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//
// Copyright 2018 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.
//
// CompilerPerfTest:
// Performance test for the shader translator. The test initializes the compiler once and then
// compiles the same shader repeatedly. There are different variations of the tests using
// different shaders.
//
#include "ANGLEPerfTest.h"
#include "GLSLANG/ShaderLang.h"
#include "compiler/translator/Compiler.h"
#include "compiler/translator/InitializeGlobals.h"
#include "compiler/translator/PoolAlloc.h"
namespace
{
const char *kSimpleESSL100FragSource = R"(
precision mediump float;
void main()
{
gl_FragColor = vec4(0, 1, 0, 1);
}
)";
const char *kSimpleESSL100Id = "SimpleESSL100";
const char *kSimpleESSL300FragSource = R"(#version 300 es
precision highp float;
out vec4 outColor;
void main()
{
outColor = vec4(0, 1, 0, 1);
}
)";
const char *kSimpleESSL300Id = "SimpleESSL300";
const char *kRealWorldESSL100FragSource = R"(precision highp float;
precision highp sampler2D;
precision highp int;
varying vec2 vPixelCoords; // in pixels
uniform int uCircleCount;
uniform sampler2D uCircleParameters;
uniform sampler2D uBrushTex;
void main(void)
{
float destAlpha = 0.0;
for (int i = 0; i < 32; ++i)
{
vec4 parameterColor = texture2D(uCircleParameters,vec2(0.25, (float(i) + 0.5) / 32.0));
vec2 center = parameterColor.xy;
float circleRadius = parameterColor.z;
float circleFlowAlpha = parameterColor.w;
vec4 parameterColor2 = texture2D(uCircleParameters,vec2(0.75, (float(i) + 0.5) / 32.0));
float circleRotation = parameterColor2.x;
vec2 centerDiff = vPixelCoords - center;
float radius = max(circleRadius, 0.5);
float flowAlpha = (circleRadius < 0.5) ? circleFlowAlpha * circleRadius * circleRadius * 4.0: circleFlowAlpha;
float antialiasMult = clamp((radius + 1.0 - length(centerDiff)) * 0.5, 0.0, 1.0);
mat2 texRotation = mat2(cos(circleRotation), -sin(circleRotation), sin(circleRotation), cos(circleRotation));
vec2 texCoords = texRotation * centerDiff / radius * 0.5 + 0.5;
float texValue = texture2D(uBrushTex, texCoords).r;
float circleAlpha = flowAlpha * antialiasMult * texValue;
if (i < uCircleCount)
{
destAlpha = clamp(circleAlpha + (1.0 - circleAlpha) * destAlpha, 0.0, 1.0);
}
}
gl_FragColor = vec4(0.0, 0.0, 0.0, destAlpha);
})";
const char *kRealWorldESSL100Id = "RealWorldESSL100";
// This shader is intended to trigger many AST transformations, particularly on the HLSL backend.
const char *kTrickyESSL300FragSource = R"(#version 300 es
precision highp float;
precision highp sampler2D;
precision highp isampler2D;
precision highp int;
float globalF;
uniform ivec4 uivec;
uniform int ui;
struct SS
{
int iField;
float fField;
vec2 f2Field;
sampler2D sField;
isampler2D isField;
};
uniform SS us;
out vec4 my_FragColor;
float[3] sideEffectArray()
{
globalF += 1.0;
return float[3](globalF, globalF * 2.0, globalF * 3.0);
}
// This struct is unused and can be pruned.
struct SUnused
{
vec2 fField;
};
void main()
{
struct S2
{
float fField;
} s2;
vec4 foo = vec4(ui);
mat4 fooM = mat4(foo.x);
// Some unused variables that can be pruned.
float fUnused, fUnused2;
ivec4 iUnused, iUnused2;
globalF = us.fField;
s2.fField = us.fField;
float[3] fa = sideEffectArray();
globalF -= us.fField;
if (fa == sideEffectArray())
{
globalF += us.fField * sin(2.0);
}
// Switch with fall-through.
switch (ui)
{
case 0:
// Sequence operator and matrix and vector dynamic indexing.
(globalF += 1.0, fooM[ui][ui] += fooM[ui - 1][uivec[ui] + 1]);
case 1:
// Built-in emulation.
foo[3] = tanh(foo[1]);
default:
// Sequence operator and length of an array expression with side effects.
foo[2] += (globalF -= 1.0, float((sideEffectArray()).length() * 2));
}
int i = 0;
do
{
s2.fField = us.fField * us.f2Field.x;
// Sequence operator and short-circuiting operator with side effects on the right hand side.
} while ((++i, i < int(us.fField) && ++i <= ui || ++i < ui * 2 - 3));
// Samplers in structures and integer texture sampling.
foo += texture(us.sField, us.f2Field) + intBitsToFloat(texture(us.isField, us.f2Field + 4.0));
my_FragColor = foo * s2.fField * globalF + fooM[ui];
})";
const char *kTrickyESSL300Id = "TrickyESSL300";
constexpr int kNumIterationsPerStep = 4;
struct CompilerParameters
{
CompilerParameters() { output = SH_HLSL_4_1_OUTPUT; }
CompilerParameters(ShShaderOutput output) : output(output) {}
const char *str() const
{
switch (output)
{
case SH_HLSL_4_1_OUTPUT:
return "HLSL_4_1";
case SH_GLSL_450_CORE_OUTPUT:
return "GLSL_4_50";
case SH_ESSL_OUTPUT:
return "ESSL";
default:
UNREACHABLE();
return "unk";
}
}
ShShaderOutput output;
};
bool IsPlatformAvailable(const CompilerParameters &param)
{
switch (param.output)
{
case SH_HLSL_4_1_OUTPUT:
case SH_HLSL_4_0_FL9_3_OUTPUT:
case SH_HLSL_3_0_OUTPUT:
{
angle::PoolAllocator allocator;
InitializePoolIndex();
allocator.push();
SetGlobalPoolAllocator(&allocator);
ShHandle translator =
sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL2_SPEC, param.output);
bool success = translator != nullptr;
SetGlobalPoolAllocator(nullptr);
allocator.pop();
FreePoolIndex();
if (!success)
{
return false;
}
break;
}
default:
break;
}
return true;
}
struct CompilerPerfParameters final : public CompilerParameters
{
CompilerPerfParameters(ShShaderOutput output,
const char *shaderSource,
const char *shaderSourceId)
: CompilerParameters(output), shaderSource(shaderSource)
{
testId = shaderSourceId;
testId += "_";
testId += CompilerParameters::str();
}
const char *shaderSource;
std::string testId;
};
std::ostream &operator<<(std::ostream &stream, const CompilerPerfParameters &p)
{
stream << p.testId;
return stream;
}
class CompilerPerfTest : public ANGLEPerfTest,
public ::testing::WithParamInterface<CompilerPerfParameters>
{
public:
CompilerPerfTest();
void step() override;
void SetUp() override;
void TearDown() override;
protected:
void setTestShader(const char *str) { mTestShader = str; }
private:
const char *mTestShader;
ShBuiltInResources mResources;
angle::PoolAllocator mAllocator;
sh::TCompiler *mTranslator;
};
CompilerPerfTest::CompilerPerfTest()
: ANGLEPerfTest("CompilerPerf", GetParam().testId, kNumIterationsPerStep)
{}
void CompilerPerfTest::SetUp()
{
ANGLEPerfTest::SetUp();
InitializePoolIndex();
mAllocator.push();
SetGlobalPoolAllocator(&mAllocator);
const auto &params = GetParam();
mTranslator = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL2_SPEC, params.output);
sh::InitBuiltInResources(&mResources);
mResources.FragmentPrecisionHigh = true;
if (!mTranslator->Init(mResources))
{
SafeDelete(mTranslator);
}
setTestShader(params.shaderSource);
}
void CompilerPerfTest::TearDown()
{
SafeDelete(mTranslator);
SetGlobalPoolAllocator(nullptr);
mAllocator.pop();
FreePoolIndex();
ANGLEPerfTest::TearDown();
}
void CompilerPerfTest::step()
{
const char *shaderStrings[] = {mTestShader};
ShCompileOptions compileOptions = SH_OBJECT_CODE | SH_VARIABLES |
SH_INITIALIZE_UNINITIALIZED_LOCALS | SH_INIT_OUTPUT_VARIABLES;
#if !defined(NDEBUG)
// Make sure that compilation succeeds and print the info log if it doesn't in debug mode.
if (!mTranslator->compile(shaderStrings, 1, compileOptions))
{
std::cout << "Compiling perf test shader failed with log:\n"
<< mTranslator->getInfoSink().info.c_str();
}
#endif
for (unsigned int iteration = 0; iteration < kNumIterationsPerStep; ++iteration)
{
mTranslator->compile(shaderStrings, 1, compileOptions);
}
}
TEST_P(CompilerPerfTest, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(
CompilerPerfTest,
CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kRealWorldESSL100FragSource, kRealWorldESSL100Id),
CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id),
CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT,
kRealWorldESSL100FragSource,
kRealWorldESSL100Id),
CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id),
CompilerPerfParameters(SH_ESSL_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
CompilerPerfParameters(SH_ESSL_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
CompilerPerfParameters(SH_ESSL_OUTPUT, kRealWorldESSL100FragSource, kRealWorldESSL100Id),
CompilerPerfParameters(SH_ESSL_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id));
} // anonymous namespace