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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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