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Side by Side Diff: bench/GLInstancedArraysBench.cpp

Issue 1216663002: Benchmark to test native perf of GL Instanced Ararys (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: feedbackinc Created 5 years, 6 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 instanced arrays
22 */
23 class GLInstancedArraysBench : public Benchmark {
24 protected:
25 void onPerCanvasPreDraw(SkCanvas* canvas) override;
26 virtual void setup(const GrGLContext*)=0;
27 void onPerCanvasPostDraw(SkCanvas* canvas) override;
28 virtual void teardown(const GrGLInterface*)=0;
29
30 static const GrGLuint kScreenWidth = 800;
31 static const GrGLuint kScreenHeight = 600;
32 static const uint32_t kNumTri = 10000;
33 static const uint32_t kVerticesPerTri = 3;
34 static const uint32_t kDrawMultiplier = 512;
35
36 private:
37 GrGLuint fTexture;
38 typedef Benchmark INHERITED;
39 };
40
41 #if 0
42 class GLGpuPosInstancedArraysBench : public GLInstancedArraysBench {
43 protected:
44 const char* onGetName() override {
45 return "GLInstancedArraysBench_gpupos";
46 }
47
48 void setup(const GrGLContext*) override;
49 void onDraw(const int loops, SkCanvas* canvas) override;
50 };
51 #endif
52
53 class GLCpuPosInstancedArraysBench : public GLInstancedArraysBench {
54 public:
55 enum VboSetup {
56 kUseOne_VboSetup,
bsalomon 2015/06/26 19:45:36 comments? Don't think this is intuitive
57 kUseTwo_VboSetup,
58 kUseInstance_VboSetup,
59 };
60
61 GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
bsalomon 2015/06/26 19:45:37 comments about what drawDiv means?
62 : fVboSetup(vboSetup)
63 , fDrawDiv(drawDiv) {
64 fName = VboSetupToStr(vboSetup, fDrawDiv);
65 }
66
67 protected:
68 const char* onGetName() override {
69 return fName.c_str();
70 }
71
72 void setup(const GrGLContext*) override;
73 void onDraw(const int loops, SkCanvas* canvas) override;
74 void teardown(const GrGLInterface*) override;
75
76 private:
77 void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
78 void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
79 void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
80
81 static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
82 SkString name("GLInstancedArraysBench");
83 switch (vboSetup) {
84 default:
85 case kUseOne_VboSetup:
86 name.appendf("_one_%u", drawDiv);
87 break;
88 case kUseTwo_VboSetup:
89 name.appendf("_two_%u", drawDiv);
90 break;
91 case kUseInstance_VboSetup:
92 name.append("_instance");
93 break;
94 }
95 return name;
96 }
97
98 SkString fName;
99 VboSetup fVboSetup;
100 uint32_t fDrawDiv;
101 SkTArray<GrGLuint> fBuffers;
102 GrGLuint fProgram;
103 GrGLuint fVAO;
104 };
105
106 static const GrGLContext* get_gl_context(SkCanvas* canvas) {
107 // This bench exclusively tests GL calls directly
108 if (NULL == canvas->getGrContext()) {
109 return NULL;
110 }
111 GrContext* context = canvas->getGrContext();
112
113 GrTestTarget tt;
114 context->getTestTarget(&tt);
115 if (!tt.target()) {
116 SkDebugf("Couldn't get Gr test target.");
117 return NULL;
118 }
119
120 const GrGLContext* ctx = tt.glContext();
121 if (!ctx) {
122 SkDebugf("Couldn't get an interface\n");
123 return NULL;
124 }
125
126 // We only care about gpus with drawArraysInstanced support
127 if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
128 return NULL;
129 }
130 return ctx;
131 }
132
133 void GLInstancedArraysBench::onPerCanvasPreDraw(SkCanvas* canvas) {
134 // This bench exclusively tests GL calls directly
135 const GrGLContext* ctx = get_gl_context(canvas);
136 if (!ctx) {
137 return;
138 }
139 this->setup(ctx);
140 }
141
142 void GLInstancedArraysBench::onPerCanvasPostDraw(SkCanvas* canvas) {
143 // This bench exclusively tests GL calls directly
144 const GrGLContext* ctx = get_gl_context(canvas);
145 if (!ctx) {
146 return;
147 }
148
149 const GrGLInterface* gl = ctx->interface();
150
151 // teardown
152 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
153 GR_GL_CALL(gl, BindVertexArray(0));
154 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
155 GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
156 GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
157
158 this->teardown(gl);
159 }
160
161 //////////////////////////////////////////////////////////////////////////////// ///////////////////
162
163 // TODO move all of the gpu positioning stuff to a new file
164 #ifdef GPU_POS
165 static const char* gpu_vertex_shader =
166 "layout (location = 0) in vec2 position;\n"
167 "layout (location = 1) in vec3 color;\n"
168 "layout (location = 2) in mat3 offset;\n"
169
170 "out vec3 fColor;\n"
171
172 "void main()\n"
173 "{\n"
174 "gl_Position = vec4(offset * vec3(position, 1.0f), 1.f);\n"
175 "fColor = color;\n"
176 "}\n";
177 #endif
178
179 static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGL enum type) {
180 GrGLuint shader;
181 // Create the shader object
182 GR_GL_CALL_RET(gl, shader, CreateShader(type));
183
184 // Load the shader source
185 GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
186
187 // Compile the shader
188 GR_GL_CALL(gl, CompileShader(shader));
189
190 // Check for compile time errors
191 GrGLint success;
192 GrGLchar infoLog[512];
193 GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
194 if (!success)
195 {
196 GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
197 SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
198 }
199
200 return shader;
201 }
202
203 static GrGLuint compile_shader(const GrGLContext* ctx) {
204 const char* version = GrGLGetGLSLVersionDecl(*ctx);
205
206 // setup vertex shader
207 GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribu te_TypeModifier);
208 GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_Typ eModifier);
209 GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_Ty peModifier);
210
211 SkString vshaderTxt(version);
212 aPosition.appendDecl(*ctx, &vshaderTxt);
213 vshaderTxt.append(";\n");
214 aColor.appendDecl(*ctx, &vshaderTxt);
215 vshaderTxt.append(";\n");
216 oColor.appendDecl(*ctx, &vshaderTxt);
217 vshaderTxt.append(";\n");
218
219 vshaderTxt.append(
220 "void main()\n"
221 "{\n"
222 "gl_Position = vec4(a_position, 0.f, 1.f);\n"
223 "o_color = a_color;\n"
224 "}\n");
225
226 const GrGLInterface* gl = ctx->interface();
227 GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHA DER);
228
229 // setup fragment shader
230 GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_T ypeModifier);
231 SkString fshaderTxt(version);
232 GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->f Standard,
233 &fshaderTxt);
234 oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
235 oColor.appendDecl(*ctx, &fshaderTxt);
236 fshaderTxt.append(";\n");
237
238 const char* fsOutName;
239 if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
240 oFragColor.appendDecl(*ctx, &fshaderTxt);
241 fshaderTxt.append(";\n");
242 fsOutName = oFragColor.c_str();
243 } else {
244 fsOutName = "gl_FragColor";
245 }
246
247 fshaderTxt.appendf(
248 "void main()\n"
249 "{\n"
250 "%s = vec4(o_color, 1.0f);\n"
251 "}\n", fsOutName);
252
253 GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT _SHADER);
254
255 GrGLint shaderProgram;
256 GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
257 GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
258 GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
259 GR_GL_CALL(gl, LinkProgram(shaderProgram));
260
261 // Check for linking errors
262 GrGLint success;
263 GrGLchar infoLog[512];
264 GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
265 if (!success) {
266 GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
267 SkDebugf("Linker Error: %s\n", infoLog);
268 }
269 GR_GL_CALL(gl, DeleteShader(vertexShader));
270 GR_GL_CALL(gl, DeleteShader(fragmentShader));
271
272 return shaderProgram;
273 }
274
275 //#define DUMP_IMAGES
276 #ifdef DUMP_IMAGES
277 static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t s creenHeight,
278 const char* filename) {
279 // read back pixels
280 uint32_t readback[screenWidth * screenHeight];
281 GR_GL_CALL(gl, ReadPixels(0, // x
282 0, // y
283 screenWidth, // width
284 screenHeight, // height
285 GR_GL_RGBA, //format
286 GR_GL_UNSIGNED_BYTE, //type
287 readback));
288
289 // dump png
290 SkBitmap bm;
291 if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight) )) {
292 SkDebugf("couldn't allocate bitmap\n");
293 return;
294 }
295
296 bm.setPixels(readback);
297
298 if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100 )) {
299 SkDebugf("------ failed to encode %s\n", filename);
300 remove(filename); // remove any partial file
301 return;
302 }
303 }
304 #endif
305
306 static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int scre enHeight) {
307 //Setup framebuffer
308 GrGLuint texture;
309 GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
310 GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
311 GR_GL_CALL(gl, GenTextures(1, &texture));
312 GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
313 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
314 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_ GL_NEAREST));
315 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_ GL_NEAREST));
316 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_C LAMP_TO_EDGE));
317 GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_C LAMP_TO_EDGE));
318 GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
319 0, //level
320 GR_GL_RGBA8, //internal format
321 screenWidth, // width
322 screenHeight, // height
323 0, //border
324 GR_GL_RGBA, //format
325 GR_GL_UNSIGNED_BYTE, // type
326 NULL));
327
328 // bind framebuffer
329 GrGLuint framebuffer;
330 GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
331 GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
332 GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
333 GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
334 GR_GL_COLOR_ATTACHMENT0,
335 GR_GL_TEXTURE_2D,
336 texture, 0));
337 GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
338 GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
339 }
340
341 template<typename Func>
342 static void setup_matrices(int numQuads, Func f) {
343 #if 0
344 float max = sqrt(numQuads);
345 float pos = 1.f / (2 * max);
346 GrGLfloat offset = pos * 2;
347 for(GrGLint row = 0; row < max; row++) {
348 for(GrGLint col = 0; col < max; col++) {
349 SkScalar xOffset = col / max * 2.f - 1.f + offset;
350 SkScalar yOffset = row / max * 2.f - 1.f + offset;
351 SkMatrix translation;
352 SkRandom random;
353 translation.setScale(pos, pos);
354 translation.postTranslate(xOffset, yOffset);
355 f(translation);
356 }
357 }
358 #endif
359 // We draw a really small triangle so we are not fill rate limited
360 for (int i = 0 ; i < numQuads; i++) {
361 SkMatrix m = SkMatrix::I();
362 m.setScale(0.0001f, 0.0001f);
363 f(m);
364 }
365 }
366
367 #ifdef GPU_POS
368 void GLGpuPosInstancedArraysBench::setup(const GrGLInterface* gl) {
369 setup_framebuffer(gl, kScreenWidth, kScreenHeight);
370
371 // compile and use shaders
372 GrGLint shaderProgram = compile_shader(gl, gpu_vertex_shader, fragment_shade r);
373
374 // translations
375 int index = 0;
376 GrGLfloat viewMatrices[fNumQuads * fSkMatrixNumCells];
377 setup_matrices(fNumQuads, [&index, &viewMatrices](const SkMatrix& m) {
378 GrGLGetMatrix<3>(&viewMatrices[index], m);
379 index += fSkMatrixNumCells;
380 });
381
382 // Constants for our various shader programs
383 GrGLfloat quad_vertices[] = {
384 // Positions // Colors
385 -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
386 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
387 -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
388
389 -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
390 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
391 1.0f, 1.0f, 0.0f, 1.0f, 1.0f
392 };
393
394 // update vertex data
395 GrGLuint quadVAO, quadVBO;
396 GR_GL_CALL(gl, GenVertexArrays(1, &quadVAO));
397 GR_GL_CALL(gl, GenBuffers(1, &quadVBO));
398 GR_GL_CALL(gl, BindVertexArray(quadVAO));
399 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, quadVBO));
400 GR_GL_CALL(gl, EnableVertexAttribArray(0));
401 GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeo f(GrGLfloat), (GrGLvoid*)0));
402 GR_GL_CALL(gl, EnableVertexAttribArray(1));
403 GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeo f(GrGLfloat), (GrGLvoid*)(2 * sizeof(GrGLfloat))));
404 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_ve rtices, GR_GL_STATIC_DRAW));
405
406 // Also set instance data
407 GrGLuint instanceVBO;
408 GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
409 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
410 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(GrGLfloat) * fSkMatrixN umCells * fNumQuads,
411 &viewMatrices[0], GR_GL_STATIC_DRAW));
412 GR_GL_CALL(gl, EnableVertexAttribArray(2));
413 GR_GL_CALL(gl, EnableVertexAttribArray(3));
414 GR_GL_CALL(gl, EnableVertexAttribArray(4));
415 GR_GL_CALL(gl, VertexAttribPointer(2, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeo f(GrGLfloat), (GrGLvoid*)0));
416 GR_GL_CALL(gl, VertexAttribPointer(3, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeo f(GrGLfloat), (GrGLvoid*)(3 * sizeof(GrGLfloat))));
417 GR_GL_CALL(gl, VertexAttribPointer(4, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeo f(GrGLfloat), (GrGLvoid*)(6 * sizeof(GrGLfloat))));
418 GR_GL_CALL(gl, VertexAttribDivisor(2, 1));
419 GR_GL_CALL(gl, VertexAttribDivisor(3, 1));
420 GR_GL_CALL(gl, VertexAttribDivisor(4, 1));
421
422 // draw
423 GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
424 GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
425
426 // set us up to draw
427 GR_GL_CALL(gl, UseProgram(shaderProgram));
428 GR_GL_CALL(gl, BindVertexArray(quadVAO));
429 }
430
431 void GLGpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
432 const GrGLInterface* gl = get_interface(canvas);
433 if (!gl) {
434 return;
435 }
436
437 GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, 6, fNumQuads));
438
439 #ifdef DUMP_IMAGES
440 const char* filename = "out.png";
441 dump_image(gl, kScreenWidth, kScreenHeight, filename);
442 #endif
443 SkFAIL("done\n");
444 }
445
446 static uint32_t setup_quad_index_buffer(const GrGLInterface* gl) {
447 static const int kMaxQuads = 1;//1 << 12; // max possible: (1 << 14) - 1;
448 GR_STATIC_ASSERT(4 * kMaxQuads <= 65535);
449 static const uint16_t kPattern[] = { 0, 1, 2, 0, 2, 3 };
450 static const int kPatternSize = 6;
451 static const int kVertCount = 4;
452 static const int kIndicesCount = kPatternSize * kMaxQuads;
453 int size = kPatternSize * kMaxQuads * sizeof(uint16_t);
454
455 uint16_t* data = SkNEW_ARRAY(uint16_t, kMaxQuads * kPatternSize);
456
457 for (int i = 0; i < kMaxQuads; ++i) {
458 int baseIdx = i * kPatternSize;
459 uint16_t baseVert = (uint16_t)(i * kVertCount);
460 for (int j = 0; j < kPatternSize; ++j) {
461 data[baseIdx+j] = baseVert + kPattern[j];
462 }
463 }
464
465 GrGLuint quadIBO;
466 GR_GL_CALL(gl, GenBuffers(1, &quadIBO));
467 GR_GL_CALL(gl, BindBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, quadIBO));
468 GR_GL_CALL(gl, BufferData(GR_GL_ELEMENT_ARRAY_BUFFER, size, data, GR_GL_STAT IC_DRAW));
469
470 SkDELETE_ARRAY(data);
471 return kIndicesCount;
472 }
473 #endif
474
475 //////////////////////////////////////////////////////////////////////////////// ///////////////////
476
477 void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
478 const SkMatrix* viewMatrices ) {
479 // We draw all of the instances at a single place because we aren't allowed to have per vertex
480 // per instance attributes
481 SkPoint positions[kVerticesPerTri];
482 positions[0].set(-1.0f, -1.0f);
483 positions[1].set( 1.0f, -1.0f);
484 positions[2].set( 1.0f, 1.0f);
485 viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPer Tri);
486
487 // setup colors so we can detect we are actually drawing instances(the last triangle will be
488 // a different color)
489 GrGLfloat colors[kVerticesPerTri * kNumTri];
490 for (uint32_t i = 0; i < kNumTri; i++) {
491 // set colors
492 uint32_t offset = i * kVerticesPerTri;
493 float color = i == kNumTri - 1 ? 1.0f : 0.0f;
494 colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0. 0f;
495 }
496
497 GrGLuint posVBO;
498 // setup position VBO
499 GR_GL_CALL(gl, GenBuffers(1, &posVBO));
500 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
501 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
502 GR_GL_CALL(gl, EnableVertexAttribArray(0));
503 GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeo f(GrGLfloat),
504 (GrGLvoid*)0));
505
506 // setup color VBO
507 GrGLuint instanceVBO;
508 GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
509 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
510 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_ STATIC_DRAW));
511 GR_GL_CALL(gl, EnableVertexAttribArray(1));
512 GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeo f(GrGLfloat),
513 (GrGLvoid*)0));
514 GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
515 fBuffers.push_back(posVBO);
516 fBuffers.push_back(instanceVBO);
517 }
518
519 void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
520 const SkMatrix* viewMatrices) {
521 // Constants for our various shader programs
522 SkPoint positions[kVerticesPerTri * kNumTri];
523 GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
524 for (uint32_t i = 0; i < kNumTri; i++) {
525 SkPoint* position = &positions[i * kVerticesPerTri];
526 position[0].set(-1.0f, -1.0f);
527 position[1].set( 1.0f, -1.0f);
528 position[2].set( 1.0f, 1.0f);
529 viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVertices PerTri);
530
531 // set colors
532 float color = i == kNumTri - 1 ? 1.0f : 0.0f;
533 uint32_t offset = i * kVerticesPerTri * 3;
534 for (uint32_t j = 0; j < kVerticesPerTri; j++) {
535 colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
536 }
537 }
538
539 GrGLuint posVBO, colorVBO;
540 // setup position VBO
541 GR_GL_CALL(gl, GenBuffers(1, &posVBO));
542 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
543 GR_GL_CALL(gl, EnableVertexAttribArray(0));
544 GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeo f(GrGLfloat),
545 (GrGLvoid*)0));
546 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
547
548 // setup color VBO
549 GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
550 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
551 GR_GL_CALL(gl, EnableVertexAttribArray(1));
552 GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeo f(GrGLfloat),
553 (GrGLvoid*)0));
554 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_ STATIC_DRAW));
555
556 fBuffers.push_back(posVBO);
557 fBuffers.push_back(colorVBO);
558 }
559
560 struct Vertex {
561 SkPoint fPositions;
562 GrGLfloat fColors[3];
563 };
564
565 void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
566 const SkMatrix* viewMatrices) {
567 // Constants for our various shader programs
568 Vertex vertices[kVerticesPerTri * kNumTri];
569 for (uint32_t i = 0; i < kNumTri; i++) {
570 Vertex* v = &vertices[i * kVerticesPerTri];
571 v[0].fPositions.set(-1.0f, -1.0f);
572 v[1].fPositions.set( 1.0f, -1.0f);
573 v[2].fPositions.set( 1.0f, 1.0f);
574
575 SkPoint* position = reinterpret_cast<SkPoint*>(v);
576 viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesP erTri);
577
578 // set colors
579 float color = i == kNumTri - 1 ? 1.0f : 0.0f;
580 for (uint32_t j = 0; j < kVerticesPerTri; j++) {
581 uint32_t offset = 0;
582 v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColor s[offset++] = 0.0f;
583 v++;
584 }
585 }
586
587 GrGLuint vbo;
588 // setup VBO
589 GR_GL_CALL(gl, GenBuffers(1, &vbo));
590 GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
591 GR_GL_CALL(gl, EnableVertexAttribArray(0));
592 GR_GL_CALL(gl, EnableVertexAttribArray(1));
593 GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Ve rtex),
594 (GrGLvoid*)0));
595 GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Ve rtex),
596 (GrGLvoid*)(sizeof(SkPoint))));
597 GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR _GL_STATIC_DRAW));
598 fBuffers.push_back(vbo);
599 }
600
601 void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
602 const GrGLInterface* gl = ctx->interface();
603 setup_framebuffer(gl, kScreenWidth, kScreenHeight);
604
605 fProgram = compile_shader(ctx);
606
607 // setup matrices
608 int index = 0;
609 SkMatrix viewMatrices[kNumTri];
610 setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
611 viewMatrices[index++] = m;
612 });
613
614 // setup VAO
615 GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
616 GR_GL_CALL(gl, BindVertexArray(fVAO));
617
618 switch (fVboSetup) {
619 case kUseOne_VboSetup:
620 this->setupSingleVbo(gl, viewMatrices);
621 break;
622 case kUseTwo_VboSetup:
623 this->setupDoubleVbo(gl, viewMatrices);
624 break;
625 case kUseInstance_VboSetup:
626 this->setupInstanceVbo(gl, viewMatrices);
627 break;
628 }
629
630 // clear screen
631 GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
632 GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
633
634 // set us up to draw
635 GR_GL_CALL(gl, UseProgram(fProgram));
636 GR_GL_CALL(gl, BindVertexArray(fVAO));
637 }
638
639 void GLCpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
640 const GrGLContext* ctx = get_gl_context(canvas);
641 if (!ctx) {
642 return;
643 }
644
645 const GrGLInterface* gl = ctx->interface();
646
647 uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri :
648 kDrawMultiplier / fDrawDiv;
649 uint32_t trianglesToDraw = loops * kDrawMultiplier;
650
651 if (kUseInstance_VboSetup == fVboSetup) {
652 while (trianglesToDraw > 0) {
653 uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
654 GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerT ri, triangles));
655 trianglesToDraw -= triangles;
656 }
657 } else {
658 while (trianglesToDraw > 0) {
659 uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
660 GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * tria ngles));
661 trianglesToDraw -= triangles;
662 }
663 }
664
665 #ifdef DUMP_IMAGES
666 //const char* filename = "/data/local/tmp/out.png";
667 SkString filename("out");
668 filename.appendf("_%s.png", this->getName());
669 dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
670 #endif
671 }
672
673 void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
674 GR_GL_CALL(gl, DeleteProgram(fProgram));
675 GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
676 GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
677 }
678
679 ///////////////////////////////////////////////////////////////////////////////
680
681 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseInstance_VboSetup, 0) )
682 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseOne_VboSetup, 0) )
683 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseTwo_VboSetup, 0) )
684 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseOne_VboSetup, 1) )
685 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseTwo_VboSetup, 1) )
686 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseOne_VboSetup, 2) )
687 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseTwo_VboSetup, 2) )
688 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseOne_VboSetup, 4) )
689 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseTwo_VboSetup, 4) )
690 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseOne_VboSetup, 8) )
691 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench: :kUseTwo_VboSetup, 8) )
692
693 #endif
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