blob: 5f156580370eecba7b488d37d013df0e56dacbdb [file] [log] [blame]
// 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