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Unified Diff: bench/GLVec4ScalarBench.cpp

Issue 1239503003: Revert of Added a GLBench for testing performance of vec4 vs scalar for coverage in generated shader (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 5 years, 5 months ago
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Index: bench/GLVec4ScalarBench.cpp
diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp
deleted file mode 100644
index 1ba8855862c92a55d7ed8f6212f47a34bf126c17..0000000000000000000000000000000000000000
--- a/bench/GLVec4ScalarBench.cpp
+++ /dev/null
@@ -1,311 +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, 0.0, 1.0);\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();
- if (!gl) {
- SkFAIL("GL interface is null in setup()\n");
- }
- 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
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