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Issue 951673002: Revert "Pull chromium at 2c3ffb2355a27c32f45e508ef861416b820c823b" (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 5 years, 10 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include <algorithm> 5 #include <algorithm>
6 #include <vector> 6 #include <vector>
7 7
8 #include "base/containers/small_map.h" 8 #include "base/containers/small_map.h"
9 #include "base/logging.h"
10 #include "base/memory/ref_counted.h" 9 #include "base/memory/ref_counted.h"
11 #include "base/memory/scoped_ptr.h" 10 #include "base/memory/scoped_ptr.h"
12 #include "gpu/command_buffer/service/gpu_timing.h"
13 #include "gpu/perftests/measurements.h" 11 #include "gpu/perftests/measurements.h"
14 #include "testing/gtest/include/gtest/gtest.h" 12 #include "testing/gtest/include/gtest/gtest.h"
15 #include "ui/gfx/geometry/size.h" 13 #include "ui/gfx/geometry/size.h"
16 #include "ui/gl/gl_bindings.h" 14 #include "ui/gl/gl_bindings.h"
17 #include "ui/gl/gl_context.h" 15 #include "ui/gl/gl_context.h"
18 #include "ui/gl/gl_surface.h" 16 #include "ui/gl/gl_surface.h"
19 #include "ui/gl/scoped_make_current.h" 17 #include "ui/gl/scoped_make_current.h"
20 18
21 namespace gpu { 19 namespace gpu {
22 namespace { 20 namespace {
23 21
24 const int kUploadPerfWarmupRuns = 10; 22 const int kUploadPerfWarmupRuns = 10;
25 const int kUploadPerfTestRuns = 100; 23 const int kUploadPerfTestRuns = 100;
26 24
27 #define SHADER(Src) #Src 25 #define SHADER(Src) #Src
28 26
29 // clang-format off 27 // clang-format off
30 const char kVertexShader[] = 28 const char kVertexShader[] =
31 SHADER( 29 SHADER(
32 attribute vec2 a_position; 30 attribute vec2 a_position;
33 varying vec2 v_texCoord; 31 varying vec2 v_texCoord;
34 void main() { 32 void main() {
35 gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); 33 gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
36 v_texCoord = vec2((a_position.x + 1.0) * 0.5, (a_position.y + 1.0) * 0.5); 34 v_texCoord = vec2((a_position.x + 1) * 0.5, (a_position.y + 1) * 0.5);
37 } 35 }
38 ); 36 );
39 const char kFragmentShader[] = 37 const char kFragmentShader[] =
40 SHADER( 38 SHADER(
41 uniform sampler2D a_texture; 39 uniform sampler2D a_texture;
42 varying vec2 v_texCoord; 40 varying vec2 v_texCoord;
43 void main() { 41 void main() {
44 gl_FragColor = texture2D(a_texture, v_texCoord.xy); 42 gl_FragColor = texture2D(a_texture, v_texCoord.xy);
45 } 43 }
46 ); 44 );
(...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after
91 // PerfTest to check costs of texture upload at different stages 89 // PerfTest to check costs of texture upload at different stages
92 // on different platforms. 90 // on different platforms.
93 class TextureUploadPerfTest : public testing::Test { 91 class TextureUploadPerfTest : public testing::Test {
94 public: 92 public:
95 TextureUploadPerfTest() : size_(512, 512) {} 93 TextureUploadPerfTest() : size_(512, 512) {}
96 94
97 // Overridden from testing::Test 95 // Overridden from testing::Test
98 void SetUp() override { 96 void SetUp() override {
99 // Initialize an offscreen surface and a gl context. 97 // Initialize an offscreen surface and a gl context.
100 gfx::GLSurface::InitializeOneOff(); 98 gfx::GLSurface::InitializeOneOff();
101 surface_ = gfx::GLSurface::CreateOffscreenGLSurface(gfx::Size(4, 4)); 99 surface_ = gfx::GLSurface::CreateOffscreenGLSurface(size_);
102 gl_context_ = gfx::GLContext::CreateGLContext(NULL, // share_group 100 gl_context_ = gfx::GLContext::CreateGLContext(NULL, // share_group
103 surface_.get(), 101 surface_.get(),
104 gfx::PreferIntegratedGpu); 102 gfx::PreferIntegratedGpu);
103
105 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); 104 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get());
106 glGenTextures(1, &color_texture_);
107 glBindTexture(GL_TEXTURE_2D, color_texture_);
108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
110 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
112 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.width(), size_.height(), 0,
113 GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
114
115 glGenFramebuffersEXT(1, &framebuffer_object_);
116 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_object_);
117
118 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
119 GL_TEXTURE_2D, color_texture_, 0);
120 DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE),
121 glCheckFramebufferStatusEXT(GL_FRAMEBUFFER));
122
123 glViewport(0, 0, size_.width(), size_.height());
124
125 if (gpu_timing_.Initialize(gl_context_.get())) { 105 if (gpu_timing_.Initialize(gl_context_.get())) {
126 LOG(INFO) << "Gpu timing initialized with timer type: " 106 LOG(INFO) << "Gpu timing initialized with timer type: "
127 << gpu_timing_.GetTimerTypeName(); 107 << gpu_timing_.GetTimerTypeName();
128 gpu_timing_.CheckAndResetTimerErrors(); 108 gpu_timing_.CheckAndResetTimerErrors();
129 gpu_timing_.InvalidateTimerOffset(); 109 gpu_timing_.InvalidateTimerOffset();
130 } else { 110 } else {
131 LOG(WARNING) << "Can't initialize gpu timing"; 111 LOG(WARNING) << "Can't initialize gpu timing";
132 } 112 }
113
133 // Prepare a simple program and a vertex buffer that will be 114 // Prepare a simple program and a vertex buffer that will be
134 // used to draw a quad on the offscreen surface. 115 // used to draw a quad on the offscreen surface.
135 vertex_shader_ = LoadShader(GL_VERTEX_SHADER, kVertexShader); 116 vertex_shader_ = LoadShader(GL_VERTEX_SHADER, kVertexShader);
136 fragment_shader_ = LoadShader(GL_FRAGMENT_SHADER, kFragmentShader); 117 fragment_shader_ = LoadShader(GL_FRAGMENT_SHADER, kFragmentShader);
137 program_object_ = glCreateProgram(); 118 program_object_ = glCreateProgram();
138 CHECK_NE(0u, program_object_); 119 CHECK_NE(0u, program_object_);
139 120
140 glAttachShader(program_object_, vertex_shader_); 121 glAttachShader(program_object_, vertex_shader_);
141 glAttachShader(program_object_, fragment_shader_); 122 glAttachShader(program_object_, fragment_shader_);
142 glBindAttribLocation(program_object_, 0, "a_position"); 123 glBindAttribLocation(program_object_, 0, "a_position");
(...skipping 11 matching lines...) Expand all
154 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); 135 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
155 static GLfloat positions[] = { 136 static GLfloat positions[] = {
156 -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 137 -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
157 }; 138 };
158 glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); 139 glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
159 CheckNoGlError(); 140 CheckNoGlError();
160 } 141 }
161 142
162 void TearDown() override { 143 void TearDown() override {
163 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); 144 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get());
164 glDeleteProgram(program_object_); 145 if (program_object_ != 0) {
165 glDeleteShader(vertex_shader_); 146 glDeleteProgram(program_object_);
166 glDeleteShader(fragment_shader_); 147 }
167 glDeleteShader(vertex_buffer_); 148 if (vertex_shader_ != 0) {
168 149 glDeleteShader(vertex_shader_);
169 glBindFramebufferEXT(GL_FRAMEBUFFER, 0); 150 }
170 glDeleteFramebuffersEXT(1, &framebuffer_object_); 151 if (fragment_shader_ != 0) {
171 glDeleteTextures(1, &color_texture_); 152 glDeleteShader(fragment_shader_);
153 }
154 if (vertex_buffer_ != 0) {
155 glDeleteShader(vertex_buffer_);
156 }
172 157
173 gl_context_ = nullptr; 158 gl_context_ = nullptr;
174 surface_ = nullptr; 159 surface_ = nullptr;
175 } 160 }
176 161
177 protected: 162 protected:
178 // Upload and draw on the offscren surface. 163 // Upload and draw on the offscren surface.
179 // Return a list of pair. Each pair describe a gl operation and the wall 164 // Return a list of pair. Each pair describe a gl operation and the wall
180 // time elapsed in milliseconds. 165 // time elapsed in milliseconds.
181 std::vector<Measurement> UploadAndDraw(const std::vector<uint8>& pixels, 166 std::vector<Measurement> UploadAndDraw(const std::vector<uint8>& pixels,
182 const GLenum format, 167 const GLenum format,
183 const GLenum type) { 168 const GLenum type) {
184 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); 169 ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get());
185 DCHECK_NE(0u, framebuffer_object_);
186 glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_object_);
187 170
188 MeasurementTimers total_timers(&gpu_timing_); 171 MeasurementTimers total_timers(&gpu_timing_);
189 GLuint texture_id = 0; 172 GLuint texture_id = 0;
190 173
191 MeasurementTimers tex_timers(&gpu_timing_); 174 MeasurementTimers tex_timers(&gpu_timing_);
192 glActiveTexture(GL_TEXTURE0); 175 glActiveTexture(GL_TEXTURE0);
193 glGenTextures(1, &texture_id); 176 glGenTextures(1, &texture_id);
194 glBindTexture(GL_TEXTURE_2D, texture_id); 177 glBindTexture(GL_TEXTURE_2D, texture_id);
195 178
196 glTexImage2D(GL_TEXTURE_2D, 0, format, size_.width(), size_.height(), 0, 179 glTexImage2D(GL_TEXTURE_2D, 0, format, size_.width(), size_.height(), 0,
197 format, type, &pixels[0]); 180 format, type, &pixels[0]);
198 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 181 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
199 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 182 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
200 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 183 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 184 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
202 CheckNoGlError(); 185 CheckNoGlError();
203 tex_timers.Record(); 186 tex_timers.Record();
204 187
205 MeasurementTimers draw_timers(&gpu_timing_); 188 MeasurementTimers draw_timers(&gpu_timing_);
206 glUseProgram(program_object_); 189 glUseProgram(program_object_);
207 glUniform1i(sampler_location_, 0); 190 glUniform1i(sampler_location_, 0);
208 191
209 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); 192 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
(...skipping 22 matching lines...) Expand all
232 EXPECT_EQ(pixels, pixels_rendered); 215 EXPECT_EQ(pixels, pixels_rendered);
233 216
234 std::vector<Measurement> measurements; 217 std::vector<Measurement> measurements;
235 measurements.push_back(total_timers.GetAsMeasurement("total")); 218 measurements.push_back(total_timers.GetAsMeasurement("total"));
236 measurements.push_back(tex_timers.GetAsMeasurement("teximage2d")); 219 measurements.push_back(tex_timers.GetAsMeasurement("teximage2d"));
237 measurements.push_back(draw_timers.GetAsMeasurement("drawarrays")); 220 measurements.push_back(draw_timers.GetAsMeasurement("drawarrays"));
238 measurements.push_back(finish_timers.GetAsMeasurement("finish")); 221 measurements.push_back(finish_timers.GetAsMeasurement("finish"));
239 return measurements; 222 return measurements;
240 } 223 }
241 224
242 const gfx::Size size_; // for the fbo and the texture 225 const gfx::Size size_; // for the offscreen surface and the texture
243 scoped_refptr<gfx::GLContext> gl_context_; 226 scoped_refptr<gfx::GLContext> gl_context_;
244 scoped_refptr<gfx::GLSurface> surface_; 227 scoped_refptr<gfx::GLSurface> surface_;
245 GPUTiming gpu_timing_; 228 GPUTiming gpu_timing_;
246 229
247 GLuint color_texture_ = 0;
248 GLuint framebuffer_object_ = 0;
249 GLuint vertex_shader_ = 0; 230 GLuint vertex_shader_ = 0;
250 GLuint fragment_shader_ = 0; 231 GLuint fragment_shader_ = 0;
251 GLuint program_object_ = 0; 232 GLuint program_object_ = 0;
252 GLint sampler_location_ = -1; 233 GLint sampler_location_ = -1;
253 GLuint vertex_buffer_ = 0; 234 GLuint vertex_buffer_ = 0;
254 }; 235 };
255 236
256 // Perf test that generates, uploads and draws a texture on a surface repeatedly 237 // Perf test that generates, uploads and draws a texture on a surface repeatedly
257 // and prints out aggregated measurements for all the runs. 238 // and prints out aggregated measurements for all the runs.
258 TEST_F(TextureUploadPerfTest, glTexImage2d) { 239 TEST_F(TextureUploadPerfTest, glTexImage2d) {
(...skipping 13 matching lines...) Expand all
272 } 253 }
273 254
274 for (const auto& entry : aggregates) { 255 for (const auto& entry : aggregates) {
275 const auto m = entry.second.Divide(kUploadPerfTestRuns); 256 const auto m = entry.second.Divide(kUploadPerfTestRuns);
276 m.PrintResult(); 257 m.PrintResult();
277 } 258 }
278 } 259 }
279 260
280 } // namespace 261 } // namespace
281 } // namespace gpu 262 } // namespace gpu
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