Index: bench/GLVec4ScalarBench.cpp |
diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp |
deleted file mode 100644 |
index a0858ceaededd9d4fa2a385edc51dd22f778d731..0000000000000000000000000000000000000000 |
--- a/bench/GLVec4ScalarBench.cpp |
+++ /dev/null |
@@ -1,308 +0,0 @@ |
-/* |
- * 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 "SkMatrix.h" |
-#include "SkPoint.h" |
-#include "SkString.h" |
- |
-#if SK_SUPPORT_GPU |
-#include "GLBench.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 GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL. |
- * The generated shader code from this bench will draw several overlapping circles, one in each |
- * stage, to simulate coverage calculations. The number of circles (i.e. the number of stages) can |
- * be set as a parameter. |
- */ |
- |
-class GLVec4ScalarBench : public GLBench { |
-public: |
- /* |
- * Use float or vec4 as GLSL data type for the output coverage |
- */ |
- enum CoverageSetup { |
- kUseScalar_CoverageSetup, |
- kUseVec4_CoverageSetup, |
- }; |
- |
- /* |
- * numStages determines the number of shader stages before the XP, |
- * which consequently determines how many circles are drawn |
- */ |
- GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages) |
- : fCoverageSetup(coverageSetup) |
- , fNumStages(numStages) |
- , fVboId(0) |
- , fProgram(0) |
- , fVaoId(0) { |
- fName = NumStagesSetupToStr(coverageSetup, numStages); |
- } |
- |
-protected: |
- const char* onGetName() override { |
- return fName.c_str(); |
- } |
- |
- void setup(const GrGLContext*) override; |
- void glDraw(const int loops, const GrGLContext*) override; |
- void teardown(const GrGLInterface*) override; |
- |
-private: |
- void setupSingleVbo(const GrGLInterface*, const SkMatrix*); |
- GrGLuint setupShader(const GrGLContext*); |
- |
- |
- static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) { |
- SkString name("GLVec4ScalarBench"); |
- switch (coverageSetup) { |
- default: |
- case kUseScalar_CoverageSetup: |
- name.appendf("_scalar_%u_stage", numStages); |
- break; |
- case kUseVec4_CoverageSetup: |
- name.appendf("_vec4_%u_stage", numStages); |
- break; |
- } |
- return name; |
- } |
- |
- static const GrGLuint kScreenWidth = 800; |
- static const GrGLuint kScreenHeight = 600; |
- static const uint32_t kNumTriPerDraw = 512; |
- static const uint32_t kVerticesPerTri = 3; |
- |
- SkString fName; |
- CoverageSetup fCoverageSetup; |
- uint32_t fNumStages; |
- GrGLuint fVboId; |
- GrGLuint fProgram; |
- GrGLuint fVaoId; |
- GrGLuint fFboTextureId; |
-}; |
- |
-/////////////////////////////////////////////////////////////////////////////////////////////////// |
- |
-GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) { |
- const char* version = GrGLGetGLSLVersionDecl(*ctx); |
- |
- // this shader draws fNumStages overlapping circles of increasing opacity (coverage) and |
- // decreasing size, with the center of each subsequent circle closer to the bottom-right |
- // corner of the screen than the previous circle. |
- |
- // set up vertex shader; this is a trivial vertex shader that passes through position and color |
- GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier); |
- GrGLShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kVaryingOut_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"); |
- oPosition.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_position = a_position;\n" |
- " o_color = a_color;\n" |
- "}\n"); |
- |
- const GrGLInterface* gl = ctx->interface(); |
- |
- // set up fragment shader; this fragment shader will have fNumStages coverage stages plus an |
- // XP stage at the end. Each coverage stage computes the pixel's distance from some hard- |
- // coded center and compare that to some hard-coded circle radius to compute a coverage. |
- // Then, this coverage is mixed with the coverage from the previous stage and passed to the |
- // next stage. |
- GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); |
- SkString fshaderTxt(version); |
- GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard, |
- &fshaderTxt); |
- oPosition.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier); |
- oPosition.appendDecl(*ctx, &fshaderTxt); |
- fshaderTxt.append(";\n"); |
- 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" |
- " vec4 outputColor;\n" |
- " %s outputCoverage;\n" |
- " outputColor = vec4(%s, 1.0);\n" |
- " outputCoverage = %s;\n", |
- fCoverageSetup == kUseVec4_CoverageSetup ? "vec4" : "float", |
- oColor.getName().c_str(), |
- fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(1.0)" : "1.0" |
- ); |
- |
- float radius = 1.0f; |
- for (uint32_t i = 0; i < fNumStages; i++) { |
- float centerX = 1.0f - radius; |
- float centerY = 1.0f - radius; |
- fshaderTxt.appendf( |
- " {\n" |
- " float d = length(%s - vec2(%f, %f));\n" |
- " float edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n" |
- " outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n" |
- " }\n", |
- oPosition.getName().c_str(), centerX, centerY, |
- radius, |
- fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(edgeAlpha)" : "edgeAlpha" |
- ); |
- radius *= 0.8f; |
- } |
- fshaderTxt.appendf( |
- " {\n" |
- " %s = outputColor * outputCoverage;\n" |
- " }\n" |
- "}\n", |
- fsOutName); |
- |
- return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str()); |
-} |
- |
-template<typename Func> |
-static void setup_matrices(int numQuads, Func f) { |
- // 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(0.01f, 0.01f); |
- f(m); |
- } |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////////////////////////// |
- |
-struct Vertex { |
- SkPoint fPositions; |
- GrGLfloat fColors[3]; |
-}; |
- |
-void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) { |
- // triangles drawn will alternate between the top-right half of the screen and the bottom-left |
- // half of the screen |
- Vertex vertices[kVerticesPerTri * kNumTriPerDraw]; |
- for (uint32_t i = 0; i < kNumTriPerDraw; i++) { |
- Vertex* v = &vertices[i * kVerticesPerTri]; |
- if (i % 2 == 0) { |
- v[0].fPositions.set(-1.0f, -1.0f); |
- v[1].fPositions.set( 1.0f, -1.0f); |
- v[2].fPositions.set( 1.0f, 1.0f); |
- } else { |
- 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); |
- |
- GrGLfloat color[3] = {1.0f, 0.0f, 1.0f}; |
- for (uint32_t j = 0; j < kVerticesPerTri; j++) { |
- v->fColors[0] = color[0]; |
- v->fColors[1] = color[1]; |
- v->fColors[2] = color[2]; |
- v++; |
- } |
- } |
- |
- GR_GL_CALL(gl, GenBuffers(1, &fVboId)); |
- GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId)); |
- 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 GLVec4ScalarBench::setup(const GrGLContext* ctx) { |
- const GrGLInterface* gl = ctx->interface(); |
- fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); |
- |
- fProgram = this->setupShader(ctx); |
- |
- GR_GL_CALL(gl, GenVertexArrays(1, &fVaoId)); |
- GR_GL_CALL(gl, BindVertexArray(fVaoId)); |
- |
- int index = 0; |
- SkMatrix viewMatrices[kNumTriPerDraw]; |
- setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) { |
- viewMatrices[index++] = m; |
- }); |
- this->setupSingleVbo(gl, viewMatrices); |
- |
- GR_GL_CALL(gl, UseProgram(fProgram)); |
- GR_GL_CALL(gl, BindVertexArray(fVaoId)); |
-} |
- |
-void GLVec4ScalarBench::glDraw(const int loops, const GrGLContext* ctx) { |
- const GrGLInterface* gl = ctx->interface(); |
- |
- for (int i = 0; i < loops; i++) { |
- GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw)); |
- } |
- |
-// using -w when running nanobench will not produce correct images; |
-// changing this to #if 1 will write the correct images to the Skia folder. |
-#if 0 |
- SkString filename("out"); |
- filename.appendf("_%s.png", this->getName()); |
- DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); |
-#endif |
-} |
- |
-void GLVec4ScalarBench::teardown(const GrGLInterface* gl) { |
- 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, &fFboTextureId)); |
- GR_GL_CALL(gl, DeleteProgram(fProgram)); |
- GR_GL_CALL(gl, DeleteBuffers(1, &fVboId)); |
- GR_GL_CALL(gl, DeleteVertexArrays(1, &fVaoId)); |
-} |
- |
-/////////////////////////////////////////////////////////////////////////////// |
- |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) ) |
-DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) ) |
- |
-#endif |