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      1 /*
      2  * Copyright 2015 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #include "Benchmark.h"
      9 #include "SkCanvas.h"
     10 #include "SkImageEncoder.h"
     11 
     12 #if SK_SUPPORT_GPU
     13 #include "GLBench.h"
     14 #include "gl/GrGLContext.h"
     15 #include "gl/GrGLInterface.h"
     16 #include "gl/GrGLUtil.h"
     17 #include "glsl/GrGLSL.h"
     18 #include "glsl/GrGLSLCaps.h"
     19 #include "glsl/GrGLSLShaderVar.h"
     20 
     21 /*
     22  * This is a native GL benchmark for instanced arrays vs vertex buffer objects.  To benchmark this
     23  * functionality, we draw n * kDrawMultipier triangles per run.  If this number is less than
     24  * kNumTri then we do a single draw, either with instances, or drawArrays.  Otherwise we do
     25  * multiple draws.
     26  *
     27  * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws
     28  * issued.
     29  */
     30 
     31 class GLCpuPosInstancedArraysBench : public GLBench {
     32 public:
     33     /*
     34      * Clients can decide to use either:
     35      * kUseOne_VboSetup      - one vertex buffer with colors and positions interleaved
     36      * kUseTwo_VboSetup      - two vertex buffers, one for colors, one for positions
     37      * kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per
     38      *                         instance colors
     39      */
     40     enum VboSetup {
     41         kUseOne_VboSetup,
     42         kUseTwo_VboSetup,
     43         kUseInstance_VboSetup,
     44     };
     45 
     46     /*
     47      * drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue
     48      * 2x as many draws, 4 will issue 4x as many draws etc.  There is a limit however, which is
     49      * kDrawMultipier.
     50      */
     51     GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv)
     52         : fVboSetup(vboSetup)
     53         , fDrawDiv(drawDiv)
     54         , fProgram(0)
     55         , fVAO(0) {
     56         fName = VboSetupToStr(vboSetup, fDrawDiv);
     57     }
     58 
     59 protected:
     60     const char* onGetName() override {
     61         return fName.c_str();
     62     }
     63 
     64     const GrGLContext* onGetGLContext(const GrGLContext*) override;
     65     void setup(const GrGLContext*) override;
     66     void glDraw(int loops, const GrGLContext*) override;
     67     void teardown(const GrGLInterface*) override;
     68 
     69 private:
     70     void setupInstanceVbo(const GrGLInterface*, const SkMatrix*);
     71     void setupDoubleVbo(const GrGLInterface*, const SkMatrix*);
     72     void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
     73     GrGLuint setupShader(const GrGLContext*);
     74 
     75     static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) {
     76         SkString name("GLInstancedArraysBench");
     77         switch (vboSetup) {
     78             default:
     79             case kUseOne_VboSetup:
     80                 name.appendf("_one_%u", drawDiv);
     81                 break;
     82             case kUseTwo_VboSetup:
     83                 name.appendf("_two_%u", drawDiv);
     84                 break;
     85             case kUseInstance_VboSetup:
     86                 name.append("_instance");
     87                 break;
     88         }
     89         return name;
     90     }
     91 
     92     static const GrGLuint kScreenWidth = 800;
     93     static const GrGLuint kScreenHeight = 600;
     94     static const uint32_t kNumTri = 10000;
     95     static const uint32_t kVerticesPerTri = 3;
     96     static const uint32_t kDrawMultiplier = 512;
     97 
     98     SkString fName;
     99     VboSetup fVboSetup;
    100     uint32_t fDrawDiv;
    101     SkTArray<GrGLuint> fBuffers;
    102     GrGLuint fProgram;
    103     GrGLuint fVAO;
    104     GrGLuint fTexture;
    105 };
    106 
    107 ///////////////////////////////////////////////////////////////////////////////////////////////////
    108 
    109 GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) {
    110     const GrGLSLCaps* glslCaps = ctx->caps()->glslCaps();
    111     const char* version = glslCaps->versionDeclString();
    112 
    113     // setup vertex shader
    114     GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
    115     GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
    116     GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
    117 
    118     SkString vshaderTxt(version);
    119     aPosition.appendDecl(glslCaps, &vshaderTxt);
    120     vshaderTxt.append(";\n");
    121     aColor.appendDecl(glslCaps, &vshaderTxt);
    122     vshaderTxt.append(";\n");
    123     oColor.appendDecl(glslCaps, &vshaderTxt);
    124     vshaderTxt.append(";\n");
    125 
    126     vshaderTxt.append(
    127             "void main()\n"
    128             "{\n"
    129                 "gl_Position = vec4(a_position, 0., 1.);\n"
    130                 "o_color = a_color;\n"
    131             "}\n");
    132 
    133     const GrGLInterface* gl = ctx->interface();
    134 
    135     // setup fragment shader
    136     GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
    137     SkString fshaderTxt(version);
    138     GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCaps, &fshaderTxt);
    139     oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
    140     oColor.appendDecl(glslCaps, &fshaderTxt);
    141     fshaderTxt.append(";\n");
    142 
    143     const char* fsOutName;
    144     if (glslCaps->mustDeclareFragmentShaderOutput()) {
    145         oFragColor.appendDecl(glslCaps, &fshaderTxt);
    146         fshaderTxt.append(";\n");
    147         fsOutName = oFragColor.c_str();
    148     } else {
    149         fsOutName = "gl_FragColor";
    150     }
    151 
    152     fshaderTxt.appendf(
    153             "void main()\n"
    154             "{\n"
    155                 "%s = vec4(o_color, 1.0);\n"
    156             "}\n", fsOutName);
    157 
    158     return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str());
    159 }
    160 
    161 template<typename Func>
    162 static void setup_matrices(int numQuads, Func f) {
    163     // We draw a really small triangle so we are not fill rate limited
    164     for (int i = 0 ; i < numQuads; i++) {
    165         SkMatrix m = SkMatrix::I();
    166         m.setScale(0.0001f, 0.0001f);
    167         f(m);
    168     }
    169 }
    170 
    171 ///////////////////////////////////////////////////////////////////////////////////////////////////
    172 
    173 const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
    174     // We only care about gpus with drawArraysInstanced support
    175     if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
    176         return nullptr;
    177     }
    178     return ctx;
    179 }
    180 
    181 void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
    182                                                     const SkMatrix* viewMatrices) {
    183     // We draw all of the instances at a single place because we aren't allowed to have per vertex
    184     // per instance attributes
    185     SkPoint positions[kVerticesPerTri];
    186     positions[0].set(-1.0f, -1.0f);
    187     positions[1].set( 1.0f, -1.0f);
    188     positions[2].set( 1.0f,  1.0f);
    189     viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
    190 
    191     // setup colors so we can detect we are actually drawing instances(the last triangle will be
    192     // a different color)
    193     GrGLfloat colors[kVerticesPerTri * kNumTri];
    194     for (uint32_t i = 0; i < kNumTri; i++) {
    195         // set colors
    196         uint32_t offset = i * kVerticesPerTri;
    197         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    198         colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
    199     }
    200 
    201     GrGLuint posVBO;
    202     // setup position VBO
    203     GR_GL_CALL(gl, GenBuffers(1, &posVBO));
    204     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
    205     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
    206     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    207     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
    208                                        (GrGLvoid*)0));
    209 
    210     // setup color VBO
    211     GrGLuint instanceVBO;
    212     GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
    213     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
    214     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
    215     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    216     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
    217                                        (GrGLvoid*)0));
    218     GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
    219     fBuffers.push_back(posVBO);
    220     fBuffers.push_back(instanceVBO);
    221 }
    222 
    223 void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
    224                                                   const SkMatrix* viewMatrices) {
    225     // Constants for our various shader programs
    226     SkPoint positions[kVerticesPerTri * kNumTri];
    227     GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
    228     for (uint32_t i = 0; i < kNumTri; i++) {
    229         SkPoint* position = &positions[i * kVerticesPerTri];
    230         position[0].set(-1.0f, -1.0f);
    231         position[1].set( 1.0f, -1.0f);
    232         position[2].set( 1.0f,  1.0f);
    233         viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
    234 
    235         // set colors
    236         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    237         uint32_t offset = i * kVerticesPerTri * 3;
    238         for (uint32_t j = 0; j < kVerticesPerTri; j++) {
    239             colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
    240         }
    241     }
    242 
    243     GrGLuint posVBO, colorVBO;
    244     // setup position VBO
    245     GR_GL_CALL(gl, GenBuffers(1, &posVBO));
    246     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
    247     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    248     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
    249                                        (GrGLvoid*)0));
    250     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
    251 
    252     // setup color VBO
    253     GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
    254     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
    255     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    256     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
    257                                        (GrGLvoid*)0));
    258     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
    259 
    260     fBuffers.push_back(posVBO);
    261     fBuffers.push_back(colorVBO);
    262 }
    263 
    264 struct Vertex {
    265     SkPoint fPositions;
    266     GrGLfloat fColors[3];
    267 };
    268 
    269 void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
    270                                                   const SkMatrix* viewMatrices) {
    271     // Constants for our various shader programs
    272     Vertex vertices[kVerticesPerTri * kNumTri];
    273     for (uint32_t i = 0; i < kNumTri; i++) {
    274         Vertex* v = &vertices[i * kVerticesPerTri];
    275         v[0].fPositions.set(-1.0f, -1.0f);
    276         v[1].fPositions.set( 1.0f, -1.0f);
    277         v[2].fPositions.set( 1.0f,  1.0f);
    278 
    279         SkPoint* position = reinterpret_cast<SkPoint*>(v);
    280         viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
    281 
    282         // set colors
    283         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    284         for (uint32_t j = 0; j < kVerticesPerTri; j++) {
    285             uint32_t offset = 0;
    286             v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
    287             v++;
    288         }
    289     }
    290 
    291     GrGLuint vbo;
    292     // setup VBO
    293     GR_GL_CALL(gl, GenBuffers(1, &vbo));
    294     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
    295     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    296     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    297     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
    298                                        (GrGLvoid*)0));
    299     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
    300                                        (GrGLvoid*)(sizeof(SkPoint))));
    301     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
    302     fBuffers.push_back(vbo);
    303 }
    304 
    305 void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
    306     const GrGLInterface* gl = ctx->interface();
    307     fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
    308 
    309     fProgram = this->setupShader(ctx);
    310 
    311     // setup matrices
    312     int index = 0;
    313     SkMatrix viewMatrices[kNumTri];
    314     setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
    315         viewMatrices[index++] = m;
    316     });
    317 
    318     // setup VAO
    319     GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
    320     GR_GL_CALL(gl, BindVertexArray(fVAO));
    321 
    322     switch (fVboSetup) {
    323         case kUseOne_VboSetup:
    324             this->setupSingleVbo(gl, viewMatrices);
    325             break;
    326         case kUseTwo_VboSetup:
    327             this->setupDoubleVbo(gl, viewMatrices);
    328             break;
    329         case kUseInstance_VboSetup:
    330             this->setupInstanceVbo(gl, viewMatrices);
    331             break;
    332     }
    333 
    334     // clear screen
    335     GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
    336     GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
    337 
    338     // set us up to draw
    339     GR_GL_CALL(gl, UseProgram(fProgram));
    340     GR_GL_CALL(gl, BindVertexArray(fVAO));
    341 }
    342 
    343 void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
    344     const GrGLInterface* gl = ctx->interface();
    345 
    346     uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ?  kNumTri :
    347                                                      kDrawMultiplier / fDrawDiv;
    348     uint32_t trianglesToDraw = loops * kDrawMultiplier;
    349 
    350     if (kUseInstance_VboSetup == fVboSetup) {
    351         while (trianglesToDraw > 0) {
    352             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
    353             GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
    354             trianglesToDraw -= triangles;
    355         }
    356     } else {
    357         while (trianglesToDraw > 0) {
    358             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
    359             GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
    360             trianglesToDraw -= triangles;
    361         }
    362     }
    363 
    364 #if 0
    365     //const char* filename = "/data/local/tmp/out.png";
    366     SkString filename("out");
    367     filename.appendf("_%s.png", this->getName());
    368     DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
    369 #endif
    370 }
    371 
    372 void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
    373     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
    374     GR_GL_CALL(gl, BindVertexArray(0));
    375     GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
    376     GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
    377     GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
    378     GR_GL_CALL(gl, DeleteProgram(fProgram));
    379     GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
    380     GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
    381     fBuffers.reset();
    382 }
    383 
    384 ///////////////////////////////////////////////////////////////////////////////
    385 
    386 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
    387 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
    388 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
    389 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
    390 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
    391 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
    392 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
    393 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
    394 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
    395 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
    396 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
    397 
    398 #endif
    399