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/*
* 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