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1 // Copyright 2015 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #include <algorithm> | |
6 #include <map> | |
7 #include <vector> | |
8 | |
9 #include "base/memory/ref_counted.h" | |
10 #include "base/memory/scoped_ptr.h" | |
11 #include "base/time/time.h" | |
12 #include "base/timer/elapsed_timer.h" | |
13 #include "testing/gtest/include/gtest/gtest.h" | |
14 #include "testing/perf/perf_test.h" | |
15 #include "ui/gfx/geometry/size.h" | |
16 #include "ui/gl/gl_bindings.h" | |
17 #include "ui/gl/gl_context.h" | |
18 #include "ui/gl/gl_surface.h" | |
19 #include "ui/gl/scoped_make_current.h" | |
20 | |
21 namespace gfx { | |
piman
2015/01/28 18:35:16
nit: why gfx? gpu instead maybe?
Daniele Castagna
2015/01/28 19:23:04
I originally wrote this under ui/gl. Then I moved
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22 namespace { | |
23 | |
24 const int kUploadPerfWarmupRuns = 10; | |
25 const int kUploadPerfTestRuns = 100; | |
26 | |
27 #define SHADER(Src) #Src | |
28 | |
29 // clang-format off | |
30 const char kVertexShader[] = | |
31 SHADER( | |
32 attribute vec2 a_position; | |
33 varying vec2 v_texCoord; | |
34 void main() { | |
35 gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); | |
36 v_texCoord = vec2((a_position.x + 1) * 0.5, (a_position.y + 1) * 0.5); | |
37 } | |
38 ); | |
39 const char kFragmentShader[] = | |
40 SHADER( | |
41 uniform sampler2D a_texture; | |
42 varying vec2 v_texCoord; | |
43 void main() { | |
44 gl_FragColor = texture2D(a_texture, v_texCoord.xy); | |
45 } | |
46 ); | |
47 // clang-format on | |
48 | |
49 void CheckNoGlError() { | |
50 CHECK_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError()); | |
51 } | |
52 | |
53 // Utility function to compile a shader from a string. | |
54 GLuint LoadShader(const GLenum type, const char* const src) { | |
55 GLuint shader = 0; | |
56 shader = glCreateShader(type); | |
57 CHECK_NE(0u, shader); | |
58 glShaderSource(shader, 1, &src, NULL); | |
59 glCompileShader(shader); | |
60 | |
61 GLint compiled = 0; | |
62 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); | |
63 if (compiled == 0) { | |
64 GLint len = 0; | |
65 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); | |
66 if (len > 1) { | |
67 scoped_ptr<char> error_log(new char[len]); | |
68 glGetShaderInfoLog(shader, len, NULL, error_log.get()); | |
69 LOG(ERROR) << "Error compiling shader: " << error_log.get(); | |
70 } | |
71 } | |
72 CHECK_NE(0, compiled); | |
73 return shader; | |
74 } | |
75 | |
76 void GenerateTextureData(const gfx::Size& size, | |
77 const int seed, | |
78 std::vector<uint8>* const pixels) { | |
79 pixels->resize(size.GetArea() * 4); | |
80 for (int y = 0; y < size.height(); ++y) { | |
81 for (int x = 0; x < size.width(); ++x) { | |
82 const size_t offset = (y * size.width() + x) * 4; | |
83 pixels->at(offset) = (y + seed) % 256; | |
84 pixels->at(offset + 1) = (x + seed) % 256; | |
85 pixels->at(offset + 2) = (y + x + seed) % 256; | |
86 pixels->at(offset + 3) = 255; | |
87 } | |
88 } | |
89 } | |
90 | |
91 // PerfTest to check costs of texture upload at different stages | |
92 // on different platforms. | |
93 class TextureUploadPerfTest : public testing::Test { | |
94 public: | |
95 TextureUploadPerfTest() : size_(512, 512) {} | |
96 | |
97 // Overridden from testing::Test | |
98 void SetUp() override { | |
99 // Initialize an offscreen surface and a gl context. | |
100 GLSurface::InitializeOneOff(); | |
101 surface_ = GLSurface::CreateOffscreenGLSurface(size_); | |
102 gl_context_ = | |
103 GLContext::CreateGLContext(NULL, // share_group | |
104 surface_.get(), gfx::PreferIntegratedGpu); | |
105 | |
106 // Prepare a simple program and a vertex buffer that will be | |
107 // used to draw a quad on the offscreen surface. | |
108 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); | |
109 vertex_shader_ = LoadShader(GL_VERTEX_SHADER, kVertexShader); | |
110 fragment_shader_ = LoadShader(GL_FRAGMENT_SHADER, kFragmentShader); | |
111 program_object_ = glCreateProgram(); | |
112 CHECK_NE(0u, program_object_); | |
113 | |
114 glAttachShader(program_object_, vertex_shader_); | |
115 glAttachShader(program_object_, fragment_shader_); | |
116 glBindAttribLocation(program_object_, 0, "a_position"); | |
117 glLinkProgram(program_object_); | |
118 | |
119 GLint linked = -1; | |
120 glGetProgramiv(program_object_, GL_LINK_STATUS, &linked); | |
121 CHECK_NE(0, linked); | |
122 | |
123 sampler_location_ = glGetUniformLocation(program_object_, "a_texture"); | |
124 CHECK_NE(-1, sampler_location_); | |
125 | |
126 glGenBuffersARB(1, &vertex_buffer_); | |
127 CHECK_NE(0u, vertex_buffer_); | |
128 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); | |
129 static GLfloat positions[] = { | |
130 -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, | |
131 }; | |
132 glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); | |
133 CheckNoGlError(); | |
134 } | |
135 | |
136 void TearDown() override { | |
137 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); | |
138 if (program_object_ != 0) { | |
139 glDeleteProgram(program_object_); | |
140 } | |
141 if (vertex_shader_ != 0) { | |
142 glDeleteShader(vertex_shader_); | |
143 } | |
144 if (fragment_shader_ != 0) { | |
145 glDeleteShader(fragment_shader_); | |
146 } | |
147 if (vertex_buffer_ != 0) { | |
148 glDeleteShader(vertex_buffer_); | |
149 } | |
150 | |
151 gl_context_ = nullptr; | |
152 surface_ = nullptr; | |
153 } | |
154 | |
155 protected: | |
156 struct Measurement { | |
157 Measurement(const std::string& name, const base::TimeDelta wall_time) | |
158 : name(name), wall_time(wall_time){}; | |
159 std::string name; | |
160 base::TimeDelta wall_time; | |
161 }; | |
162 // Upload and draw on the offscren surface. | |
163 // Return a list of pair. Each pair describe a gl operation and the wall | |
164 // time elapsed in milliseconds. | |
165 std::vector<Measurement> UploadAndDraw(const std::vector<uint8>& pixels, | |
166 const GLenum format, | |
167 const GLenum type) { | |
168 std::vector<Measurement> measurements; | |
169 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); | |
170 | |
171 base::ElapsedTimer total_timer; | |
172 GLuint texture_id = 0; | |
173 | |
174 base::ElapsedTimer tex_timer; | |
piman
2015/01/28 18:35:16
Maybe as a follow-up: it would be useful also to b
Daniele Castagna
2015/01/28 19:23:04
Acknowledged.
Measuerement could be the helper cl
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175 glActiveTexture(GL_TEXTURE0); | |
176 glGenTextures(1, &texture_id); | |
177 glBindTexture(GL_TEXTURE_2D, texture_id); | |
178 | |
179 glTexImage2D(GL_TEXTURE_2D, 0, format, size_.width(), size_.height(), 0, | |
180 format, type, &pixels[0]); | |
181 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
182 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
183 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
184 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
185 CheckNoGlError(); | |
186 measurements.push_back(Measurement("teximage2d", tex_timer.Elapsed())); | |
187 | |
188 base::ElapsedTimer draw_timer; | |
189 glUseProgram(program_object_); | |
190 glUniform1i(sampler_location_, 0); | |
191 | |
192 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); | |
193 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); | |
194 glEnableVertexAttribArray(0); | |
195 | |
196 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); | |
197 measurements.push_back(Measurement("drawarrays", draw_timer.Elapsed())); | |
198 | |
199 base::ElapsedTimer finish_timer; | |
200 glFinish(); | |
201 CheckNoGlError(); | |
202 measurements.push_back(Measurement("finish", finish_timer.Elapsed())); | |
203 measurements.push_back(Measurement("total", total_timer.Elapsed())); | |
204 | |
205 glDeleteTextures(1, &texture_id); | |
206 | |
207 std::vector<uint8> pixels_rendered(size_.GetArea() * 4); | |
208 glReadPixels(0, 0, size_.width(), size_.height(), GL_RGBA, type, | |
209 &pixels_rendered[0]); | |
210 CheckNoGlError(); | |
211 | |
212 // TODO(dcastagna): don't assume the format of the texture and do | |
213 // the appropriate format conversion. | |
214 EXPECT_EQ(static_cast<GLenum>(GL_RGBA), format); | |
215 EXPECT_EQ(pixels, pixels_rendered); | |
216 return measurements; | |
217 } | |
218 | |
219 const gfx::Size size_; // for the offscreen surface and the texture | |
piman
2015/01/28 18:35:16
Maybe as a follow-up: I think it would be useful t
Daniele Castagna
2015/01/28 19:23:04
Acknowledged.
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220 scoped_refptr<GLContext> gl_context_; | |
221 scoped_refptr<GLSurface> surface_; | |
222 | |
223 GLuint vertex_shader_ = 0; | |
224 GLuint fragment_shader_ = 0; | |
225 GLuint program_object_ = 0; | |
226 GLint sampler_location_ = -1; | |
227 GLuint vertex_buffer_ = 0; | |
228 }; | |
229 | |
230 // Perf test that generates, uploads and draws a texture on a surface repeatedly | |
231 // and prints out aggregated measurements for all the runs. | |
232 TEST_F(TextureUploadPerfTest, glTexImage2d) { | |
233 std::vector<uint8> pixels; | |
234 std::vector<Measurement> aggregates; | |
235 for (int i = 0; i < kUploadPerfWarmupRuns + kUploadPerfTestRuns; ++i) { | |
236 GenerateTextureData(size_, i + 1, &pixels); | |
237 auto run = UploadAndDraw(pixels, GL_RGBA, GL_UNSIGNED_BYTE); | |
238 if (i >= kUploadPerfWarmupRuns) { | |
239 for (const Measurement& m : run) { | |
240 auto it = std::find_if( | |
241 aggregates.begin(), aggregates.end(), | |
242 [&m](const Measurement& m2) { return m2.name == m.name; }); | |
piman
2015/01/28 18:35:16
nit: Maybe a hash map would help?
Daniele Castagna
2015/01/28 19:23:04
The previous patch I uploaded was using a map, rev
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243 if (it == aggregates.end()) { | |
244 aggregates.push_back(Measurement(m.name, base::TimeDelta())); | |
245 it = std::prev(aggregates.end()); | |
246 } | |
247 it->wall_time += m.wall_time; | |
248 } | |
249 } | |
250 } | |
251 | |
252 for (const auto& m : aggregates) { | |
253 perf_test::PrintResult( | |
254 m.name, "", "", (m.wall_time / kUploadPerfTestRuns).InMillisecondsF(), | |
255 "ms", true); | |
256 } | |
257 } | |
258 | |
259 } // namespace | |
260 } // namespace cc | |
piman
2015/01/28 18:35:16
nit: Please use the same namespace as the opening
Daniele Castagna
2015/01/28 19:23:04
Done.
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