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