, ReadPixels(0, // x
252 0, // y
253 screenWidth, // width
254 screenHeight, // height
255 GR_GL_RGBA, //format
256 GR_GL_UNSIGNED_BYTE, //type
257 readback));
258
259 // dump png
260 SkBitmap bm;
261 if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight) )) {
262 SkDebugf("couldn't allocate bitmap\n");
263 return;
264 }
265
266 bm.setPixels(readback);
267
268 if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100 )) {
269 SkDebugf("------ failed to encode %s\n", filename);
270 remove(filename); // remove any partial file
271 return;
272 }
273 }
274 #endif
275
276 static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int scre enHeight) {
277 //Setup framebuffer
278 GrGLuint texture;
279 GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
280 GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
281 GR_GL_CALL(gl, GenTextures(1, &texture));
282 GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
283 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
284 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_ GL_NEAREST));
285 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_ GL_NEAREST));
286 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_C LAMP_TO_EDGE));
287 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_C LAMP_TO_EDGE));
288 GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
289 0, //level
290 GR_GL_RGBA8, //internal format
291 screenWidth, // width
292 screenHeight, // height
293 0, //border
294 GR_GL_RGBA, //format
295 GR_GL_UNSIGNED_BYTE, // type
296 NULL));
297
298 // bind framebuffer
299 GrGLuint framebuffer;
300 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
301 GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
302 GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
303 GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
304 GR_GL_COLOR_ATTACHMENT0,
305 GR_GL_TEXTURE_2D,
306 texture, 0));
307 GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
308 GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
309 }
310
311 //////////////////////////////////////////////////////////////////////////////// ///////////////////
312
313 void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
314 const GrGLInterface* gl = ctx->interface();
315 setup_framebuffer(gl, kScreenWidth, kScreenHeight);
316
317 fProgram = compile_shader(ctx, fAttribs);
318
319 // setup matrices
320 SkMatrix viewMatrices[kNumTri];
321 for (uint32_t i = 0 ; i < kNumTri; i++) {
322 SkMatrix m = SkMatrix::I();
323 m.setScale(0.0001f, 0.0001f);
324 viewMatrices[i] = m;
325 }
326
327 // setup VAO
328 GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
329 GR_GL_CALL(gl, BindVertexArray(fVAO));
330
331 // presetup vertex attributes, color is set to be a light gray no matter how many vertex
332 // attributes are used
333 float targetColor = 0.9f;
334 float colorContribution = targetColor / fAttribs;
335 fVertices.reset(kVerticesPerTri * kNumTri * fStride);
336 for (uint32_t i = 0; i < kNumTri; i++) {
337 unsigned char* ptr = &fVertices[i * kVerticesPerTri * fStride];
338 SkPoint* p = reinterpret_cast<SkPoint*>(ptr);
339 p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
340 p = reinterpret_cast<SkPoint*>(ptr + fStride);
341 p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
342 p = reinterpret_cast<SkPoint*>(ptr + fStride * 2);
343 p->set( 1.0f, 1.0f); p++; p->set( 0.0f, 1.0f);
344
345 SkPoint* position = reinterpret_cast<SkPoint*>(ptr);
346 viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri);
347
348 // set colors
349 for (uint32_t j = 0; j < kVerticesPerTri; j++) {
350 GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint ) + fStride * j);
351 for (uint32_t k = 0; k < fAttribs * 4; k += 4) {
352 f[k] = colorContribution;
353 f[k + 1] = colorContribution;
354 f[k + 2] = colorContribution;
355 f[k + 3] = 1.0f;
356 }
357 }
358 }
359
360 GR_GL_CALL(gl, GenBuffers(1, &fVBO));
361 fBuffers.push_back(fVBO);
362
363 // clear screen
364 GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
365 GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
366
367 // set us up to draw
368 GR_GL_CALL(gl, UseProgram(fProgram));
369 GR_GL_CALL(gl, BindVertexArray(fVAO));
370 }
371
372 void GLVertexAttributesBench::onDraw(const int loops, SkCanvas* canvas) {
373 const GrGLContext* ctx = get_gl_context(canvas);
374 if (!ctx) {
375 return;
376 }
377
378 const GrGLInterface* gl = ctx->interface();
379
380 // upload vertex attributes
381 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO));
382 GR_GL_CALL(gl, EnableVertexAttribArray(0));
383 GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, fStride,
384 (GrGLvoid*)0));
385
386 size_t runningStride = 2 * sizeof(SkPoint);
387 for (uint32_t i = 0; i < fAttribs; i++) {
388 int attribId = i + 1;
389 GR_GL_CALL(gl, EnableVertexAttribArray(attribId));
390 GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE , fStride,
391 (GrGLvoid*)(runningStride)));
392 runningStride += sizeof(GrGLfloat) * 4;
393 }
394
395 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.b egin(),
396 GR_GL_STATIC_DRAW));
bsalomon 2015/06/30 19:37:15 I think we typically use DYNAMIC or STREAM because
397
398 uint32_t maxTrianglesPerFlush = kNumTri;
399 uint32_t trianglesToDraw = loops * kDrawMultiplier;
400
401 while (trianglesToDraw > 0) {
402 uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
403 GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangle s));
404 trianglesToDraw -= triangles;
405 }
406
407 #ifdef DUMP_IMAGES
408 //const char* filename = "/data/local/tmp/out.png";
409 SkString filename("out");
410 filename.appendf("_%s.png", this->getName());
411 dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
412 #endif
413 }
414
415
416 ///////////////////////////////////////////////////////////////////////////////
417
418 DEF_BENCH( return new GLVertexAttributesBench(0) )
419 DEF_BENCH( return new GLVertexAttributesBench(1) )
420 DEF_BENCH( return new GLVertexAttributesBench(2) )
421 DEF_BENCH( return new GLVertexAttributesBench(3) )
422 DEF_BENCH( return new GLVertexAttributesBench(4) )
423 DEF_BENCH( return new GLVertexAttributesBench(5) )
424 DEF_BENCH( return new GLVertexAttributesBench(6) )
425 DEF_BENCH( return new GLVertexAttributesBench(7) )
426 #endif
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