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/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "bench/Benchmark.h"
#include "bench/ResultsWriter.h"
#include "bench/SkSLBench.h"
#include "include/core/SkCanvas.h"
#include "src/base/SkArenaAlloc.h"
#include "src/core/SkRasterPipeline.h"
#include "src/gpu/ganesh/GrCaps.h"
#include "src/gpu/ganesh/GrRecordingContextPriv.h"
#include "src/gpu/ganesh/mock/GrMockCaps.h"
#include "src/sksl/SkSLCompiler.h"
#include "src/sksl/SkSLModuleLoader.h"
#include "src/sksl/SkSLParser.h"
#include "src/sksl/codegen/SkSLGLSLCodeGenerator.h"
#include "src/sksl/codegen/SkSLMetalCodeGenerator.h"
#include "src/sksl/codegen/SkSLRasterPipelineBuilder.h"
#include "src/sksl/codegen/SkSLRasterPipelineCodeGenerator.h"
#include "src/sksl/codegen/SkSLSPIRVCodeGenerator.h"
#include "src/sksl/codegen/SkSLWGSLCodeGenerator.h"
#include "src/sksl/ir/SkSLFunctionDeclaration.h"
#include "src/sksl/ir/SkSLProgram.h"
#include <regex>
#include "src/sksl/generated/sksl_shared.minified.sksl"
#include "src/sksl/generated/sksl_compute.minified.sksl"
#include "src/sksl/generated/sksl_frag.minified.sksl"
#include "src/sksl/generated/sksl_gpu.minified.sksl"
#include "src/sksl/generated/sksl_public.minified.sksl"
#include "src/sksl/generated/sksl_rt_shader.minified.sksl"
#include "src/sksl/generated/sksl_vert.minified.sksl"
#include "src/sksl/generated/sksl_graphite_frag.minified.sksl"
#include "src/sksl/generated/sksl_graphite_vert.minified.sksl"
#include "src/sksl/generated/sksl_graphite_frag_es2.minified.sksl"
#include "src/sksl/generated/sksl_graphite_vert_es2.minified.sksl"
class SkSLCompilerStartupBench : public Benchmark {
protected:
const char* onGetName() override {
return "sksl_compiler_startup";
}
bool isSuitableFor(Backend backend) override {
return backend == Backend::kNonRendering;
}
void onDraw(int loops, SkCanvas*) override {
for (int i = 0; i < loops; i++) {
SkSL::Compiler compiler;
}
}
};
DEF_BENCH(return new SkSLCompilerStartupBench();)
enum class Output {
kNone,
kGLSL,
kMetal,
kSPIRV,
kSkRP,
kGrMtl,
kGrWGSL,
};
class SkSLCompileBench : public Benchmark {
public:
static const char* output_string(Output output) {
switch (output) {
case Output::kNone: return "";
case Output::kGLSL: return "glsl_";
case Output::kMetal: return "metal_";
case Output::kSPIRV: return "spirv_";
case Output::kGrMtl: return "grmtl_";
case Output::kGrWGSL: return "grwgsl_";
case Output::kSkRP: return "skrp_";
}
SkUNREACHABLE;
}
SkSLCompileBench(std::string name, const char* src, bool optimize, Output output)
: fName(std::string("sksl_") + (optimize ? "" : "unoptimized_") +
output_string(output) + name)
, fSrc(src)
, fCaps(GrContextOptions(), GrMockOptions())
, fOutput(output) {
fSettings.fOptimize = optimize;
// The test programs we compile don't follow Vulkan rules and thus produce invalid SPIR-V.
// This is harmless, so long as we don't try to validate them.
fSettings.fValidateSPIRV = false;
this->fixUpSource();
}
protected:
const char* onGetName() override {
return fName.c_str();
}
bool isSuitableFor(Backend backend) override {
#if !defined(SK_GRAPHITE)
if (this->usesGraphite()) {
return false;
}
#endif
return backend == Backend::kNonRendering;
}
bool usesRuntimeShader() const {
return fOutput == Output::kSkRP;
}
bool usesGraphite() const {
return fOutput == Output::kGrMtl || fOutput == Output::kGrWGSL;
}
void fixUpSource() {
auto fixup = [this](const char* input, const char* replacement) {
fSrc = std::regex_replace(fSrc, std::regex(input), replacement);
};
// Runtime shaders have slightly different conventions than fragment shaders.
// Perform a handful of fixups to compensate. These are hand-tuned for our current set of
// test shaders and will probably need to be updated if we add more.
if (this->usesRuntimeShader()) {
fixup(R"(void main\(\))", "half4 main(float2 xy)");
fixup(R"(sk_FragColor =)", "return");
fixup(R"(sk_FragCoord)", "_FragCoord");
fixup(R"(sampler2D )", "uniform shader ");
fixup(R"((flat |noperspective |)in )", "uniform ");
fixup(R"(sample\(([A-Za-z0-9_]+), ([A-Za-z0-9_]+)\))", "$01.eval($02)");
fSrc = "#version 300\nuniform float4 _FragCoord;\n" + fSrc;
}
}
void onDraw(int loops, SkCanvas* canvas) override {
SkSL::ProgramKind kind;
if (this->usesRuntimeShader()) {
kind = SkSL::ProgramKind::kRuntimeShader;
} else if (this->usesGraphite()) {
kind = SkSL::ProgramKind::kGraphiteFragment;
} else {
kind = SkSL::ProgramKind::kFragment;
}
for (int i = 0; i < loops; i++) {
std::unique_ptr<SkSL::Program> program = fCompiler.convertProgram(kind, fSrc,
fSettings);
if (fCompiler.errorCount()) {
SK_ABORT("shader compilation failed: %s\n", fCompiler.errorText().c_str());
}
std::string result;
switch (fOutput) {
case Output::kNone:
break;
case Output::kGLSL:
SkAssertResult(SkSL::ToGLSL(*program, fCaps.shaderCaps(), &result));
break;
case Output::kMetal:
case Output::kGrMtl:
SkAssertResult(SkSL::ToMetal(*program, fCaps.shaderCaps(), &result));
break;
case Output::kSPIRV:
SkAssertResult(SkSL::ToSPIRV(*program, fCaps.shaderCaps(), &result));
break;
case Output::kGrWGSL:
SkAssertResult(SkSL::ToWGSL(*program, fCaps.shaderCaps(), &result));
break;
case Output::kSkRP:
SkAssertResult(CompileToSkRP(*program));
break;
}
}
}
static bool CompileToSkRP(const SkSL::Program& program) {
const SkSL::FunctionDeclaration* main = program.getFunction("main");
if (!main) {
return false;
}
// Compile our program.
std::unique_ptr<SkSL::RP::Program> rasterProg = SkSL::MakeRasterPipelineProgram(
program, *main->definition(), /*debugTrace=*/nullptr, /*writeTraceOps=*/false);
if (!rasterProg) {
return false;
}
// We need to supply a valid uniform range, but the uniform values inside don't actually
// matter, since we aren't going to run the shader.
float uniformBuffer[1024];
if (rasterProg->numUniforms() > (int)std::size(uniformBuffer)) {
return false;
}
// Append the program to a raster pipeline.
SkSTArenaAlloc<2048> alloc;
SkRasterPipeline pipeline(&alloc);
rasterProg->appendStages(&pipeline,
&alloc,
/*callbacks=*/nullptr,
/*uniforms=*/SkSpan{uniformBuffer, rasterProg->numUniforms()});
return true;
}
private:
std::string fName;
std::string fSrc;
GrMockCaps fCaps;
SkSL::Compiler fCompiler;
SkSL::ProgramSettings fSettings;
Output fOutput;
using INHERITED = Benchmark;
};
///////////////////////////////////////////////////////////////////////////////
#define COMPILER_BENCH(name, text) \
static constexpr char name ## _SRC[] = text; \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/false, Output::kNone);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kNone);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kGLSL);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kMetal);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kSPIRV);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kSkRP);)
// This fragment shader is from the third tile on the top row of GM_gradients_2pt_conical_outside.
// To get an ES2 compatible shader, nonconstantArrayIndexSupport in GrShaderCaps is forced off.
COMPILER_BENCH(large, R"(
uniform half4 uthresholds1_7_S1_c0_c0_c0;
uniform half4 uthresholds9_13_S1_c0_c0_c0;
uniform float4 uscale_S1_c0_c0_c0[4];
uniform float4 ubias_S1_c0_c0_c0[4];
uniform half uinvR1_S1_c0_c0_c1_c0;
uniform half ufx_S1_c0_c0_c1_c0;
uniform float3x3 umatrix_S1_c0_c0_c1;
uniform half4 uleftBorderColor_S1_c0_c0;
uniform half4 urightBorderColor_S1_c0_c0;
uniform float3x3 umatrix_S1_c1;
uniform half urange_S1;
sampler2D uTextureSampler_0_S1;
flat in half4 vcolor_S0;
noperspective in float2 vTransformedCoords_6_S0;
half4 UnrolledBinaryColorizer_S1_c0_c0_c0(half4 _input, float2 _coords)
{
half4 _tmp_0_inColor = _input;
float2 _tmp_1_coords = _coords;
half t = half(_tmp_1_coords.x);
float4 s;
float4 b;
{
if (t < uthresholds1_7_S1_c0_c0_c0.y)
{
if (t < uthresholds1_7_S1_c0_c0_c0.x)
{
s = uscale_S1_c0_c0_c0[0];
b = ubias_S1_c0_c0_c0[0];
}
else
{
s = uscale_S1_c0_c0_c0[1];
b = ubias_S1_c0_c0_c0[1];
}
}
else
{
if (t < uthresholds1_7_S1_c0_c0_c0.z)
{
s = uscale_S1_c0_c0_c0[2];
b = ubias_S1_c0_c0_c0[2];
}
else
{
s = uscale_S1_c0_c0_c0[3];
b = ubias_S1_c0_c0_c0[3];
}
}
}
return half4(half4(float(t) * s + b));
}
half4 TwoPointConicalFocalLayout_S1_c0_c0_c1_c0(half4 _input)
{
half4 _tmp_2_inColor = _input;
float2 _tmp_3_coords = vTransformedCoords_6_S0;
float t = -1.0;
half v = 1.0;
float x_t = -1.0;
if (bool(int(0)))
{
x_t = dot(_tmp_3_coords, _tmp_3_coords) / _tmp_3_coords.x;
}
else if (bool(int(0)))
{
x_t = length(_tmp_3_coords) - _tmp_3_coords.x * float(uinvR1_S1_c0_c0_c1_c0);
}
else
{
float temp = _tmp_3_coords.x * _tmp_3_coords.x - _tmp_3_coords.y * _tmp_3_coords.y;
if (temp >= 0.0)
{
if (bool(int(0)) || !bool(int(1)))
{
x_t = -sqrt(temp) - _tmp_3_coords.x * float(uinvR1_S1_c0_c0_c1_c0);
}
else
{
x_t = sqrt(temp) - _tmp_3_coords.x * float(uinvR1_S1_c0_c0_c1_c0);
}
}
}
if (!bool(int(0)))
{
if (x_t <= 0.0)
{
v = -1.0;
}
}
if (bool(int(1)))
{
if (bool(int(0)))
{
t = x_t;
}
else
{
t = x_t + float(ufx_S1_c0_c0_c1_c0);
}
}
else
{
if (bool(int(0)))
{
t = -x_t;
}
else
{
t = -x_t + float(ufx_S1_c0_c0_c1_c0);
}
}
if (bool(int(0)))
{
t = 1.0 - t;
}
return half4(half4(half(t), v, 0.0, 0.0));
}
half4 MatrixEffect_S1_c0_c0_c1(half4 _input)
{
return TwoPointConicalFocalLayout_S1_c0_c0_c1_c0(_input);
}
half4 ClampedGradient_S1_c0_c0(half4 _input)
{
half4 _tmp_4_inColor = _input;
half4 t = MatrixEffect_S1_c0_c0_c1(_tmp_4_inColor);
half4 outColor;
if (!bool(int(0)) && t.y < 0.0)
{
outColor = half4(0.0);
}
else if (t.x < 0.0)
{
outColor = uleftBorderColor_S1_c0_c0;
}
else if (t.x > 1.0)
{
outColor = urightBorderColor_S1_c0_c0;
}
else
{
outColor = UnrolledBinaryColorizer_S1_c0_c0_c0(_tmp_4_inColor, float2(half2(t.x, 0.0)));
}
return half4(outColor);
}
half4 DisableCoverageAsAlpha_S1_c0(half4 _input)
{
_input = ClampedGradient_S1_c0_c0(_input);
half4 _tmp_5_inColor = _input;
return half4(_input);
}
half4 TextureEffect_S1_c1_c0(half4 _input, float2 _coords)
{
return sample(uTextureSampler_0_S1, _coords).000r;
}
half4 MatrixEffect_S1_c1(half4 _input, float2 _coords)
{
return TextureEffect_S1_c1_c0(_input, float3x2(umatrix_S1_c1) * _coords.xy1);
}
half4 Dither_S1(half4 _input)
{
half4 _tmp_6_inColor = _input;
half4 color = DisableCoverageAsAlpha_S1_c0(_tmp_6_inColor);
half value = MatrixEffect_S1_c1(_tmp_6_inColor, sk_FragCoord.xy).w - 0.5;
return half4(half4(clamp(color.xyz + value * urange_S1, 0.0, color.w), color.w));
}
void main()
{
// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;
outputColor_S0 = vcolor_S0;
const half4 outputCoverage_S0 = half4(1);
half4 output_S1;
output_S1 = Dither_S1(outputColor_S0);
{
// Xfer Processor: Porter Duff
sk_FragColor = output_S1 * outputCoverage_S0;
}
}
)");
// This fragment shader is taken from GM_BlurDrawImage.
COMPILER_BENCH(medium, R"(
uniform float3x3 umatrix_S1_c0;
uniform float3x3 umatrix_S2_c0_c0;
uniform float4 urect_S2_c0;
sampler2D uTextureSampler_0_S1;
sampler2D uTextureSampler_0_S2;
flat in half4 vcolor_S0;
noperspective in float2 vTransformedCoords_3_S0;
half4 TextureEffect_S1_c0_c0(half4 _input)
{
return sample(uTextureSampler_0_S1, vTransformedCoords_3_S0);
}
half4 MatrixEffect_S1_c0(half4 _input)
{
return TextureEffect_S1_c0_c0(_input);
}
half4 DisableCoverageAsAlpha_S1(half4 _input)
{
_input = MatrixEffect_S1_c0(_input);
half4 _tmp_0_inColor = _input;
return half4(_input);
}
half4 TextureEffect_S2_c0_c0_c0(half4 _input, float2 _coords)
{
return sample(uTextureSampler_0_S2, _coords).000r;
}
half4 MatrixEffect_S2_c0_c0(half4 _input, float2 _coords)
{
return TextureEffect_S2_c0_c0_c0(_input, float3x2(umatrix_S2_c0_c0) * _coords.xy1);
}
half4 RectBlur_S2_c0(half4 _input, float2 _coords)
{
half4 _tmp_1_inColor = _input;
float2 _tmp_2_coords = _coords;
half xCoverage;
half yCoverage;
if (bool(int(1)))
{
half2 xy = max(half2(urect_S2_c0.xy - _tmp_2_coords), half2(_tmp_2_coords - urect_S2_c0.zw));
xCoverage = MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(xy.x, 0.5))).w;
yCoverage = MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(xy.y, 0.5))).w;
}
else
{
half4 rect = half4(half2(urect_S2_c0.xy - _tmp_2_coords), half2(_tmp_2_coords - urect_S2_c0.zw));
xCoverage = (1.0 - MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(rect.x, 0.5))).w) - MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(rect.z, 0.5))).w;
yCoverage = (1.0 - MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(rect.y, 0.5))).w) - MatrixEffect_S2_c0_c0(_tmp_1_inColor, float2(half2(rect.w, 0.5))).w;
}
return half4((_input * xCoverage) * yCoverage);
}
half4 DeviceSpace_S2(half4 _input)
{
return RectBlur_S2_c0(_input, sk_FragCoord.xy);
}
void main()
{
// Stage 0, QuadPerEdgeAAGeometryProcessor
half4 outputColor_S0;
outputColor_S0 = vcolor_S0;
const half4 outputCoverage_S0 = half4(1);
half4 output_S1;
output_S1 = DisableCoverageAsAlpha_S1(outputColor_S0);
half4 output_S2;
output_S2 = DeviceSpace_S2(outputCoverage_S0);
{
// Xfer Processor: Porter Duff
sk_FragColor = output_S1 * output_S2;
}
}
)");
// This fragment shader is taken from GM_lcdtext.
COMPILER_BENCH(small, R"(
sampler2D uTextureSampler_0_S0;
noperspective in float2 vTextureCoords_S0;
flat in float vTexIndex_S0;
noperspective in half4 vinColor_S0;
void main()
{
// Stage 0, BitmapText
half4 outputColor_S0;
outputColor_S0 = vinColor_S0;
half4 texColor;
{
texColor = sample(uTextureSampler_0_S0, vTextureCoords_S0).rrrr;
}
half4 outputCoverage_S0 = texColor;
{
// Xfer Processor: Porter Duff
sk_FragColor = outputColor_S0 * outputCoverage_S0;
}
}
)");
COMPILER_BENCH(tiny, "void main() { sk_FragColor = half4(1); }");
#define GRAPHITE_BENCH(name, text) \
static constexpr char name##_SRC[] = text; \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kGrMtl);) \
DEF_BENCH(return new SkSLCompileBench(#name, name##_SRC, /*optimize=*/true, Output::kGrWGSL);)
// This fragment shader is from the third tile on the top row of GM_gradients_2pt_conical_outside.
GRAPHITE_BENCH(graphite_large, R"(
layout(location=0) in flat int shadingSsboIndexVar;
layout(location=1) in float2 localCoordsVar;
layout(location=2) in float4 jacobian;
layout(location=3) in float4 edgeDistances;
layout(location=4) in float4 xRadii;
layout(location=5) in float4 yRadii;
layout(location=6) in float2 strokeParams;
layout(location=7) in float2 perPixelControl;
struct FSUniformData
{
// 0 - SolidColor uniforms
float4 color_0;
// 2 - ConicalGradient8 uniforms
float4 colors_2[8];
float4 offsets_2[2];
float2 point0_2;
float2 point1_2;
float radius0_2;
float radius1_2;
int tilemode_2;
int colorSpace_2;
int doUnPremul_2;
// 3 - ColorSpaceTransform uniforms
int flags_3;
int srcKind_3;
half3x3 gamutTransform_3;
int dstKind_3;
half4x4 csXformCoeffs_3;
// 4 - DitherShader uniforms
half range_4;
}
;
layout (binding=2) buffer FSUniforms
{
FSUniformData fsUniformData[];
}
;
// 4 - DitherShader samplers
layout(binding=0) sampler2D sampler_4;
// [1] 1: ColorFilterShader
half4 ColorFilterShader_1(half4 inColor, half4 destColor, float2 coords)
{
return sk_color_space_transform(sk_conical_grad_8_shader(coords, fsUniformData[shadingSsboIndexVar].colors_2, fsUniformData[shadingSsboIndexVar].offsets_2, fsUniformData[shadingSsboIndexVar].point0_2, fsUniformData[shadingSsboIndexVar].point1_2, fsUniformData[shadingSsboIndexVar].radius0_2, fsUniformData[shadingSsboIndexVar].radius1_2, fsUniformData[shadingSsboIndexVar].tilemode_2, fsUniformData[shadingSsboIndexVar].colorSpace_2, fsUniformData[shadingSsboIndexVar].doUnPremul_2), fsUniformData[shadingSsboIndexVar].flags_3, fsUniformData[shadingSsboIndexVar].srcKind_3, fsUniformData[shadingSsboIndexVar].gamutTransform_3, fsUniformData[shadingSsboIndexVar].dstKind_3, fsUniformData[shadingSsboIndexVar].csXformCoeffs_3);
}
void main()
{
half4 initialColor = half4(0);
// [0] SolidColor
half4 outColor_0 = sk_solid_shader(fsUniformData[shadingSsboIndexVar].color_0);
// [1] ColorFilterShader
half4 outColor_1 = ColorFilterShader_1(outColor_0, half4(1), localCoordsVar);
// [4] DitherShader
half4 outColor_4 = sk_dither_shader(outColor_1, localCoordsVar, fsUniformData[shadingSsboIndexVar].range_4, sampler_4);
// [5] SrcOver
half4 outColor_5 = outColor_4;
half4 outputCoverage;
outputCoverage = analytic_rrect_coverage_fn(sk_FragCoord, jacobian, edgeDistances, xRadii, yRadii, strokeParams, perPixelControl);
sk_FragColor = outColor_5 * outputCoverage;
}
)");
// This fragment shader is taken from GM_lcdtext.
GRAPHITE_BENCH(graphite_small, R"(
layout(location=0) in flat int shadingSsboIndexVar;
layout(location=1) in float2 textureCoords;
layout(location=2) in half texIndex;
layout(location=3) in half maskFormat;
layout (binding=1) uniform StepUniforms
{
layout(offset=0) float4x4 subRunDeviceMatrix;
layout(offset=64) float4x4 deviceToLocal;
layout(offset=128) float2 atlasSizeInv;
}
;
struct FSUniformData
{
// 0 - SolidColor uniforms
float4 color_0;
}
;
layout (binding=2) buffer FSUniforms
{
FSUniformData fsUniformData[];
}
;
layout(binding=0) sampler2D text_atlas_0;
layout(binding=1) sampler2D text_atlas_1;
layout(binding=2) sampler2D text_atlas_2;
layout(binding=3) sampler2D text_atlas_3;
void main()
{
half4 initialColor = half4(0);
// [0] SolidColor
half4 outColor_0 = sk_solid_shader(fsUniformData[shadingSsboIndexVar].color_0);
// [1] SrcOver
half4 outColor_1 = outColor_0;
half4 outputCoverage;
outputCoverage = bitmap_text_coverage_fn(sample_indexed_atlas(textureCoords, int(texIndex), text_atlas_0, text_atlas_1, text_atlas_2, text_atlas_3), int(maskFormat));
sk_FragColor = outColor_1 * outputCoverage;
}
)");
#if defined(SK_BUILD_FOR_UNIX)
#include <malloc.h>
static int64_t heap_bytes_used() {
return (int64_t)mallinfo().uordblks;
}
#elif defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_IOS)
#include <malloc/malloc.h>
static int64_t heap_bytes_used() {
malloc_statistics_t stats;
malloc_zone_pressure_relief(malloc_default_zone(), 0);
malloc_zone_statistics(malloc_default_zone(), &stats);
return (int64_t)stats.size_in_use;
}
#else
static int64_t heap_bytes_used() {
return -1;
}
#endif
static void bench(NanoJSONResultsWriter* log, const char* name, int bytes) {
SkDEBUGCODE(SkDebugf("%s: %d bytes\n", name, bytes);)
log->beginObject(name); // test
log->beginObject("meta"); // config
log->appendS32("bytes", bytes); // sub_result
log->endObject(); // config
log->endObject(); // test
}
// These benchmarks aren't timed, they produce memory usage statistics. They run standalone, and
// directly add their results to the nanobench log.
void RunSkSLModuleBenchmarks(NanoJSONResultsWriter* log) {
// Heap used by a default compiler (with no modules loaded)
int64_t before = heap_bytes_used();
SkSL::Compiler compiler;
int baselineBytes = heap_bytes_used();
if (baselineBytes >= 0) {
baselineBytes = (baselineBytes - before);
bench(log, "sksl_compiler_baseline", baselineBytes);
}
// Heap used by a compiler with the two main GPU modules (fragment + vertex) and runtime effects
// (shader + color filter + blender) loaded. Ganesh will load all of these in regular usage.
before = heap_bytes_used();
compiler.moduleForProgramKind(SkSL::ProgramKind::kVertex);
compiler.moduleForProgramKind(SkSL::ProgramKind::kFragment);
compiler.moduleForProgramKind(SkSL::ProgramKind::kRuntimeColorFilter);
compiler.moduleForProgramKind(SkSL::ProgramKind::kRuntimeShader);
compiler.moduleForProgramKind(SkSL::ProgramKind::kRuntimeBlender);
compiler.moduleForProgramKind(SkSL::ProgramKind::kPrivateRuntimeColorFilter);
compiler.moduleForProgramKind(SkSL::ProgramKind::kPrivateRuntimeShader);
compiler.moduleForProgramKind(SkSL::ProgramKind::kPrivateRuntimeBlender);
int64_t gpuBytes = heap_bytes_used();
if (gpuBytes >= 0) {
gpuBytes = (gpuBytes - before) + baselineBytes;
bench(log, "sksl_compiler_gpu", gpuBytes);
}
#if defined(SK_GRAPHITE)
// Heap used by a compiler with the Graphite modules loaded.
before = heap_bytes_used();
compiler.moduleForProgramKind(SkSL::ProgramKind::kGraphiteVertex);
compiler.moduleForProgramKind(SkSL::ProgramKind::kGraphiteFragment);
int64_t graphiteBytes = heap_bytes_used();
if (graphiteBytes >= 0) {
graphiteBytes = (graphiteBytes - before) + gpuBytes;
bench(log, "sksl_compiler_graphite", graphiteBytes);
}
// Heap used by a compiler with compute-shader support loaded.
before = heap_bytes_used();
compiler.moduleForProgramKind(SkSL::ProgramKind::kCompute);
int64_t computeBytes = heap_bytes_used();
if (computeBytes >= 0) {
computeBytes = (computeBytes - before) + baselineBytes;
bench(log, "sksl_compiler_compute", computeBytes);
}
#endif
// Report the minified module sizes.
int compilerGPUBinarySize = std::size(SKSL_MINIFIED_sksl_shared) +
std::size(SKSL_MINIFIED_sksl_gpu) +
std::size(SKSL_MINIFIED_sksl_vert) +
std::size(SKSL_MINIFIED_sksl_frag) +
std::size(SKSL_MINIFIED_sksl_public) +
std::size(SKSL_MINIFIED_sksl_rt_shader);
bench(log, "sksl_binary_size_gpu", compilerGPUBinarySize);
int compilerGraphiteBinarySize = std::size(SKSL_MINIFIED_sksl_graphite_frag) +
std::size(SKSL_MINIFIED_sksl_graphite_vert);
bench(log, "sksl_binary_size_graphite", compilerGraphiteBinarySize);
int compilerGraphiteES2BinarySize = std::size(SKSL_MINIFIED_sksl_graphite_frag_es2) +
std::size(SKSL_MINIFIED_sksl_graphite_vert_es2);
bench(log, "sksl_binary_size_graphite_es2", compilerGraphiteES2BinarySize);
int compilerComputeBinarySize = std::size(SKSL_MINIFIED_sksl_compute);
bench(log, "sksl_binary_size_compute", compilerComputeBinarySize);
}
class SkSLModuleLoaderBench : public Benchmark {
public:
SkSLModuleLoaderBench(const char* name, std::vector<SkSL::ProgramKind> moduleList)
: fName(name), fModuleList(std::move(moduleList)) {}
const char* onGetName() override {
return fName;
}
bool isSuitableFor(Backend backend) override {
return backend == Backend::kNonRendering;
}
bool shouldLoop() const override {
return false;
}
void onPreDraw(SkCanvas*) override {
SkSL::ModuleLoader::Get().unloadModules();
}
void onDraw(int loops, SkCanvas*) override {
SkASSERT(loops == 1);
SkSL::Compiler compiler;
for (SkSL::ProgramKind kind : fModuleList) {
compiler.moduleForProgramKind(kind);
}
}
const char* fName;
std::vector<SkSL::ProgramKind> fModuleList;
};
DEF_BENCH(return new SkSLModuleLoaderBench("sksl_module_loader_ganesh",
{
SkSL::ProgramKind::kVertex,
SkSL::ProgramKind::kFragment,
SkSL::ProgramKind::kRuntimeColorFilter,
SkSL::ProgramKind::kRuntimeShader,
SkSL::ProgramKind::kRuntimeBlender,
SkSL::ProgramKind::kPrivateRuntimeColorFilter,
SkSL::ProgramKind::kPrivateRuntimeShader,
SkSL::ProgramKind::kPrivateRuntimeBlender,
SkSL::ProgramKind::kCompute,
});)
DEF_BENCH(return new SkSLModuleLoaderBench("sksl_module_loader_graphite",
{
SkSL::ProgramKind::kVertex,
SkSL::ProgramKind::kFragment,
SkSL::ProgramKind::kRuntimeColorFilter,
SkSL::ProgramKind::kRuntimeShader,
SkSL::ProgramKind::kRuntimeBlender,
SkSL::ProgramKind::kPrivateRuntimeColorFilter,
SkSL::ProgramKind::kPrivateRuntimeShader,
SkSL::ProgramKind::kPrivateRuntimeBlender,
SkSL::ProgramKind::kCompute,
SkSL::ProgramKind::kGraphiteVertex,
SkSL::ProgramKind::kGraphiteFragment,
});)