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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 "GrShaderCaps.h"
     15 #include "GrShaderVar.h"
     16 #include "gl/GrGLContext.h"
     17 #include "gl/GrGLInterface.h"
     18 #include "gl/GrGLUtil.h"
     19 #include "../private/GrGLSL.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 GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
    111     const char* version = shaderCaps->versionDeclString();
    112 
    113     // setup vertex shader
    114     GrShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kIn_TypeModifier);
    115     GrShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kIn_TypeModifier);
    116     GrShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kOut_TypeModifier);
    117 
    118     SkString vshaderTxt(version);
    119     aPosition.appendDecl(shaderCaps, &vshaderTxt);
    120     vshaderTxt.append(";\n");
    121     aColor.appendDecl(shaderCaps, &vshaderTxt);
    122     vshaderTxt.append(";\n");
    123     oColor.appendDecl(shaderCaps, &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     // setup fragment shader
    134     GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
    135     SkString fshaderTxt(version);
    136     GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt);
    137     oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
    138     oColor.appendDecl(shaderCaps, &fshaderTxt);
    139     fshaderTxt.append(";\n");
    140 
    141     const char* fsOutName;
    142     if (shaderCaps->mustDeclareFragmentShaderOutput()) {
    143         oFragColor.appendDecl(shaderCaps, &fshaderTxt);
    144         fshaderTxt.append(";\n");
    145         fsOutName = oFragColor.c_str();
    146     } else {
    147         fsOutName = "gl_FragColor";
    148     }
    149 
    150     fshaderTxt.appendf(
    151             "void main()\n"
    152             "{\n"
    153                 "%s = vec4(o_color, 1.0);\n"
    154             "}\n", fsOutName);
    155 
    156     return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
    157 }
    158 
    159 template<typename Func>
    160 static void setup_matrices(int numQuads, Func f) {
    161     // We draw a really small triangle so we are not fill rate limited
    162     for (int i = 0 ; i < numQuads; i++) {
    163         SkMatrix m = SkMatrix::I();
    164         m.setScale(0.0001f, 0.0001f);
    165         f(m);
    166     }
    167 }
    168 
    169 ///////////////////////////////////////////////////////////////////////////////////////////////////
    170 
    171 const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) {
    172     // We only care about gpus with drawArraysInstanced support
    173     if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
    174         return nullptr;
    175     }
    176     return ctx;
    177 }
    178 
    179 void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl,
    180                                                     const SkMatrix* viewMatrices) {
    181     // We draw all of the instances at a single place because we aren't allowed to have per vertex
    182     // per instance attributes
    183     SkPoint positions[kVerticesPerTri];
    184     positions[0].set(-1.0f, -1.0f);
    185     positions[1].set( 1.0f, -1.0f);
    186     positions[2].set( 1.0f,  1.0f);
    187     viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri);
    188 
    189     // setup colors so we can detect we are actually drawing instances(the last triangle will be
    190     // a different color)
    191     GrGLfloat colors[kVerticesPerTri * kNumTri];
    192     for (uint32_t i = 0; i < kNumTri; i++) {
    193         // set colors
    194         uint32_t offset = i * kVerticesPerTri;
    195         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    196         colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
    197     }
    198 
    199     GrGLuint posVBO;
    200     // setup position VBO
    201     GR_GL_CALL(gl, GenBuffers(1, &posVBO));
    202     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
    203     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
    204     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    205     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
    206                                        (GrGLvoid*)0));
    207 
    208     // setup color VBO
    209     GrGLuint instanceVBO;
    210     GR_GL_CALL(gl, GenBuffers(1, &instanceVBO));
    211     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO));
    212     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
    213     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    214     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
    215                                        (GrGLvoid*)0));
    216     GR_GL_CALL(gl, VertexAttribDivisor(1, 1));
    217     fBuffers.push_back(posVBO);
    218     fBuffers.push_back(instanceVBO);
    219 }
    220 
    221 void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl,
    222                                                   const SkMatrix* viewMatrices) {
    223     // Constants for our various shader programs
    224     SkPoint positions[kVerticesPerTri * kNumTri];
    225     GrGLfloat colors[kVerticesPerTri * kNumTri * 3];
    226     for (uint32_t i = 0; i < kNumTri; i++) {
    227         SkPoint* position = &positions[i * kVerticesPerTri];
    228         position[0].set(-1.0f, -1.0f);
    229         position[1].set( 1.0f, -1.0f);
    230         position[2].set( 1.0f,  1.0f);
    231         viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri);
    232 
    233         // set colors
    234         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    235         uint32_t offset = i * kVerticesPerTri * 3;
    236         for (uint32_t j = 0; j < kVerticesPerTri; j++) {
    237             colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f;
    238         }
    239     }
    240 
    241     GrGLuint posVBO, colorVBO;
    242     // setup position VBO
    243     GR_GL_CALL(gl, GenBuffers(1, &posVBO));
    244     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO));
    245     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    246     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat),
    247                                        (GrGLvoid*)0));
    248     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW));
    249 
    250     // setup color VBO
    251     GR_GL_CALL(gl, GenBuffers(1, &colorVBO));
    252     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO));
    253     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    254     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat),
    255                                        (GrGLvoid*)0));
    256     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW));
    257 
    258     fBuffers.push_back(posVBO);
    259     fBuffers.push_back(colorVBO);
    260 }
    261 
    262 struct Vertex {
    263     SkPoint fPositions;
    264     GrGLfloat fColors[3];
    265 };
    266 
    267 void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl,
    268                                                   const SkMatrix* viewMatrices) {
    269     // Constants for our various shader programs
    270     Vertex vertices[kVerticesPerTri * kNumTri];
    271     for (uint32_t i = 0; i < kNumTri; i++) {
    272         Vertex* v = &vertices[i * kVerticesPerTri];
    273         v[0].fPositions.set(-1.0f, -1.0f);
    274         v[1].fPositions.set( 1.0f, -1.0f);
    275         v[2].fPositions.set( 1.0f,  1.0f);
    276 
    277         SkPoint* position = reinterpret_cast<SkPoint*>(v);
    278         viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
    279 
    280         // set colors
    281         float color = i == kNumTri - 1 ? 1.0f : 0.0f;
    282         for (uint32_t j = 0; j < kVerticesPerTri; j++) {
    283             uint32_t offset = 0;
    284             v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f;
    285             v++;
    286         }
    287     }
    288 
    289     GrGLuint vbo;
    290     // setup VBO
    291     GR_GL_CALL(gl, GenBuffers(1, &vbo));
    292     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo));
    293     GR_GL_CALL(gl, EnableVertexAttribArray(0));
    294     GR_GL_CALL(gl, EnableVertexAttribArray(1));
    295     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
    296                                        (GrGLvoid*)0));
    297     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
    298                                        (GrGLvoid*)(sizeof(SkPoint))));
    299     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
    300     fBuffers.push_back(vbo);
    301 }
    302 
    303 void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) {
    304     const GrGLInterface* gl = ctx->interface();
    305     fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
    306 
    307     fProgram = this->setupShader(ctx);
    308 
    309     // setup matrices
    310     int index = 0;
    311     SkMatrix viewMatrices[kNumTri];
    312     setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) {
    313         viewMatrices[index++] = m;
    314     });
    315 
    316     // setup VAO
    317     GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
    318     GR_GL_CALL(gl, BindVertexArray(fVAO));
    319 
    320     switch (fVboSetup) {
    321         case kUseOne_VboSetup:
    322             this->setupSingleVbo(gl, viewMatrices);
    323             break;
    324         case kUseTwo_VboSetup:
    325             this->setupDoubleVbo(gl, viewMatrices);
    326             break;
    327         case kUseInstance_VboSetup:
    328             this->setupInstanceVbo(gl, viewMatrices);
    329             break;
    330     }
    331 
    332     // clear screen
    333     GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f));
    334     GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT));
    335 
    336     // set us up to draw
    337     GR_GL_CALL(gl, UseProgram(fProgram));
    338     GR_GL_CALL(gl, BindVertexArray(fVAO));
    339 }
    340 
    341 void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) {
    342     const GrGLInterface* gl = ctx->interface();
    343 
    344     uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ?  kNumTri :
    345                                                      kDrawMultiplier / fDrawDiv;
    346     uint32_t trianglesToDraw = loops * kDrawMultiplier;
    347 
    348     if (kUseInstance_VboSetup == fVboSetup) {
    349         while (trianglesToDraw > 0) {
    350             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
    351             GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles));
    352             trianglesToDraw -= triangles;
    353         }
    354     } else {
    355         while (trianglesToDraw > 0) {
    356             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
    357             GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
    358             trianglesToDraw -= triangles;
    359         }
    360     }
    361 
    362 #if 0
    363     //const char* filename = "/data/local/tmp/out.png";
    364     SkString filename("out");
    365     filename.appendf("_%s.png", this->getName());
    366     DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
    367 #endif
    368 }
    369 
    370 void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
    371     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
    372     GR_GL_CALL(gl, BindVertexArray(0));
    373     GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
    374     GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
    375     GR_GL_CALL(gl, DeleteTextures(1, &fTexture));
    376     GR_GL_CALL(gl, DeleteProgram(fProgram));
    377     GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
    378     GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
    379     fBuffers.reset();
    380 }
    381 
    382 ///////////////////////////////////////////////////////////////////////////////
    383 
    384 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) )
    385 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) )
    386 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) )
    387 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) )
    388 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) )
    389 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) )
    390 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) )
    391 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) )
    392 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) )
    393 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) )
    394 DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) )
    395 
    396 #endif
    397