Benchmark to test cost for additional vertex attributes

BUG=skia:

Review URL: https://codereview.chromium.org/1213233011
diff --git a/bench/GLVertexAttributesBench.cpp b/bench/GLVertexAttributesBench.cpp
new file mode 100644
index 0000000..73df3bd
--- /dev/null
+++ b/bench/GLVertexAttributesBench.cpp
@@ -0,0 +1,429 @@
+/*
+ * 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 "GrTest.h"
+#include "gl/GrGLGLSL.h"
+#include "gl/GrGLInterface.h"
+#include "gl/GrGLShaderVar.h"
+#include "gl/GrGLUtil.h"
+#include "glsl/GrGLSLCaps.h"
+#include <stdio.h>
+
+/*
+ * This is a native GL benchmark for determining the cost of uploading vertex attributes
+ */
+class GLVertexAttributesBench : public Benchmark {
+public:
+    GLVertexAttributesBench(uint32_t attribs)
+        : fTexture(0)
+        , fBuffers(0)
+        , fProgram(0)
+        , fVAO(0)
+        , fVBO(0)
+        , fAttribs(attribs)
+        , fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) {
+        fName.appendf("GLVertexAttributesBench_%d", fAttribs);
+    }
+
+protected:
+    const char* onGetName() override { return fName.c_str(); }
+    void onPerCanvasPreDraw(SkCanvas* canvas) override;
+    void setup(const GrGLContext*);
+    void onDraw(const int loops, SkCanvas*) override;
+    void onPerCanvasPostDraw(SkCanvas* canvas) override;
+
+    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;
+    static const uint32_t kMaxAttribs = 7;
+
+private:
+    GrGLuint fTexture;
+    SkTArray<GrGLuint> fBuffers;
+    GrGLuint fProgram;
+    GrGLuint fVAO;
+    GrGLuint fVBO;
+    SkTArray<unsigned char> fVertices;
+    uint32_t fAttribs;
+    size_t fStride;
+    SkString fName;
+    typedef Benchmark INHERITED;
+};
+
+static const GrGLContext* get_gl_context(SkCanvas* canvas) {
+    // This bench exclusively tests GL calls directly
+    if (NULL == canvas->getGrContext()) {
+        return NULL;
+    }
+    GrContext* context = canvas->getGrContext();
+
+    GrTestTarget tt;
+    context->getTestTarget(&tt);
+    if (!tt.target()) {
+        SkDebugf("Couldn't get Gr test target.");
+        return NULL;
+    }
+
+    const GrGLContext* ctx = tt.glContext();
+    if (!ctx) {
+        SkDebugf("Couldn't get an interface\n");
+        return NULL;
+    }
+
+    return ctx;
+}
+
+void GLVertexAttributesBench::onPerCanvasPreDraw(SkCanvas* canvas) {
+    // This bench exclusively tests GL calls directly
+    const GrGLContext* ctx = get_gl_context(canvas);
+    if (!ctx) {
+        return;
+    }
+    this->setup(ctx);
+}
+
+void GLVertexAttributesBench::onPerCanvasPostDraw(SkCanvas* canvas) {
+    // This bench exclusively tests GL calls directly
+    const GrGLContext* ctx = get_gl_context(canvas);
+    if (!ctx) {
+        return;
+    }
+
+    const GrGLInterface* gl = ctx->interface();
+
+    // teardown
+    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));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
+    GrGLuint shader;
+    // Create the shader object
+    GR_GL_CALL_RET(gl, shader, CreateShader(type));
+
+    // Load the shader source
+    GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
+
+    // Compile the shader
+    GR_GL_CALL(gl, CompileShader(shader));
+
+    // Check for compile time errors
+    GrGLint success;
+    GrGLchar infoLog[512];
+    GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
+    if (!success) {
+        GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
+        SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
+    }
+
+    return shader;
+}
+
+static GrGLuint compile_shader(const GrGLContext* ctx, uint32_t attribs, uint32_t maxAttribs) {
+    const char* version = GrGLGetGLSLVersionDecl(*ctx);
+
+    // setup vertex shader
+    GrGLShaderVar aPosition("a_position", kVec4f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
+    SkTArray<GrGLShaderVar> aVars;
+    SkTArray<GrGLShaderVar> oVars;
+
+    SkString vshaderTxt(version);
+    aPosition.appendDecl(*ctx, &vshaderTxt);
+    vshaderTxt.append(";\n");
+
+    for (uint32_t i = 0; i < attribs; i++) {
+        SkString aname;
+        aname.appendf("a_color_%d", i);
+        aVars.push_back(GrGLShaderVar(aname.c_str(),
+                                       kVec4f_GrSLType,
+                                       GrShaderVar::kAttribute_TypeModifier));
+        aVars.back().appendDecl(*ctx, &vshaderTxt);
+        vshaderTxt.append(";\n");
+
+    }
+
+    for (uint32_t i = 0; i < maxAttribs; i++) {
+        SkString oname;
+        oname.appendf("o_color_%d", i);
+        oVars.push_back(GrGLShaderVar(oname.c_str(),
+                                       kVec4f_GrSLType,
+                                       GrShaderVar::kVaryingOut_TypeModifier));
+        oVars.back().appendDecl(*ctx, &vshaderTxt);
+        vshaderTxt.append(";\n");
+    }
+
+    vshaderTxt.append(
+            "void main()\n"
+            "{\n"
+                "gl_Position = a_position;\n");
+
+    for (uint32_t i = 0; i < attribs; i++) {
+        vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str());
+    }
+
+    // Passthrough position as a dummy
+    for (uint32_t i = attribs; i < maxAttribs; i++) {
+        vshaderTxt.appendf("%s = vec4(0.f, 0.f, 0.f, 1.f);\n", oVars[i].c_str());
+    }
+
+    vshaderTxt.append("}\n");
+
+    const GrGLInterface* gl = ctx->interface();
+    GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHADER);
+
+    // setup fragment shader
+    GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
+    SkString fshaderTxt(version);
+    GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
+                                                   &fshaderTxt);
+
+    const char* fsOutName;
+    if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
+        oFragColor.appendDecl(*ctx, &fshaderTxt);
+        fshaderTxt.append(";\n");
+        fsOutName = oFragColor.c_str();
+    } else {
+        fsOutName = "gl_FragColor";
+    }
+
+    for (uint32_t i = 0; i < maxAttribs; i++) {
+        oVars[i].setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
+        oVars[i].appendDecl(*ctx, &fshaderTxt);
+        fshaderTxt.append(";\n");
+    }
+
+    fshaderTxt.appendf(
+            "void main()\n"
+            "{\n"
+               "%s = ", fsOutName);
+
+    fshaderTxt.appendf("%s", oVars[0].c_str());
+    for (uint32_t i = 1; i < maxAttribs; i++) {
+        fshaderTxt.appendf(" + %s", oVars[i].c_str());
+    }
+
+    fshaderTxt.append(";\n"
+                      "}\n");
+
+    GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT_SHADER);
+
+    GrGLint shaderProgram;
+    GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());
+    GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader));
+    GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader));
+    GR_GL_CALL(gl, LinkProgram(shaderProgram));
+
+    // Check for linking errors
+    GrGLint success;
+    GrGLchar infoLog[512];
+    GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
+    if (!success) {
+        GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
+        SkDebugf("Linker Error: %s\n", infoLog);
+    }
+    GR_GL_CALL(gl, DeleteShader(vertexShader));
+    GR_GL_CALL(gl, DeleteShader(fragmentShader));
+
+    return shaderProgram;
+}
+
+//#define DUMP_IMAGES
+#ifdef DUMP_IMAGES
+static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
+                       const char* filename) {
+    // read back pixels
+    uint32_t readback[screenWidth * screenHeight];
+    GR_GL_CALL(gl, ReadPixels(0, // x
+                              0, // y
+                              screenWidth, // width
+                              screenHeight, // height
+                              GR_GL_RGBA, //format
+                              GR_GL_UNSIGNED_BYTE, //type
+                              readback));
+
+    // dump png
+    SkBitmap bm;
+    if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
+        SkDebugf("couldn't allocate bitmap\n");
+        return;
+    }
+
+    bm.setPixels(readback);
+
+    if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100)) {
+        SkDebugf("------ failed to encode %s\n", filename);
+        remove(filename);   // remove any partial file
+        return;
+    }
+}
+#endif
+
+static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
+    //Setup framebuffer
+    GrGLuint texture;
+    GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
+    GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
+    GR_GL_CALL(gl, GenTextures(1, &texture));
+    GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
+    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture));
+    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST));
+    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST));
+    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE));
+    GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE));
+    GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D,
+                              0, //level
+                              GR_GL_RGBA8, //internal format
+                              screenWidth, // width
+                              screenHeight, // height
+                              0, //border
+                              GR_GL_RGBA, //format
+                              GR_GL_UNSIGNED_BYTE, // type
+                              NULL));
+
+    // bind framebuffer
+    GrGLuint framebuffer;
+    GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
+    GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer));
+    GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer));
+    GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER,
+                                        GR_GL_COLOR_ATTACHMENT0,
+                                        GR_GL_TEXTURE_2D,
+                                        texture, 0));
+    GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER));
+    GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight));
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+void GLVertexAttributesBench::setup(const GrGLContext* ctx) {
+    const GrGLInterface* gl = ctx->interface();
+    setup_framebuffer(gl, kScreenWidth, kScreenHeight);
+
+    fProgram = compile_shader(ctx, fAttribs, kMaxAttribs);
+
+    // setup matrices
+    SkMatrix viewMatrices[kNumTri];
+    for (uint32_t i = 0 ; i < kNumTri; i++) {
+        SkMatrix m = SkMatrix::I();
+        m.setScale(0.0001f, 0.0001f);
+        viewMatrices[i] = m;
+    }
+
+    // setup VAO
+    GR_GL_CALL(gl, GenVertexArrays(1, &fVAO));
+    GR_GL_CALL(gl, BindVertexArray(fVAO));
+
+    // presetup vertex attributes, color is set to be a light gray no matter how many vertex
+    // attributes are used
+    float targetColor = 0.9f;
+    float colorContribution = targetColor / fAttribs;
+    fVertices.reset(static_cast<int>(kVerticesPerTri * kNumTri * fStride));
+    for (uint32_t i = 0; i < kNumTri; i++) {
+        unsigned char* ptr = &fVertices[static_cast<int>(i * kVerticesPerTri * fStride)];
+        SkPoint* p = reinterpret_cast<SkPoint*>(ptr);
+        p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
+        p = reinterpret_cast<SkPoint*>(ptr + fStride);
+        p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f);
+        p = reinterpret_cast<SkPoint*>(ptr + fStride * 2);
+        p->set( 1.0f,  1.0f); p++; p->set( 0.0f, 1.0f);
+
+        SkPoint* position = reinterpret_cast<SkPoint*>(ptr);
+        viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri);
+
+        // set colors
+        for (uint32_t j = 0; j < kVerticesPerTri; j++) {
+            GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint) + fStride * j);
+            for (uint32_t k = 0; k < fAttribs * 4; k += 4) {
+                f[k] = colorContribution;
+                f[k + 1] = colorContribution;
+                f[k + 2] = colorContribution;
+                f[k + 3] = 1.0f;
+            }
+        }
+    }
+
+    GR_GL_CALL(gl, GenBuffers(1, &fVBO));
+    fBuffers.push_back(fVBO);
+
+    // 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 GLVertexAttributesBench::onDraw(const int loops, SkCanvas* canvas) {
+    const GrGLContext* ctx = get_gl_context(canvas);
+    if (!ctx) {
+        return;
+    }
+
+    const GrGLInterface* gl = ctx->interface();
+
+    // upload vertex attributes
+    GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO));
+    GR_GL_CALL(gl, EnableVertexAttribArray(0));
+    GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, (GrGLsizei)fStride,
+                                       (GrGLvoid*)0));
+
+    size_t runningStride = 2 * sizeof(SkPoint);
+    for (uint32_t i = 0; i < fAttribs; i++) {
+        int attribId = i + 1;
+        GR_GL_CALL(gl, EnableVertexAttribArray(attribId));
+        GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE,
+                                           (GrGLsizei)fStride, (GrGLvoid*)(runningStride)));
+        runningStride += sizeof(GrGLfloat) * 4;
+    }
+
+    GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.begin(),
+                              GR_GL_STREAM_DRAW));
+
+    uint32_t maxTrianglesPerFlush = kNumTri;
+    uint32_t trianglesToDraw = loops * kDrawMultiplier;
+
+    while (trianglesToDraw > 0) {
+        uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush);
+        GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles));
+        trianglesToDraw -= triangles;
+    }
+
+#ifdef DUMP_IMAGES
+    //const char* filename = "/data/local/tmp/out.png";
+    SkString filename("out");
+    filename.appendf("_%s.png", this->getName());
+    dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
+#endif
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+DEF_BENCH( return new GLVertexAttributesBench(0) )
+DEF_BENCH( return new GLVertexAttributesBench(1) )
+DEF_BENCH( return new GLVertexAttributesBench(2) )
+DEF_BENCH( return new GLVertexAttributesBench(3) )
+DEF_BENCH( return new GLVertexAttributesBench(4) )
+DEF_BENCH( return new GLVertexAttributesBench(5) )
+DEF_BENCH( return new GLVertexAttributesBench(6) )
+DEF_BENCH( return new GLVertexAttributesBench(7) )
+#endif