Index: bench/GLInstancedArraysBench.cpp |
diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..f75b094e3ece8e904693c543284dcee910a919e3 |
--- /dev/null |
+++ b/bench/GLInstancedArraysBench.cpp |
@@ -0,0 +1,711 @@ |
+/* |
+ * 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 { |
+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) { |
+ 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 |