| // Copyright 2015 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include <algorithm> |
| #include <vector> |
| |
| #include "base/containers/small_map.h" |
| #include "base/logging.h" |
| #include "base/memory/ref_counted.h" |
| #include "base/memory/scoped_ptr.h" |
| #include "gpu/command_buffer/service/gpu_timing.h" |
| #include "gpu/perftests/measurements.h" |
| #include "testing/gtest/include/gtest/gtest.h" |
| #include "testing/perf/perf_test.h" |
| #include "ui/gfx/geometry/size.h" |
| #include "ui/gl/gl_bindings.h" |
| #include "ui/gl/gl_context.h" |
| #include "ui/gl/gl_surface.h" |
| #include "ui/gl/scoped_make_current.h" |
| |
| namespace gpu { |
| namespace { |
| |
| const int kUploadPerfWarmupRuns = 10; |
| const int kUploadPerfTestRuns = 100; |
| |
| #define SHADER(Src) #Src |
| |
| // clang-format off |
| const char kVertexShader[] = |
| SHADER( |
| attribute vec2 a_position; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); |
| v_texCoord = vec2((a_position.x + 1.0) * 0.5, (a_position.y + 1.0) * 0.5); |
| } |
| ); |
| const char kFragmentShader[] = |
| SHADER( |
| uniform sampler2D a_texture; |
| varying vec2 v_texCoord; |
| void main() { |
| gl_FragColor = texture2D(a_texture, v_texCoord.xy); |
| } |
| ); |
| // clang-format on |
| |
| void CheckNoGlError() { |
| CHECK_EQ(static_cast<GLenum>(GL_NO_ERROR), glGetError()); |
| } |
| |
| // Utility function to compile a shader from a string. |
| GLuint LoadShader(const GLenum type, const char* const src) { |
| GLuint shader = 0; |
| shader = glCreateShader(type); |
| CHECK_NE(0u, shader); |
| glShaderSource(shader, 1, &src, NULL); |
| glCompileShader(shader); |
| |
| GLint compiled = 0; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| if (compiled == 0) { |
| GLint len = 0; |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); |
| if (len > 1) { |
| scoped_ptr<char> error_log(new char[len]); |
| glGetShaderInfoLog(shader, len, NULL, error_log.get()); |
| LOG(ERROR) << "Error compiling shader: " << error_log.get(); |
| } |
| } |
| CHECK_NE(0, compiled); |
| return shader; |
| } |
| |
| void GenerateTextureData(const gfx::Size& size, |
| const int seed, |
| std::vector<uint8>* const pixels) { |
| pixels->resize(size.GetArea() * 4); |
| for (int y = 0; y < size.height(); ++y) { |
| for (int x = 0; x < size.width(); ++x) { |
| const size_t offset = (y * size.width() + x) * 4; |
| pixels->at(offset) = (y + seed) % 256; |
| pixels->at(offset + 1) = (x + seed) % 256; |
| pixels->at(offset + 2) = (y + x + seed) % 256; |
| pixels->at(offset + 3) = 255; |
| } |
| } |
| } |
| |
| // PerfTest to check costs of texture upload at different stages |
| // on different platforms. |
| class TextureUploadPerfTest : public testing::Test { |
| public: |
| TextureUploadPerfTest() : size_(512, 512) {} |
| |
| // Overridden from testing::Test |
| void SetUp() override { |
| // Initialize an offscreen surface and a gl context. |
| gfx::GLSurface::InitializeOneOff(); |
| surface_ = gfx::GLSurface::CreateOffscreenGLSurface(gfx::Size(4, 4)); |
| gl_context_ = gfx::GLContext::CreateGLContext(NULL, // share_group |
| surface_.get(), |
| gfx::PreferIntegratedGpu); |
| ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); |
| glGenTextures(1, &color_texture_); |
| glBindTexture(GL_TEXTURE_2D, color_texture_); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size_.width(), size_.height(), 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, nullptr); |
| |
| glGenFramebuffersEXT(1, &framebuffer_object_); |
| glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_object_); |
| |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| GL_TEXTURE_2D, color_texture_, 0); |
| DCHECK_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), |
| glCheckFramebufferStatusEXT(GL_FRAMEBUFFER)); |
| |
| glViewport(0, 0, size_.width(), size_.height()); |
| |
| if (gpu_timing_.Initialize(gl_context_.get())) { |
| LOG(INFO) << "Gpu timing initialized with timer type: " |
| << gpu_timing_.GetTimerTypeName(); |
| gpu_timing_.CheckAndResetTimerErrors(); |
| gpu_timing_.InvalidateTimerOffset(); |
| } else { |
| LOG(WARNING) << "Can't initialize gpu timing"; |
| } |
| // Prepare a simple program and a vertex buffer that will be |
| // used to draw a quad on the offscreen surface. |
| vertex_shader_ = LoadShader(GL_VERTEX_SHADER, kVertexShader); |
| fragment_shader_ = LoadShader(GL_FRAGMENT_SHADER, kFragmentShader); |
| program_object_ = glCreateProgram(); |
| CHECK_NE(0u, program_object_); |
| |
| glAttachShader(program_object_, vertex_shader_); |
| glAttachShader(program_object_, fragment_shader_); |
| glBindAttribLocation(program_object_, 0, "a_position"); |
| glLinkProgram(program_object_); |
| |
| GLint linked = -1; |
| glGetProgramiv(program_object_, GL_LINK_STATUS, &linked); |
| CHECK_NE(0, linked); |
| |
| sampler_location_ = glGetUniformLocation(program_object_, "a_texture"); |
| CHECK_NE(-1, sampler_location_); |
| |
| glGenBuffersARB(1, &vertex_buffer_); |
| CHECK_NE(0u, vertex_buffer_); |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
| static GLfloat positions[] = { |
| -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, |
| }; |
| glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); |
| CheckNoGlError(); |
| } |
| |
| void TearDown() override { |
| ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); |
| glDeleteProgram(program_object_); |
| glDeleteShader(vertex_shader_); |
| glDeleteShader(fragment_shader_); |
| glDeleteShader(vertex_buffer_); |
| |
| glBindFramebufferEXT(GL_FRAMEBUFFER, 0); |
| glDeleteFramebuffersEXT(1, &framebuffer_object_); |
| glDeleteTextures(1, &color_texture_); |
| |
| gl_context_ = nullptr; |
| surface_ = nullptr; |
| } |
| |
| protected: |
| // Upload and draw on the offscren surface. |
| // Return a list of pair. Each pair describe a gl operation and the wall |
| // time elapsed in milliseconds. |
| std::vector<Measurement> UploadAndDraw(const std::vector<uint8>& pixels, |
| const GLenum format, |
| const GLenum type) { |
| ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); |
| DCHECK_NE(0u, framebuffer_object_); |
| glBindFramebufferEXT(GL_FRAMEBUFFER, framebuffer_object_); |
| |
| MeasurementTimers total_timers(&gpu_timing_); |
| GLuint texture_id = 0; |
| |
| MeasurementTimers tex_timers(&gpu_timing_); |
| glActiveTexture(GL_TEXTURE0); |
| glGenTextures(1, &texture_id); |
| glBindTexture(GL_TEXTURE_2D, texture_id); |
| |
| glTexImage2D(GL_TEXTURE_2D, 0, format, size_.width(), size_.height(), 0, |
| format, type, &pixels[0]); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| CheckNoGlError(); |
| tex_timers.Record(); |
| |
| MeasurementTimers draw_timers(&gpu_timing_); |
| glUseProgram(program_object_); |
| glUniform1i(sampler_location_, 0); |
| |
| glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); |
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); |
| glEnableVertexAttribArray(0); |
| |
| glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
| draw_timers.Record(); |
| |
| MeasurementTimers finish_timers(&gpu_timing_); |
| glFinish(); |
| CheckNoGlError(); |
| finish_timers.Record(); |
| total_timers.Record(); |
| |
| glDeleteTextures(1, &texture_id); |
| |
| std::vector<uint8> pixels_rendered(size_.GetArea() * 4); |
| glReadPixels(0, 0, size_.width(), size_.height(), GL_RGBA, type, |
| &pixels_rendered[0]); |
| CheckNoGlError(); |
| |
| // TODO(dcastagna): don't assume the format of the texture and do |
| // the appropriate format conversion. |
| EXPECT_EQ(static_cast<GLenum>(GL_RGBA), format); |
| EXPECT_EQ(pixels, pixels_rendered); |
| |
| std::vector<Measurement> measurements; |
| bool gpu_timer_errors = |
| gpu_timing_.IsAvailable() && gpu_timing_.CheckAndResetTimerErrors(); |
| if (!gpu_timer_errors) { |
| measurements.push_back(total_timers.GetAsMeasurement("total")); |
| measurements.push_back(tex_timers.GetAsMeasurement("teximage2d")); |
| measurements.push_back(draw_timers.GetAsMeasurement("drawarrays")); |
| measurements.push_back(finish_timers.GetAsMeasurement("finish")); |
| } |
| return measurements; |
| } |
| |
| const gfx::Size size_; // for the fbo and the texture |
| scoped_refptr<gfx::GLContext> gl_context_; |
| scoped_refptr<gfx::GLSurface> surface_; |
| GPUTiming gpu_timing_; |
| |
| GLuint color_texture_ = 0; |
| GLuint framebuffer_object_ = 0; |
| GLuint vertex_shader_ = 0; |
| GLuint fragment_shader_ = 0; |
| GLuint program_object_ = 0; |
| GLint sampler_location_ = -1; |
| GLuint vertex_buffer_ = 0; |
| }; |
| |
| // Perf test that generates, uploads and draws a texture on a surface repeatedly |
| // and prints out aggregated measurements for all the runs. |
| TEST_F(TextureUploadPerfTest, glTexImage2d) { |
| std::vector<uint8> pixels; |
| base::SmallMap<std::map<std::string, Measurement>> |
| aggregates; // indexed by name |
| int successful_runs = 0; |
| for (int i = 0; i < kUploadPerfWarmupRuns + kUploadPerfTestRuns; ++i) { |
| GenerateTextureData(size_, i + 1, &pixels); |
| auto run = UploadAndDraw(pixels, GL_RGBA, GL_UNSIGNED_BYTE); |
| if (i < kUploadPerfWarmupRuns || !run.size()) { |
| continue; |
| } |
| successful_runs++; |
| for (const Measurement& measurement : run) { |
| auto& aggregate = aggregates[measurement.name]; |
| aggregate.name = measurement.name; |
| aggregate.Increment(measurement); |
| } |
| } |
| |
| if (successful_runs) { |
| for (const auto& entry : aggregates) { |
| const auto m = entry.second.Divide(successful_runs); |
| m.PrintResult(); |
| } |
| } |
| perf_test::PrintResult("sample_runs", "", "", |
| static_cast<size_t>(successful_runs), "laps", true); |
| } |
| |
| } // namespace |
| } // namespace gpu |