| /* |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "Benchmark.h" |
| #include "SkCanvas.h" |
| #include "SkImageEncoder.h" |
| |
| #if SK_SUPPORT_GPU |
| #include "GLBench.h" |
| #include "GrShaderVar.h" |
| #include "gl/GrGLContext.h" |
| #include "gl/GrGLInterface.h" |
| #include "gl/GrGLUtil.h" |
| #include "glsl/GrGLSL.h" |
| #include "glsl/GrGLSLCaps.h" |
| |
| /* |
| * This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this |
| * functionality, we draw n * kDrawMultipier triangles per run. If this number is less than |
| * kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do |
| * multiple draws. |
| * |
| * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws |
| * issued. |
| */ |
| |
| class GLCpuPosInstancedArraysBench : public GLBench { |
| public: |
| /* |
| * Clients can decide to use either: |
| * kUseOne_VboSetup - one vertex buffer with colors and positions interleaved |
| * kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions |
| * kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per |
| * instance colors |
| */ |
| enum VboSetup { |
| kUseOne_VboSetup, |
| kUseTwo_VboSetup, |
| kUseInstance_VboSetup, |
| }; |
| |
| /* |
| * drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue |
| * 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is |
| * kDrawMultipier. |
| */ |
| GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv) |
| : fVboSetup(vboSetup) |
| , fDrawDiv(drawDiv) |
| , fProgram(0) |
| , fVAO(0) { |
| fName = VboSetupToStr(vboSetup, fDrawDiv); |
| } |
| |
| protected: |
| const char* onGetName() override { |
| return fName.c_str(); |
| } |
| |
| const GrGLContext* onGetGLContext(const GrGLContext*) override; |
| void setup(const GrGLContext*) override; |
| void glDraw(int loops, const GrGLContext*) override; |
| void teardown(const GrGLInterface*) override; |
| |
| private: |
| void setupInstanceVbo(const GrGLInterface*, const SkMatrix*); |
| void setupDoubleVbo(const GrGLInterface*, const SkMatrix*); |
| void setupSingleVbo(const GrGLInterface*, const SkMatrix*); |
| GrGLuint setupShader(const GrGLContext*); |
| |
| static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) { |
| SkString name("GLInstancedArraysBench"); |
| switch (vboSetup) { |
| default: |
| case kUseOne_VboSetup: |
| name.appendf("_one_%u", drawDiv); |
| break; |
| case kUseTwo_VboSetup: |
| name.appendf("_two_%u", drawDiv); |
| break; |
| case kUseInstance_VboSetup: |
| name.append("_instance"); |
| break; |
| } |
| return name; |
| } |
| |
| static const GrGLuint kScreenWidth = 800; |
| static const GrGLuint kScreenHeight = 600; |
| static const uint32_t kNumTri = 10000; |
| static const uint32_t kVerticesPerTri = 3; |
| static const uint32_t kDrawMultiplier = 512; |
| |
| SkString fName; |
| VboSetup fVboSetup; |
| uint32_t fDrawDiv; |
| SkTArray<GrGLuint> fBuffers; |
| GrGLuint fProgram; |
| GrGLuint fVAO; |
| GrGLuint fTexture; |
| }; |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) { |
| const GrGLSLCaps* glslCaps = ctx->caps()->glslCaps(); |
| const char* version = glslCaps->versionDeclString(); |
| |
| // setup vertex shader |
| GrShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kIn_TypeModifier); |
| GrShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kIn_TypeModifier); |
| GrShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kOut_TypeModifier); |
| |
| SkString vshaderTxt(version); |
| aPosition.appendDecl(glslCaps, &vshaderTxt); |
| vshaderTxt.append(";\n"); |
| aColor.appendDecl(glslCaps, &vshaderTxt); |
| vshaderTxt.append(";\n"); |
| oColor.appendDecl(glslCaps, &vshaderTxt); |
| vshaderTxt.append(";\n"); |
| |
| vshaderTxt.append( |
| "void main()\n" |
| "{\n" |
| "gl_Position = vec4(a_position, 0., 1.);\n" |
| "o_color = a_color;\n" |
| "}\n"); |
| |
| // setup fragment shader |
| GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); |
| SkString fshaderTxt(version); |
| GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCaps, &fshaderTxt); |
| oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier); |
| oColor.appendDecl(glslCaps, &fshaderTxt); |
| fshaderTxt.append(";\n"); |
| |
| const char* fsOutName; |
| if (glslCaps->mustDeclareFragmentShaderOutput()) { |
| oFragColor.appendDecl(glslCaps, &fshaderTxt); |
| fshaderTxt.append(";\n"); |
| fsOutName = oFragColor.c_str(); |
| } else { |
| fsOutName = "gl_FragColor"; |
| } |
| |
| fshaderTxt.appendf( |
| "void main()\n" |
| "{\n" |
| "%s = vec4(o_color, 1.0);\n" |
| "}\n", fsOutName); |
| |
| return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str()); |
| } |
| |
| template<typename Func> |
| static void setup_matrices(int numQuads, Func f) { |
| // We draw a really small triangle so we are not fill rate limited |
| for (int i = 0 ; i < numQuads; i++) { |
| SkMatrix m = SkMatrix::I(); |
| m.setScale(0.0001f, 0.0001f); |
| f(m); |
| } |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////////////// |
| |
| const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) { |
| // We only care about gpus with drawArraysInstanced support |
| if (!ctx->interface()->fFunctions.fDrawArraysInstanced) { |
| return nullptr; |
| } |
| return ctx; |
| } |
| |
| void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl, |
| const SkMatrix* viewMatrices) { |
| // We draw all of the instances at a single place because we aren't allowed to have per vertex |
| // per instance attributes |
| SkPoint positions[kVerticesPerTri]; |
| positions[0].set(-1.0f, -1.0f); |
| positions[1].set( 1.0f, -1.0f); |
| positions[2].set( 1.0f, 1.0f); |
| viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri); |
| |
| // setup colors so we can detect we are actually drawing instances(the last triangle will be |
| // a different color) |
| GrGLfloat colors[kVerticesPerTri * kNumTri]; |
| for (uint32_t i = 0; i < kNumTri; i++) { |
| // set colors |
| uint32_t offset = i * kVerticesPerTri; |
| float color = i == kNumTri - 1 ? 1.0f : 0.0f; |
| colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; |
| } |
| |
| GrGLuint posVBO; |
| // setup position VBO |
| GR_GL_CALL(gl, GenBuffers(1, &posVBO)); |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); |
| GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(0)); |
| GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), |
| (GrGLvoid*)0)); |
| |
| // setup color VBO |
| GrGLuint instanceVBO; |
| GR_GL_CALL(gl, GenBuffers(1, &instanceVBO)); |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO)); |
| GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(1)); |
| GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), |
| (GrGLvoid*)0)); |
| GR_GL_CALL(gl, VertexAttribDivisor(1, 1)); |
| fBuffers.push_back(posVBO); |
| fBuffers.push_back(instanceVBO); |
| } |
| |
| void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl, |
| const SkMatrix* viewMatrices) { |
| // Constants for our various shader programs |
| SkPoint positions[kVerticesPerTri * kNumTri]; |
| GrGLfloat colors[kVerticesPerTri * kNumTri * 3]; |
| for (uint32_t i = 0; i < kNumTri; i++) { |
| SkPoint* position = &positions[i * kVerticesPerTri]; |
| position[0].set(-1.0f, -1.0f); |
| position[1].set( 1.0f, -1.0f); |
| position[2].set( 1.0f, 1.0f); |
| viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri); |
| |
| // set colors |
| float color = i == kNumTri - 1 ? 1.0f : 0.0f; |
| uint32_t offset = i * kVerticesPerTri * 3; |
| for (uint32_t j = 0; j < kVerticesPerTri; j++) { |
| colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; |
| } |
| } |
| |
| GrGLuint posVBO, colorVBO; |
| // setup position VBO |
| GR_GL_CALL(gl, GenBuffers(1, &posVBO)); |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(0)); |
| GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), |
| (GrGLvoid*)0)); |
| GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); |
| |
| // setup color VBO |
| GR_GL_CALL(gl, GenBuffers(1, &colorVBO)); |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(1)); |
| GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), |
| (GrGLvoid*)0)); |
| GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); |
| |
| fBuffers.push_back(posVBO); |
| fBuffers.push_back(colorVBO); |
| } |
| |
| struct Vertex { |
| SkPoint fPositions; |
| GrGLfloat fColors[3]; |
| }; |
| |
| void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl, |
| const SkMatrix* viewMatrices) { |
| // Constants for our various shader programs |
| Vertex vertices[kVerticesPerTri * kNumTri]; |
| for (uint32_t i = 0; i < kNumTri; i++) { |
| Vertex* v = &vertices[i * kVerticesPerTri]; |
| v[0].fPositions.set(-1.0f, -1.0f); |
| v[1].fPositions.set( 1.0f, -1.0f); |
| v[2].fPositions.set( 1.0f, 1.0f); |
| |
| SkPoint* position = reinterpret_cast<SkPoint*>(v); |
| viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri); |
| |
| // set colors |
| float color = i == kNumTri - 1 ? 1.0f : 0.0f; |
| for (uint32_t j = 0; j < kVerticesPerTri; j++) { |
| uint32_t offset = 0; |
| v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f; |
| v++; |
| } |
| } |
| |
| GrGLuint vbo; |
| // setup VBO |
| GR_GL_CALL(gl, GenBuffers(1, &vbo)); |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(0)); |
| GR_GL_CALL(gl, EnableVertexAttribArray(1)); |
| GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), |
| (GrGLvoid*)0)); |
| GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), |
| (GrGLvoid*)(sizeof(SkPoint)))); |
| GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW)); |
| fBuffers.push_back(vbo); |
| } |
| |
| void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) { |
| const GrGLInterface* gl = ctx->interface(); |
| fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); |
| |
| fProgram = this->setupShader(ctx); |
| |
| // setup matrices |
| int index = 0; |
| SkMatrix viewMatrices[kNumTri]; |
| setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) { |
| viewMatrices[index++] = m; |
| }); |
| |
| // setup VAO |
| GR_GL_CALL(gl, GenVertexArrays(1, &fVAO)); |
| GR_GL_CALL(gl, BindVertexArray(fVAO)); |
| |
| switch (fVboSetup) { |
| case kUseOne_VboSetup: |
| this->setupSingleVbo(gl, viewMatrices); |
| break; |
| case kUseTwo_VboSetup: |
| this->setupDoubleVbo(gl, viewMatrices); |
| break; |
| case kUseInstance_VboSetup: |
| this->setupInstanceVbo(gl, viewMatrices); |
| break; |
| } |
| |
| // clear screen |
| GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f)); |
| GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT)); |
| |
| // set us up to draw |
| GR_GL_CALL(gl, UseProgram(fProgram)); |
| GR_GL_CALL(gl, BindVertexArray(fVAO)); |
| } |
| |
| void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) { |
| const GrGLInterface* gl = ctx->interface(); |
| |
| uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri : |
| kDrawMultiplier / fDrawDiv; |
| uint32_t trianglesToDraw = loops * kDrawMultiplier; |
| |
| if (kUseInstance_VboSetup == fVboSetup) { |
| while (trianglesToDraw > 0) { |
| uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); |
| GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles)); |
| trianglesToDraw -= triangles; |
| } |
| } else { |
| while (trianglesToDraw > 0) { |
| uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); |
| GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles)); |
| trianglesToDraw -= triangles; |
| } |
| } |
| |
| #if 0 |
| //const char* filename = "/data/local/tmp/out.png"; |
| SkString filename("out"); |
| filename.appendf("_%s.png", this->getName()); |
| DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); |
| #endif |
| } |
| |
| void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) { |
| GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0)); |
| GR_GL_CALL(gl, BindVertexArray(0)); |
| GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); |
| GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0)); |
| GR_GL_CALL(gl, DeleteTextures(1, &fTexture)); |
| GR_GL_CALL(gl, DeleteProgram(fProgram)); |
| GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin())); |
| GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO)); |
| fBuffers.reset(); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) ) |
| DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) ) |
| |
| #endif |