/* * 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 "gl/GrGLContext.h" #include "gl/GrGLInterface.h" #include "gl/GrGLUtil.h" #include "glsl/GrGLSL.h" #include "glsl/GrGLSLCaps.h" #include "glsl/GrGLSLShaderVar.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 GrGLSLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLSLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier); GrGLSLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_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"); const GrGLInterface* gl = ctx->interface(); // setup fragment shader GrGLSLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); SkString fshaderTxt(version); GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *glslCaps, &fshaderTxt); oColor.setTypeModifier(GrShaderVar::kVaryingIn_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(gl, 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