Chromium Code Reviews| Index: bench/GLInstancedArraysBench.cpp |
| diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..b6ee04a2c9d5cb66d2f6c14af2a98473186b24e6 |
| --- /dev/null |
| +++ b/bench/GLInstancedArraysBench.cpp |
| @@ -0,0 +1,661 @@ |
| +/* |
| + * 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 "GrTest.h" |
|
bsalomon
2015/06/26 19:20:15
#if SK_SUPPORT_GPU?
|
| +#include "SkCanvas.h" |
| +#include "SkImageEncoder.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 |
| + */ |
| +class GLInstancedArraysBench : public Benchmark { |
| +protected: |
| + void onPerCanvasPreDraw(SkCanvas* canvas) override; |
| + virtual void setup(const GrGLContext*)=0; |
| + void onPerCanvasPostDraw(SkCanvas* canvas) override; |
| + |
| + static const GrGLuint kScreenWidth = 800; |
| + static const GrGLuint kScreenHeight = 600; |
| + static const uint32_t kNumTri = 2; |
| + static const uint32_t kVerticesPerTri = 3; |
| + |
| +private: |
| + 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: |
| + enum VboSetup { |
| + kUseOne_VboSetup, |
| + kUseTwo_VboSetup, |
| + kUseInstance_VboSetup, |
| + }; |
| + |
| + GLCpuPosInstancedArraysBench(VboSetup vboSetup, bool multipleDraws) |
| + : fVboSetup(vboSetup) |
| + , fMultipleDraws(multipleDraws) { |
| + fName = VboSetupToStr(vboSetup, fMultipleDraws); |
| + } |
| + |
| +protected: |
| + const char* onGetName() override { |
| + return fName.c_str(); |
| + } |
| + |
| + void setup(const GrGLContext*) override; |
| + void onDraw(const int loops, SkCanvas* canvas) 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, bool multiDraw) { |
| + SkString name("GLInstancedArraysBench"); |
| + switch (vboSetup) { |
| + default: |
| + case kUseOne_VboSetup: |
| + name.appendf("_one_%s", multiDraw ? "multipledraws" : "singledraw"); |
| + break; |
| + case kUseTwo_VboSetup: |
| + name.appendf("_two_%s", multiDraw ? "multipledraws" : "singledraw"); |
| + break; |
| + case kUseInstance_VboSetup: |
| + name.append("_instance"); |
| + break; |
| + } |
| + return name; |
| + } |
| + |
| + SkString fName; |
| + VboSetup fVboSetup; |
| + bool fMultipleDraws; |
| +}; |
| + |
| +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)); |
| +} |
|
bsalomon
2015/06/26 19:20:15
don't you need to delete the buffers somewhere? an
|
| + |
| +/////////////////////////////////////////////////////////////////////////////////////////////////// |
| + |
| +// 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)); |
| +} |
| + |
| +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)); |
| +} |
| + |
| +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)); |
| +} |
| + |
| +void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) { |
| + const GrGLInterface* gl = ctx->interface(); |
| + setup_framebuffer(gl, kScreenWidth, kScreenHeight); |
| + |
| + GrGLint shaderProgram = compile_shader(ctx); |
| + |
| + // setup matrices |
| + int index = 0; |
| + SkMatrix viewMatrices[kNumTri]; |
| + setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) { |
| + viewMatrices[index++] = m; |
| + }); |
| + |
| + // setup VAO |
| + GrGLuint quadVAO; |
| + GR_GL_CALL(gl, GenVertexArrays(1, &quadVAO)); |
| + GR_GL_CALL(gl, BindVertexArray(quadVAO)); |
| + |
| + 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(shaderProgram)); |
| + GR_GL_CALL(gl, BindVertexArray(quadVAO)); |
| +} |
| + |
| +void GLCpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) { |
| + const GrGLContext* ctx = get_gl_context(canvas); |
| + if (!ctx) { |
| + return; |
| + } |
| + |
| + const GrGLInterface* gl = ctx->interface(); |
| + |
| + if (kUseInstance_VboSetup == fVboSetup) { |
| + for (int i = 0; i < loops; i++) { |
| + GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, 3, kNumTri)); |
| + } |
| + } else if (fMultipleDraws){ |
| + for (int i = 0; i < loops; i++) { |
| + for (uint32_t j = 0; j < kNumTri; j++) { |
| + GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri)); |
| + } |
| + } |
| + } else { |
| + for (int i = 0; i < loops; i++) { |
| + GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTri)); |
| + } |
| + } |
| + |
| +#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 |
| +} |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, false) ) |
| +DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, false) ) |
| +DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, false) ) |
| +DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, true) ) |
| +DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, true) ) |