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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// DrawCallPerf:
// Performance tests for ANGLE draw call overhead.
//
#include "ANGLEPerfTest.h"
#include "DrawCallPerfParams.h"
#include "common/PackedEnums.h"
#include "test_utils/draw_call_perf_utils.h"
#include "util/shader_utils.h"
namespace
{
enum class StateChange
{
NoChange,
VertexAttrib,
VertexBuffer,
ManyVertexBuffers,
Texture,
Program,
VertexBufferCycle,
Scissor,
ManyTextureDraw,
InvalidEnum,
EnumCount = InvalidEnum,
};
constexpr size_t kCycleVBOPoolSize = 200;
constexpr size_t kManyTexturesCount = 8;
struct DrawArraysPerfParams : public DrawCallPerfParams
{
DrawArraysPerfParams() = default;
DrawArraysPerfParams(const DrawCallPerfParams &base) : DrawCallPerfParams(base) {}
std::string story() const override;
StateChange stateChange = StateChange::NoChange;
};
std::string DrawArraysPerfParams::story() const
{
std::stringstream strstr;
strstr << DrawCallPerfParams::story();
switch (stateChange)
{
case StateChange::VertexAttrib:
strstr << "_attrib_change";
break;
case StateChange::VertexBuffer:
strstr << "_vbo_change";
break;
case StateChange::ManyVertexBuffers:
strstr << "_manyvbos_change";
break;
case StateChange::Texture:
strstr << "_tex_change";
break;
case StateChange::Program:
strstr << "_prog_change";
break;
case StateChange::VertexBufferCycle:
strstr << "_vbo_cycle";
break;
case StateChange::Scissor:
strstr << "_scissor_change";
break;
case StateChange::ManyTextureDraw:
strstr << "_many_tex_draw";
break;
default:
break;
}
return strstr.str();
}
std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams &params)
{
os << params.backendAndStory().substr(1);
return os;
}
GLuint CreateSimpleTexture2D()
{
// Use tightly packed data
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
constexpr size_t width = 2;
constexpr size_t height = 2;
GLubyte pixels[width * height * 4] = {
255, 0, 0, 0, // Red
0, 255, 0, 0, // Green
0, 0, 255, 0, // Blue
255, 255, 0, 0 // Yellow
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return texture;
}
class DrawCallPerfBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<DrawArraysPerfParams>
{
public:
DrawCallPerfBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
GLuint mProgram1 = 0;
GLuint mProgram2 = 0;
GLuint mProgram3 = 0;
GLuint mBuffer1 = 0;
GLuint mBuffer2 = 0;
GLuint mFBO = 0;
GLuint mFBOTexture = 0;
std::vector<GLuint> mTextures;
int mNumTris = GetParam().numTris;
std::vector<GLuint> mVBOPool;
size_t mCurrentVBO = 0;
};
DrawCallPerfBenchmark::DrawCallPerfBenchmark() : ANGLERenderTest("DrawCallPerf", GetParam()) {}
void DrawCallPerfBenchmark::initializeBenchmark()
{
const auto &params = GetParam();
if (params.stateChange == StateChange::Texture)
{
mProgram1 = SetupSimpleTextureProgram();
ASSERT_NE(0u, mProgram1);
}
else if (params.stateChange == StateChange::ManyTextureDraw)
{
mProgram3 = SetupEightTextureProgram();
ASSERT_NE(0u, mProgram3);
}
else if (params.stateChange == StateChange::Program)
{
mProgram1 = SetupSimpleTextureProgram();
mProgram2 = SetupDoubleTextureProgram();
ASSERT_NE(0u, mProgram1);
ASSERT_NE(0u, mProgram2);
}
else if (params.stateChange == StateChange::ManyVertexBuffers)
{
constexpr char kVS[] = R"(attribute vec2 vPosition;
attribute vec2 v0;
attribute vec2 v1;
attribute vec2 v2;
attribute vec2 v3;
const float scale = 0.5;
const float offset = -0.5;
varying vec2 v;
void main()
{
gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
v = (v0 + v1 + v2 + v3) * 0.25;
})";
constexpr char kFS[] = R"(precision mediump float;
varying vec2 v;
void main()
{
gl_FragColor = vec4(v, 0, 1);
})";
mProgram1 = CompileProgram(kVS, kFS);
ASSERT_NE(0u, mProgram1);
glBindAttribLocation(mProgram1, 1, "v0");
glBindAttribLocation(mProgram1, 2, "v1");
glBindAttribLocation(mProgram1, 3, "v2");
glBindAttribLocation(mProgram1, 4, "v3");
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
}
else if (params.stateChange == StateChange::VertexBufferCycle)
{
mProgram1 = SetupSimpleDrawProgram();
ASSERT_NE(0u, mProgram1);
for (size_t bufferIndex = 0; bufferIndex < kCycleVBOPoolSize; ++bufferIndex)
{
GLuint buffer = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
mVBOPool.push_back(buffer);
}
}
else
{
mProgram1 = SetupSimpleDrawProgram();
ASSERT_NE(0u, mProgram1);
}
// Re-link program to ensure the attrib bindings are used.
if (mProgram1)
{
glBindAttribLocation(mProgram1, 0, "vPosition");
glLinkProgram(mProgram1);
glUseProgram(mProgram1);
}
if (mProgram2)
{
glBindAttribLocation(mProgram2, 0, "vPosition");
glLinkProgram(mProgram2);
}
if (mProgram3)
{
glBindAttribLocation(mProgram3, 0, "vPosition");
glLinkProgram(mProgram3);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mBuffer1 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
mBuffer2 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
if (params.surfaceType == SurfaceType::Offscreen)
{
CreateColorFBO(getWindow()->getWidth(), getWindow()->getHeight(), &mFBOTexture, &mFBO);
}
for (size_t i = 0; i < kManyTexturesCount; ++i)
{
mTextures.emplace_back(CreateSimpleTexture2D());
}
if (params.stateChange == StateChange::Program)
{
// Bind the textures as appropriate, they are not modified during the test.
GLint program1Tex1Loc = glGetUniformLocation(mProgram1, "tex");
GLint program2Tex1Loc = glGetUniformLocation(mProgram2, "tex1");
GLint program2Tex2Loc = glGetUniformLocation(mProgram2, "tex2");
glUseProgram(mProgram1);
glUniform1i(program1Tex1Loc, 0);
glUseProgram(mProgram2);
glUniform1i(program2Tex1Loc, 0);
glUniform1i(program2Tex2Loc, 1);
}
if (params.stateChange == StateChange::ManyTextureDraw)
{
GLint program3TexLocs[kManyTexturesCount];
for (size_t i = 0; i < mTextures.size(); ++i)
{
char stringBuffer[8];
snprintf(stringBuffer, sizeof(stringBuffer), "tex%zu", i);
program3TexLocs[i] = glGetUniformLocation(mProgram3, stringBuffer);
}
glUseProgram(mProgram3);
for (size_t i = 0; i < mTextures.size(); ++i)
{
glUniform1i(program3TexLocs[i], i);
}
for (size_t i = 0; i < mTextures.size(); ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, mTextures[i]);
}
}
ASSERT_GL_NO_ERROR();
}
void DrawCallPerfBenchmark::destroyBenchmark()
{
glDeleteProgram(mProgram1);
glDeleteProgram(mProgram2);
glDeleteProgram(mProgram3);
glDeleteBuffers(1, &mBuffer1);
glDeleteBuffers(1, &mBuffer2);
glDeleteTextures(1, &mFBOTexture);
glDeleteTextures(mTextures.size(), mTextures.data());
glDeleteFramebuffers(1, &mFBO);
if (!mVBOPool.empty())
{
glDeleteBuffers(mVBOPool.size(), mVBOPool.data());
}
}
void ClearThenDraw(unsigned int iterations, GLsizei numElements)
{
glClear(GL_COLOR_BUFFER_BIT);
for (unsigned int it = 0; it < iterations; it++)
{
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
void JustDraw(unsigned int iterations, GLsizei numElements)
{
for (unsigned int it = 0; it < iterations; it++)
{
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
template <int kArrayBufferCount>
void ChangeVertexAttribThenDraw(unsigned int iterations, GLsizei numElements, GLuint buffer)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer);
for (unsigned int it = 0; it < iterations; it++)
{
for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
{
glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
glDrawArrays(GL_TRIANGLES, 0, numElements);
for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
{
glVertexAttribPointer(arrayIndex, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
}
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
template <int kArrayBufferCount>
void ChangeArrayBuffersThenDraw(unsigned int iterations,
GLsizei numElements,
GLuint buffer1,
GLuint buffer2)
{
for (unsigned int it = 0; it < iterations; it++)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer1);
for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
{
glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
glDrawArrays(GL_TRIANGLES, 0, numElements);
glBindBuffer(GL_ARRAY_BUFFER, buffer2);
for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
{
glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
void ChangeTextureThenDraw(unsigned int iterations,
GLsizei numElements,
GLuint texture1,
GLuint texture2)
{
for (unsigned int it = 0; it < iterations; it++)
{
glBindTexture(GL_TEXTURE_2D, texture1);
glDrawArrays(GL_TRIANGLES, 0, numElements);
glBindTexture(GL_TEXTURE_2D, texture2);
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
void ChangeProgramThenDraw(unsigned int iterations,
GLsizei numElements,
GLuint program1,
GLuint program2)
{
for (unsigned int it = 0; it < iterations; it++)
{
glUseProgram(program1);
glDrawArrays(GL_TRIANGLES, 0, numElements);
glUseProgram(program2);
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
void CycleVertexBufferThenDraw(unsigned int iterations,
GLsizei numElements,
const std::vector<GLuint> &vbos,
size_t *currentVBO)
{
for (unsigned int it = 0; it < iterations; it++)
{
GLuint vbo = vbos[*currentVBO];
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, numElements);
*currentVBO = (*currentVBO + 1) % vbos.size();
}
}
void ChangeScissorThenDraw(unsigned int iterations,
GLsizei numElements,
unsigned int windowWidth,
unsigned int windowHeight)
{
// Change scissor as such:
//
// - Start with a narrow vertical bar:
//
// Scissor
// |
// V
// +-----+-+-----+
// | | | | <-- Window
// | | | |
// | | | |
// | | | |
// | | | |
// | | | |
// +-----+-+-----+
//
// - Gradually reduce height and increase width, to end up with a narrow horizontal bar:
//
// +-------------+
// | |
// | |
// +-------------+ <-- Scissor
// +-------------+
// | |
// | |
// +-------------+
//
// - If more iterations left, restart, but shift the initial bar left to cover more area:
//
// +---+-+-------+ +-------------+
// | | | | | |
// | | | | +-------------+
// | | | | ---> | |
// | | | | | |
// | | | | +-------------+
// | | | | | |
// +---+-+-------+ +-------------+
//
// +-+-+---------+ +-------------+
// | | | | +-------------+
// | | | | | |
// | | | | ---> | |
// | | | | | |
// | | | | | |
// | | | | +-------------+
// +-+-+---------+ +-------------+
glEnable(GL_SCISSOR_TEST);
constexpr unsigned int kScissorStep = 2;
unsigned int scissorX = windowWidth / 2 - 1;
unsigned int scissorY = 0;
unsigned int scissorWidth = 2;
unsigned int scissorHeight = windowHeight;
unsigned int scissorPatternIteration = 0;
for (unsigned int it = 0; it < iterations; it++)
{
glScissor(scissorX, scissorY, scissorWidth, scissorHeight);
glDrawArrays(GL_TRIANGLES, 0, numElements);
if (scissorX < kScissorStep || scissorHeight < kScissorStep * 2)
{
++scissorPatternIteration;
scissorX = windowWidth / 2 - 1 - scissorPatternIteration * 2;
scissorY = 0;
scissorWidth = 2;
scissorHeight = windowHeight;
}
else
{
scissorX -= kScissorStep;
scissorY += kScissorStep;
scissorWidth += kScissorStep * 2;
scissorHeight -= kScissorStep * 2;
}
}
}
void DrawWithEightTextures(unsigned int iterations,
GLsizei numElements,
std::vector<GLuint> textures)
{
for (unsigned int it = 0; it < iterations; it++)
{
for (size_t i = 0; i < textures.size(); ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
size_t index = (it + i) % textures.size();
glBindTexture(GL_TEXTURE_2D, textures[index]);
}
glDrawArrays(GL_TRIANGLES, 0, numElements);
}
}
void DrawCallPerfBenchmark::drawBenchmark()
{
// This workaround fixes a huge queue of graphics commands accumulating on the GL
// back-end. The GL back-end doesn't have a proper NULL device at the moment.
// TODO(jmadill): Remove this when/if we ever get a proper OpenGL NULL device.
const auto &eglParams = GetParam().eglParameters;
const auto &params = GetParam();
GLsizei numElements = static_cast<GLsizei>(3 * mNumTris);
switch (params.stateChange)
{
case StateChange::VertexAttrib:
ChangeVertexAttribThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1);
break;
case StateChange::VertexBuffer:
ChangeArrayBuffersThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1,
mBuffer2);
break;
case StateChange::ManyVertexBuffers:
ChangeArrayBuffersThenDraw<5>(params.iterationsPerStep, numElements, mBuffer1,
mBuffer2);
break;
case StateChange::Texture:
ChangeTextureThenDraw(params.iterationsPerStep, numElements, mTextures[0],
mTextures[1]);
break;
case StateChange::Program:
ChangeProgramThenDraw(params.iterationsPerStep, numElements, mProgram1, mProgram2);
break;
case StateChange::NoChange:
if (eglParams.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE ||
(eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE &&
eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
{
ClearThenDraw(params.iterationsPerStep, numElements);
}
else
{
JustDraw(params.iterationsPerStep, numElements);
}
break;
case StateChange::VertexBufferCycle:
CycleVertexBufferThenDraw(params.iterationsPerStep, numElements, mVBOPool,
&mCurrentVBO);
break;
case StateChange::Scissor:
ChangeScissorThenDraw(params.iterationsPerStep, numElements, getWindow()->getWidth(),
getWindow()->getHeight());
break;
case StateChange::ManyTextureDraw:
glUseProgram(mProgram3);
DrawWithEightTextures(params.iterationsPerStep, numElements, mTextures);
break;
case StateChange::InvalidEnum:
ADD_FAILURE() << "Invalid state change.";
break;
}
ASSERT_GL_NO_ERROR();
}
TEST_P(DrawCallPerfBenchmark, Run)
{
run();
}
using namespace params;
DrawArraysPerfParams CombineStateChange(const DrawArraysPerfParams &in, StateChange stateChange)
{
DrawArraysPerfParams out = in;
out.stateChange = stateChange;
// Crank up iteration count to ensure we cycle through all VBs before a swap.
if (stateChange == StateChange::VertexBufferCycle)
{
out.iterationsPerStep = kCycleVBOPoolSize * 2;
}
return out;
}
using P = DrawArraysPerfParams;
std::vector<P> gTestsWithStateChange =
CombineWithValues({P()}, angle::AllEnums<StateChange>(), CombineStateChange);
std::vector<P> gTestsWithRenderer =
CombineWithFuncs(gTestsWithStateChange, {D3D11<P>, GL<P>, Vulkan<P>, WGL<P>});
std::vector<P> gTestsWithDevice =
CombineWithFuncs(gTestsWithRenderer, {Passthrough<P>, Offscreen<P>, NullDevice<P>});
ANGLE_INSTANTIATE_TEST_ARRAY(DrawCallPerfBenchmark, gTestsWithDevice);
} // anonymous namespace