blob: ca20673988298fae84b35353bb5d3f848145e34e [file] [log] [blame]
/*
* 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