xref: /aosp_15_r20/external/angle/src/tests/perf_tests/DrawCallPerf.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker // DrawCallPerf:
7*8975f5c5SAndroid Build Coastguard Worker //   Performance tests for ANGLE draw call overhead.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #include "ANGLEPerfTest.h"
11*8975f5c5SAndroid Build Coastguard Worker #include "DrawCallPerfParams.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "common/PackedEnums.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/draw_call_perf_utils.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
17*8975f5c5SAndroid Build Coastguard Worker 
18*8975f5c5SAndroid Build Coastguard Worker namespace
19*8975f5c5SAndroid Build Coastguard Worker {
20*8975f5c5SAndroid Build Coastguard Worker enum class StateChange
21*8975f5c5SAndroid Build Coastguard Worker {
22*8975f5c5SAndroid Build Coastguard Worker     NoChange,
23*8975f5c5SAndroid Build Coastguard Worker     VertexAttrib,
24*8975f5c5SAndroid Build Coastguard Worker     VertexBuffer,
25*8975f5c5SAndroid Build Coastguard Worker     ManyVertexBuffers,
26*8975f5c5SAndroid Build Coastguard Worker     Texture,
27*8975f5c5SAndroid Build Coastguard Worker     Program,
28*8975f5c5SAndroid Build Coastguard Worker     VertexBufferCycle,
29*8975f5c5SAndroid Build Coastguard Worker     Scissor,
30*8975f5c5SAndroid Build Coastguard Worker     ManyTextureDraw,
31*8975f5c5SAndroid Build Coastguard Worker     Uniform,
32*8975f5c5SAndroid Build Coastguard Worker     InvalidEnum,
33*8975f5c5SAndroid Build Coastguard Worker     EnumCount = InvalidEnum,
34*8975f5c5SAndroid Build Coastguard Worker };
35*8975f5c5SAndroid Build Coastguard Worker 
36*8975f5c5SAndroid Build Coastguard Worker constexpr size_t kCycleVBOPoolSize  = 200;
37*8975f5c5SAndroid Build Coastguard Worker constexpr size_t kManyTexturesCount = 8;
38*8975f5c5SAndroid Build Coastguard Worker 
39*8975f5c5SAndroid Build Coastguard Worker struct DrawArraysPerfParams : public DrawCallPerfParams
40*8975f5c5SAndroid Build Coastguard Worker {
41*8975f5c5SAndroid Build Coastguard Worker     DrawArraysPerfParams() = default;
DrawArraysPerfParams__anon7e99dd4c0111::DrawArraysPerfParams42*8975f5c5SAndroid Build Coastguard Worker     DrawArraysPerfParams(const DrawCallPerfParams &base) : DrawCallPerfParams(base) {}
43*8975f5c5SAndroid Build Coastguard Worker 
44*8975f5c5SAndroid Build Coastguard Worker     std::string story() const override;
45*8975f5c5SAndroid Build Coastguard Worker 
46*8975f5c5SAndroid Build Coastguard Worker     StateChange stateChange = StateChange::NoChange;
47*8975f5c5SAndroid Build Coastguard Worker };
48*8975f5c5SAndroid Build Coastguard Worker 
story() const49*8975f5c5SAndroid Build Coastguard Worker std::string DrawArraysPerfParams::story() const
50*8975f5c5SAndroid Build Coastguard Worker {
51*8975f5c5SAndroid Build Coastguard Worker     std::stringstream strstr;
52*8975f5c5SAndroid Build Coastguard Worker 
53*8975f5c5SAndroid Build Coastguard Worker     strstr << DrawCallPerfParams::story();
54*8975f5c5SAndroid Build Coastguard Worker 
55*8975f5c5SAndroid Build Coastguard Worker     switch (stateChange)
56*8975f5c5SAndroid Build Coastguard Worker     {
57*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexAttrib:
58*8975f5c5SAndroid Build Coastguard Worker             strstr << "_attrib_change";
59*8975f5c5SAndroid Build Coastguard Worker             break;
60*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexBuffer:
61*8975f5c5SAndroid Build Coastguard Worker             strstr << "_vbo_change";
62*8975f5c5SAndroid Build Coastguard Worker             break;
63*8975f5c5SAndroid Build Coastguard Worker         case StateChange::ManyVertexBuffers:
64*8975f5c5SAndroid Build Coastguard Worker             strstr << "_manyvbos_change";
65*8975f5c5SAndroid Build Coastguard Worker             break;
66*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Texture:
67*8975f5c5SAndroid Build Coastguard Worker             strstr << "_tex_change";
68*8975f5c5SAndroid Build Coastguard Worker             break;
69*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Program:
70*8975f5c5SAndroid Build Coastguard Worker             strstr << "_prog_change";
71*8975f5c5SAndroid Build Coastguard Worker             break;
72*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexBufferCycle:
73*8975f5c5SAndroid Build Coastguard Worker             strstr << "_vbo_cycle";
74*8975f5c5SAndroid Build Coastguard Worker             break;
75*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Scissor:
76*8975f5c5SAndroid Build Coastguard Worker             strstr << "_scissor_change";
77*8975f5c5SAndroid Build Coastguard Worker             break;
78*8975f5c5SAndroid Build Coastguard Worker         case StateChange::ManyTextureDraw:
79*8975f5c5SAndroid Build Coastguard Worker             strstr << "_many_tex_draw";
80*8975f5c5SAndroid Build Coastguard Worker             break;
81*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Uniform:
82*8975f5c5SAndroid Build Coastguard Worker             strstr << "_uniform";
83*8975f5c5SAndroid Build Coastguard Worker             break;
84*8975f5c5SAndroid Build Coastguard Worker         default:
85*8975f5c5SAndroid Build Coastguard Worker             break;
86*8975f5c5SAndroid Build Coastguard Worker     }
87*8975f5c5SAndroid Build Coastguard Worker 
88*8975f5c5SAndroid Build Coastguard Worker     return strstr.str();
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker 
operator <<(std::ostream & os,const DrawArraysPerfParams & params)91*8975f5c5SAndroid Build Coastguard Worker std::ostream &operator<<(std::ostream &os, const DrawArraysPerfParams &params)
92*8975f5c5SAndroid Build Coastguard Worker {
93*8975f5c5SAndroid Build Coastguard Worker     os << params.backendAndStory().substr(1);
94*8975f5c5SAndroid Build Coastguard Worker     return os;
95*8975f5c5SAndroid Build Coastguard Worker }
96*8975f5c5SAndroid Build Coastguard Worker 
CreateSimpleTexture2D()97*8975f5c5SAndroid Build Coastguard Worker GLuint CreateSimpleTexture2D()
98*8975f5c5SAndroid Build Coastguard Worker {
99*8975f5c5SAndroid Build Coastguard Worker     // Use tightly packed data
100*8975f5c5SAndroid Build Coastguard Worker     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
101*8975f5c5SAndroid Build Coastguard Worker 
102*8975f5c5SAndroid Build Coastguard Worker     // Generate a texture object
103*8975f5c5SAndroid Build Coastguard Worker     GLuint texture;
104*8975f5c5SAndroid Build Coastguard Worker     glGenTextures(1, &texture);
105*8975f5c5SAndroid Build Coastguard Worker 
106*8975f5c5SAndroid Build Coastguard Worker     // Bind the texture object
107*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, texture);
108*8975f5c5SAndroid Build Coastguard Worker 
109*8975f5c5SAndroid Build Coastguard Worker     // Load the texture: 2x2 Image, 3 bytes per pixel (R, G, B)
110*8975f5c5SAndroid Build Coastguard Worker     constexpr size_t width             = 2;
111*8975f5c5SAndroid Build Coastguard Worker     constexpr size_t height            = 2;
112*8975f5c5SAndroid Build Coastguard Worker     GLubyte pixels[width * height * 4] = {
113*8975f5c5SAndroid Build Coastguard Worker         255, 0,   0,   0,  // Red
114*8975f5c5SAndroid Build Coastguard Worker         0,   255, 0,   0,  // Green
115*8975f5c5SAndroid Build Coastguard Worker         0,   0,   255, 0,  // Blue
116*8975f5c5SAndroid Build Coastguard Worker         255, 255, 0,   0   // Yellow
117*8975f5c5SAndroid Build Coastguard Worker     };
118*8975f5c5SAndroid Build Coastguard Worker     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
119*8975f5c5SAndroid Build Coastguard Worker 
120*8975f5c5SAndroid Build Coastguard Worker     // Set the filtering mode
121*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
122*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
123*8975f5c5SAndroid Build Coastguard Worker 
124*8975f5c5SAndroid Build Coastguard Worker     return texture;
125*8975f5c5SAndroid Build Coastguard Worker }
126*8975f5c5SAndroid Build Coastguard Worker 
127*8975f5c5SAndroid Build Coastguard Worker class DrawCallPerfBenchmark : public ANGLERenderTest,
128*8975f5c5SAndroid Build Coastguard Worker                               public ::testing::WithParamInterface<DrawArraysPerfParams>
129*8975f5c5SAndroid Build Coastguard Worker {
130*8975f5c5SAndroid Build Coastguard Worker   public:
131*8975f5c5SAndroid Build Coastguard Worker     DrawCallPerfBenchmark();
132*8975f5c5SAndroid Build Coastguard Worker 
133*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override;
134*8975f5c5SAndroid Build Coastguard Worker     void destroyBenchmark() override;
135*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
136*8975f5c5SAndroid Build Coastguard Worker 
137*8975f5c5SAndroid Build Coastguard Worker   private:
138*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram1   = 0;
139*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram2   = 0;
140*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram3   = 0;
141*8975f5c5SAndroid Build Coastguard Worker     GLuint mBuffer1    = 0;
142*8975f5c5SAndroid Build Coastguard Worker     GLuint mBuffer2    = 0;
143*8975f5c5SAndroid Build Coastguard Worker     GLuint mFBO        = 0;
144*8975f5c5SAndroid Build Coastguard Worker     GLuint mFBOTexture = 0;
145*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mTextures;
146*8975f5c5SAndroid Build Coastguard Worker     int mNumTris = GetParam().numTris;
147*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mVBOPool;
148*8975f5c5SAndroid Build Coastguard Worker     size_t mCurrentVBO = 0;
149*8975f5c5SAndroid Build Coastguard Worker };
150*8975f5c5SAndroid Build Coastguard Worker 
DrawCallPerfBenchmark()151*8975f5c5SAndroid Build Coastguard Worker DrawCallPerfBenchmark::DrawCallPerfBenchmark() : ANGLERenderTest("DrawCallPerf", GetParam())
152*8975f5c5SAndroid Build Coastguard Worker {
153*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
154*8975f5c5SAndroid Build Coastguard Worker     if (IsPixel6() && params.eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE &&
155*8975f5c5SAndroid Build Coastguard Worker         params.surfaceType == SurfaceType::Offscreen &&
156*8975f5c5SAndroid Build Coastguard Worker         (params.stateChange == StateChange::VertexAttrib ||
157*8975f5c5SAndroid Build Coastguard Worker          params.stateChange == StateChange::Program))
158*8975f5c5SAndroid Build Coastguard Worker     {
159*8975f5c5SAndroid Build Coastguard Worker         skipTest("https://issuetracker.google.com/issues/298407224 Fails on Pixel 6 GLES");
160*8975f5c5SAndroid Build Coastguard Worker     }
161*8975f5c5SAndroid Build Coastguard Worker }
162*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()163*8975f5c5SAndroid Build Coastguard Worker void DrawCallPerfBenchmark::initializeBenchmark()
164*8975f5c5SAndroid Build Coastguard Worker {
165*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
166*8975f5c5SAndroid Build Coastguard Worker 
167*8975f5c5SAndroid Build Coastguard Worker     if (params.stateChange == StateChange::Texture)
168*8975f5c5SAndroid Build Coastguard Worker     {
169*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = SetupSimpleTextureProgram();
170*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
171*8975f5c5SAndroid Build Coastguard Worker     }
172*8975f5c5SAndroid Build Coastguard Worker     else if (params.stateChange == StateChange::ManyTextureDraw)
173*8975f5c5SAndroid Build Coastguard Worker     {
174*8975f5c5SAndroid Build Coastguard Worker         mProgram3 = SetupEightTextureProgram();
175*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram3);
176*8975f5c5SAndroid Build Coastguard Worker     }
177*8975f5c5SAndroid Build Coastguard Worker     else if (params.stateChange == StateChange::Program)
178*8975f5c5SAndroid Build Coastguard Worker     {
179*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = SetupSimpleTextureProgram();
180*8975f5c5SAndroid Build Coastguard Worker         mProgram2 = SetupDoubleTextureProgram();
181*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
182*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram2);
183*8975f5c5SAndroid Build Coastguard Worker     }
184*8975f5c5SAndroid Build Coastguard Worker     else if (params.stateChange == StateChange::ManyVertexBuffers)
185*8975f5c5SAndroid Build Coastguard Worker     {
186*8975f5c5SAndroid Build Coastguard Worker         constexpr char kVS[] = R"(attribute vec2 vPosition;
187*8975f5c5SAndroid Build Coastguard Worker attribute vec2 v0;
188*8975f5c5SAndroid Build Coastguard Worker attribute vec2 v1;
189*8975f5c5SAndroid Build Coastguard Worker attribute vec2 v2;
190*8975f5c5SAndroid Build Coastguard Worker attribute vec2 v3;
191*8975f5c5SAndroid Build Coastguard Worker const float scale = 0.5;
192*8975f5c5SAndroid Build Coastguard Worker const float offset = -0.5;
193*8975f5c5SAndroid Build Coastguard Worker 
194*8975f5c5SAndroid Build Coastguard Worker varying vec2 v;
195*8975f5c5SAndroid Build Coastguard Worker 
196*8975f5c5SAndroid Build Coastguard Worker void main()
197*8975f5c5SAndroid Build Coastguard Worker {
198*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(vPosition * vec2(scale) + vec2(offset), 0, 1);
199*8975f5c5SAndroid Build Coastguard Worker     v = (v0 + v1 + v2 + v3) * 0.25;
200*8975f5c5SAndroid Build Coastguard Worker })";
201*8975f5c5SAndroid Build Coastguard Worker 
202*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision mediump float;
203*8975f5c5SAndroid Build Coastguard Worker varying vec2 v;
204*8975f5c5SAndroid Build Coastguard Worker void main()
205*8975f5c5SAndroid Build Coastguard Worker {
206*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = vec4(v, 0, 1);
207*8975f5c5SAndroid Build Coastguard Worker })";
208*8975f5c5SAndroid Build Coastguard Worker 
209*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = CompileProgram(kVS, kFS);
210*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
211*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram1, 1, "v0");
212*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram1, 2, "v1");
213*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram1, 3, "v2");
214*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram1, 4, "v3");
215*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(1);
216*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(2);
217*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(3);
218*8975f5c5SAndroid Build Coastguard Worker         glEnableVertexAttribArray(4);
219*8975f5c5SAndroid Build Coastguard Worker     }
220*8975f5c5SAndroid Build Coastguard Worker     else if (params.stateChange == StateChange::VertexBufferCycle)
221*8975f5c5SAndroid Build Coastguard Worker     {
222*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = SetupSimpleDrawProgram();
223*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
224*8975f5c5SAndroid Build Coastguard Worker 
225*8975f5c5SAndroid Build Coastguard Worker         for (size_t bufferIndex = 0; bufferIndex < kCycleVBOPoolSize; ++bufferIndex)
226*8975f5c5SAndroid Build Coastguard Worker         {
227*8975f5c5SAndroid Build Coastguard Worker             GLuint buffer = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
228*8975f5c5SAndroid Build Coastguard Worker             mVBOPool.push_back(buffer);
229*8975f5c5SAndroid Build Coastguard Worker         }
230*8975f5c5SAndroid Build Coastguard Worker     }
231*8975f5c5SAndroid Build Coastguard Worker     else if (params.stateChange == StateChange::Uniform)
232*8975f5c5SAndroid Build Coastguard Worker     {
233*8975f5c5SAndroid Build Coastguard Worker         constexpr char kVS[] = R"(attribute vec2 vPosition;
234*8975f5c5SAndroid Build Coastguard Worker void main()
235*8975f5c5SAndroid Build Coastguard Worker {
236*8975f5c5SAndroid Build Coastguard Worker     gl_Position = vec4(vPosition, 0, 1);
237*8975f5c5SAndroid Build Coastguard Worker })";
238*8975f5c5SAndroid Build Coastguard Worker 
239*8975f5c5SAndroid Build Coastguard Worker         constexpr char kFS[] = R"(precision mediump float;
240*8975f5c5SAndroid Build Coastguard Worker uniform vec4 uni;
241*8975f5c5SAndroid Build Coastguard Worker void main()
242*8975f5c5SAndroid Build Coastguard Worker {
243*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = uni;
244*8975f5c5SAndroid Build Coastguard Worker })";
245*8975f5c5SAndroid Build Coastguard Worker 
246*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = CompileProgram(kVS, kFS);
247*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
248*8975f5c5SAndroid Build Coastguard Worker     }
249*8975f5c5SAndroid Build Coastguard Worker     else
250*8975f5c5SAndroid Build Coastguard Worker     {
251*8975f5c5SAndroid Build Coastguard Worker         mProgram1 = SetupSimpleDrawProgram();
252*8975f5c5SAndroid Build Coastguard Worker         ASSERT_NE(0u, mProgram1);
253*8975f5c5SAndroid Build Coastguard Worker     }
254*8975f5c5SAndroid Build Coastguard Worker 
255*8975f5c5SAndroid Build Coastguard Worker     // Re-link program to ensure the attrib bindings are used.
256*8975f5c5SAndroid Build Coastguard Worker     if (mProgram1)
257*8975f5c5SAndroid Build Coastguard Worker     {
258*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram1, 0, "vPosition");
259*8975f5c5SAndroid Build Coastguard Worker         glLinkProgram(mProgram1);
260*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram1);
261*8975f5c5SAndroid Build Coastguard Worker     }
262*8975f5c5SAndroid Build Coastguard Worker 
263*8975f5c5SAndroid Build Coastguard Worker     if (mProgram2)
264*8975f5c5SAndroid Build Coastguard Worker     {
265*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram2, 0, "vPosition");
266*8975f5c5SAndroid Build Coastguard Worker         glLinkProgram(mProgram2);
267*8975f5c5SAndroid Build Coastguard Worker     }
268*8975f5c5SAndroid Build Coastguard Worker 
269*8975f5c5SAndroid Build Coastguard Worker     if (mProgram3)
270*8975f5c5SAndroid Build Coastguard Worker     {
271*8975f5c5SAndroid Build Coastguard Worker         glBindAttribLocation(mProgram3, 0, "vPosition");
272*8975f5c5SAndroid Build Coastguard Worker         glLinkProgram(mProgram3);
273*8975f5c5SAndroid Build Coastguard Worker     }
274*8975f5c5SAndroid Build Coastguard Worker 
275*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
276*8975f5c5SAndroid Build Coastguard Worker 
277*8975f5c5SAndroid Build Coastguard Worker     mBuffer1 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
278*8975f5c5SAndroid Build Coastguard Worker     mBuffer2 = Create2DTriangleBuffer(mNumTris, GL_STATIC_DRAW);
279*8975f5c5SAndroid Build Coastguard Worker 
280*8975f5c5SAndroid Build Coastguard Worker     glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
281*8975f5c5SAndroid Build Coastguard Worker     glEnableVertexAttribArray(0);
282*8975f5c5SAndroid Build Coastguard Worker 
283*8975f5c5SAndroid Build Coastguard Worker     // Set the viewport
284*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
285*8975f5c5SAndroid Build Coastguard Worker 
286*8975f5c5SAndroid Build Coastguard Worker     if (params.surfaceType == SurfaceType::Offscreen)
287*8975f5c5SAndroid Build Coastguard Worker     {
288*8975f5c5SAndroid Build Coastguard Worker         CreateColorFBO(getWindow()->getWidth(), getWindow()->getHeight(), &mFBOTexture, &mFBO);
289*8975f5c5SAndroid Build Coastguard Worker     }
290*8975f5c5SAndroid Build Coastguard Worker 
291*8975f5c5SAndroid Build Coastguard Worker     for (size_t i = 0; i < kManyTexturesCount; ++i)
292*8975f5c5SAndroid Build Coastguard Worker     {
293*8975f5c5SAndroid Build Coastguard Worker         mTextures.emplace_back(CreateSimpleTexture2D());
294*8975f5c5SAndroid Build Coastguard Worker     }
295*8975f5c5SAndroid Build Coastguard Worker 
296*8975f5c5SAndroid Build Coastguard Worker     if (params.stateChange == StateChange::Program)
297*8975f5c5SAndroid Build Coastguard Worker     {
298*8975f5c5SAndroid Build Coastguard Worker         // Bind the textures as appropriate, they are not modified during the test.
299*8975f5c5SAndroid Build Coastguard Worker         GLint program1Tex1Loc = glGetUniformLocation(mProgram1, "tex");
300*8975f5c5SAndroid Build Coastguard Worker         GLint program2Tex1Loc = glGetUniformLocation(mProgram2, "tex1");
301*8975f5c5SAndroid Build Coastguard Worker         GLint program2Tex2Loc = glGetUniformLocation(mProgram2, "tex2");
302*8975f5c5SAndroid Build Coastguard Worker 
303*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram1);
304*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(program1Tex1Loc, 0);
305*8975f5c5SAndroid Build Coastguard Worker 
306*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram2);
307*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(program2Tex1Loc, 0);
308*8975f5c5SAndroid Build Coastguard Worker         glUniform1i(program2Tex2Loc, 1);
309*8975f5c5SAndroid Build Coastguard Worker     }
310*8975f5c5SAndroid Build Coastguard Worker 
311*8975f5c5SAndroid Build Coastguard Worker     if (params.stateChange == StateChange::ManyTextureDraw)
312*8975f5c5SAndroid Build Coastguard Worker     {
313*8975f5c5SAndroid Build Coastguard Worker         GLint program3TexLocs[kManyTexturesCount];
314*8975f5c5SAndroid Build Coastguard Worker 
315*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < mTextures.size(); ++i)
316*8975f5c5SAndroid Build Coastguard Worker         {
317*8975f5c5SAndroid Build Coastguard Worker             char stringBuffer[8];
318*8975f5c5SAndroid Build Coastguard Worker             snprintf(stringBuffer, sizeof(stringBuffer), "tex%zu", i);
319*8975f5c5SAndroid Build Coastguard Worker             program3TexLocs[i] = glGetUniformLocation(mProgram3, stringBuffer);
320*8975f5c5SAndroid Build Coastguard Worker         }
321*8975f5c5SAndroid Build Coastguard Worker 
322*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(mProgram3);
323*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < mTextures.size(); ++i)
324*8975f5c5SAndroid Build Coastguard Worker         {
325*8975f5c5SAndroid Build Coastguard Worker             glUniform1i(program3TexLocs[i], i);
326*8975f5c5SAndroid Build Coastguard Worker         }
327*8975f5c5SAndroid Build Coastguard Worker 
328*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < mTextures.size(); ++i)
329*8975f5c5SAndroid Build Coastguard Worker         {
330*8975f5c5SAndroid Build Coastguard Worker             glActiveTexture(GL_TEXTURE0 + i);
331*8975f5c5SAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_2D, mTextures[i]);
332*8975f5c5SAndroid Build Coastguard Worker         }
333*8975f5c5SAndroid Build Coastguard Worker     }
334*8975f5c5SAndroid Build Coastguard Worker 
335*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
336*8975f5c5SAndroid Build Coastguard Worker }
337*8975f5c5SAndroid Build Coastguard Worker 
destroyBenchmark()338*8975f5c5SAndroid Build Coastguard Worker void DrawCallPerfBenchmark::destroyBenchmark()
339*8975f5c5SAndroid Build Coastguard Worker {
340*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(mProgram1);
341*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(mProgram2);
342*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(mProgram3);
343*8975f5c5SAndroid Build Coastguard Worker     glDeleteBuffers(1, &mBuffer1);
344*8975f5c5SAndroid Build Coastguard Worker     glDeleteBuffers(1, &mBuffer2);
345*8975f5c5SAndroid Build Coastguard Worker     glDeleteTextures(1, &mFBOTexture);
346*8975f5c5SAndroid Build Coastguard Worker     glDeleteTextures(mTextures.size(), mTextures.data());
347*8975f5c5SAndroid Build Coastguard Worker     glDeleteFramebuffers(1, &mFBO);
348*8975f5c5SAndroid Build Coastguard Worker 
349*8975f5c5SAndroid Build Coastguard Worker     if (!mVBOPool.empty())
350*8975f5c5SAndroid Build Coastguard Worker     {
351*8975f5c5SAndroid Build Coastguard Worker         glDeleteBuffers(mVBOPool.size(), mVBOPool.data());
352*8975f5c5SAndroid Build Coastguard Worker     }
353*8975f5c5SAndroid Build Coastguard Worker }
354*8975f5c5SAndroid Build Coastguard Worker 
ClearThenDraw(unsigned int iterations,GLsizei numElements)355*8975f5c5SAndroid Build Coastguard Worker void ClearThenDraw(unsigned int iterations, GLsizei numElements)
356*8975f5c5SAndroid Build Coastguard Worker {
357*8975f5c5SAndroid Build Coastguard Worker     glClear(GL_COLOR_BUFFER_BIT);
358*8975f5c5SAndroid Build Coastguard Worker 
359*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
360*8975f5c5SAndroid Build Coastguard Worker     {
361*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
362*8975f5c5SAndroid Build Coastguard Worker     }
363*8975f5c5SAndroid Build Coastguard Worker }
364*8975f5c5SAndroid Build Coastguard Worker 
JustDraw(unsigned int iterations,GLsizei numElements)365*8975f5c5SAndroid Build Coastguard Worker void JustDraw(unsigned int iterations, GLsizei numElements)
366*8975f5c5SAndroid Build Coastguard Worker {
367*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
368*8975f5c5SAndroid Build Coastguard Worker     {
369*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
370*8975f5c5SAndroid Build Coastguard Worker     }
371*8975f5c5SAndroid Build Coastguard Worker }
372*8975f5c5SAndroid Build Coastguard Worker 
373*8975f5c5SAndroid Build Coastguard Worker template <int kArrayBufferCount>
ChangeVertexAttribThenDraw(unsigned int iterations,GLsizei numElements,GLuint buffer)374*8975f5c5SAndroid Build Coastguard Worker void ChangeVertexAttribThenDraw(unsigned int iterations, GLsizei numElements, GLuint buffer)
375*8975f5c5SAndroid Build Coastguard Worker {
376*8975f5c5SAndroid Build Coastguard Worker     glBindBuffer(GL_ARRAY_BUFFER, buffer);
377*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
378*8975f5c5SAndroid Build Coastguard Worker     {
379*8975f5c5SAndroid Build Coastguard Worker         for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
380*8975f5c5SAndroid Build Coastguard Worker         {
381*8975f5c5SAndroid Build Coastguard Worker             glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
382*8975f5c5SAndroid Build Coastguard Worker         }
383*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
384*8975f5c5SAndroid Build Coastguard Worker 
385*8975f5c5SAndroid Build Coastguard Worker         for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
386*8975f5c5SAndroid Build Coastguard Worker         {
387*8975f5c5SAndroid Build Coastguard Worker             glVertexAttribPointer(arrayIndex, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
388*8975f5c5SAndroid Build Coastguard Worker         }
389*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
390*8975f5c5SAndroid Build Coastguard Worker     }
391*8975f5c5SAndroid Build Coastguard Worker }
392*8975f5c5SAndroid Build Coastguard Worker template <int kArrayBufferCount>
ChangeArrayBuffersThenDraw(unsigned int iterations,GLsizei numElements,GLuint buffer1,GLuint buffer2)393*8975f5c5SAndroid Build Coastguard Worker void ChangeArrayBuffersThenDraw(unsigned int iterations,
394*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei numElements,
395*8975f5c5SAndroid Build Coastguard Worker                                 GLuint buffer1,
396*8975f5c5SAndroid Build Coastguard Worker                                 GLuint buffer2)
397*8975f5c5SAndroid Build Coastguard Worker {
398*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
399*8975f5c5SAndroid Build Coastguard Worker     {
400*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, buffer1);
401*8975f5c5SAndroid Build Coastguard Worker         for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
402*8975f5c5SAndroid Build Coastguard Worker         {
403*8975f5c5SAndroid Build Coastguard Worker             glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
404*8975f5c5SAndroid Build Coastguard Worker         }
405*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
406*8975f5c5SAndroid Build Coastguard Worker 
407*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, buffer2);
408*8975f5c5SAndroid Build Coastguard Worker         for (int arrayIndex = 0; arrayIndex < kArrayBufferCount; ++arrayIndex)
409*8975f5c5SAndroid Build Coastguard Worker         {
410*8975f5c5SAndroid Build Coastguard Worker             glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
411*8975f5c5SAndroid Build Coastguard Worker         }
412*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
413*8975f5c5SAndroid Build Coastguard Worker     }
414*8975f5c5SAndroid Build Coastguard Worker }
415*8975f5c5SAndroid Build Coastguard Worker 
ChangeTextureThenDraw(unsigned int iterations,GLsizei numElements,GLuint texture1,GLuint texture2)416*8975f5c5SAndroid Build Coastguard Worker void ChangeTextureThenDraw(unsigned int iterations,
417*8975f5c5SAndroid Build Coastguard Worker                            GLsizei numElements,
418*8975f5c5SAndroid Build Coastguard Worker                            GLuint texture1,
419*8975f5c5SAndroid Build Coastguard Worker                            GLuint texture2)
420*8975f5c5SAndroid Build Coastguard Worker {
421*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
422*8975f5c5SAndroid Build Coastguard Worker     {
423*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_2D, texture1);
424*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
425*8975f5c5SAndroid Build Coastguard Worker 
426*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_2D, texture2);
427*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
428*8975f5c5SAndroid Build Coastguard Worker     }
429*8975f5c5SAndroid Build Coastguard Worker }
430*8975f5c5SAndroid Build Coastguard Worker 
ChangeProgramThenDraw(unsigned int iterations,GLsizei numElements,GLuint program1,GLuint program2)431*8975f5c5SAndroid Build Coastguard Worker void ChangeProgramThenDraw(unsigned int iterations,
432*8975f5c5SAndroid Build Coastguard Worker                            GLsizei numElements,
433*8975f5c5SAndroid Build Coastguard Worker                            GLuint program1,
434*8975f5c5SAndroid Build Coastguard Worker                            GLuint program2)
435*8975f5c5SAndroid Build Coastguard Worker {
436*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
437*8975f5c5SAndroid Build Coastguard Worker     {
438*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(program1);
439*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
440*8975f5c5SAndroid Build Coastguard Worker 
441*8975f5c5SAndroid Build Coastguard Worker         glUseProgram(program2);
442*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
443*8975f5c5SAndroid Build Coastguard Worker     }
444*8975f5c5SAndroid Build Coastguard Worker }
445*8975f5c5SAndroid Build Coastguard Worker 
CycleVertexBufferThenDraw(unsigned int iterations,GLsizei numElements,const std::vector<GLuint> & vbos,size_t * currentVBO)446*8975f5c5SAndroid Build Coastguard Worker void CycleVertexBufferThenDraw(unsigned int iterations,
447*8975f5c5SAndroid Build Coastguard Worker                                GLsizei numElements,
448*8975f5c5SAndroid Build Coastguard Worker                                const std::vector<GLuint> &vbos,
449*8975f5c5SAndroid Build Coastguard Worker                                size_t *currentVBO)
450*8975f5c5SAndroid Build Coastguard Worker {
451*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
452*8975f5c5SAndroid Build Coastguard Worker     {
453*8975f5c5SAndroid Build Coastguard Worker         GLuint vbo = vbos[*currentVBO];
454*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_ARRAY_BUFFER, vbo);
455*8975f5c5SAndroid Build Coastguard Worker         glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
456*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
457*8975f5c5SAndroid Build Coastguard Worker         *currentVBO = (*currentVBO + 1) % vbos.size();
458*8975f5c5SAndroid Build Coastguard Worker     }
459*8975f5c5SAndroid Build Coastguard Worker }
460*8975f5c5SAndroid Build Coastguard Worker 
ChangeScissorThenDraw(unsigned int iterations,GLsizei numElements,unsigned int windowWidth,unsigned int windowHeight)461*8975f5c5SAndroid Build Coastguard Worker void ChangeScissorThenDraw(unsigned int iterations,
462*8975f5c5SAndroid Build Coastguard Worker                            GLsizei numElements,
463*8975f5c5SAndroid Build Coastguard Worker                            unsigned int windowWidth,
464*8975f5c5SAndroid Build Coastguard Worker                            unsigned int windowHeight)
465*8975f5c5SAndroid Build Coastguard Worker {
466*8975f5c5SAndroid Build Coastguard Worker     // Change scissor as such:
467*8975f5c5SAndroid Build Coastguard Worker     //
468*8975f5c5SAndroid Build Coastguard Worker     // - Start with a narrow vertical bar:
469*8975f5c5SAndroid Build Coastguard Worker     //
470*8975f5c5SAndroid Build Coastguard Worker     //           Scissor
471*8975f5c5SAndroid Build Coastguard Worker     //              |
472*8975f5c5SAndroid Build Coastguard Worker     //              V
473*8975f5c5SAndroid Build Coastguard Worker     //       +-----+-+-----+
474*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     | <-- Window
475*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     |
476*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     |
477*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     |
478*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     |
479*8975f5c5SAndroid Build Coastguard Worker     //       |     | |     |
480*8975f5c5SAndroid Build Coastguard Worker     //       +-----+-+-----+
481*8975f5c5SAndroid Build Coastguard Worker     //
482*8975f5c5SAndroid Build Coastguard Worker     // - Gradually reduce height and increase width, to end up with a narrow horizontal bar:
483*8975f5c5SAndroid Build Coastguard Worker     //
484*8975f5c5SAndroid Build Coastguard Worker     //       +-------------+
485*8975f5c5SAndroid Build Coastguard Worker     //       |             |
486*8975f5c5SAndroid Build Coastguard Worker     //       |             |
487*8975f5c5SAndroid Build Coastguard Worker     //       +-------------+ <-- Scissor
488*8975f5c5SAndroid Build Coastguard Worker     //       +-------------+
489*8975f5c5SAndroid Build Coastguard Worker     //       |             |
490*8975f5c5SAndroid Build Coastguard Worker     //       |             |
491*8975f5c5SAndroid Build Coastguard Worker     //       +-------------+
492*8975f5c5SAndroid Build Coastguard Worker     //
493*8975f5c5SAndroid Build Coastguard Worker     // - If more iterations left, restart, but shift the initial bar left to cover more area:
494*8975f5c5SAndroid Build Coastguard Worker     //
495*8975f5c5SAndroid Build Coastguard Worker     //       +---+-+-------+          +-------------+
496*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |          |             |
497*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |          +-------------+
498*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |   --->   |             |
499*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |          |             |
500*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |          +-------------+
501*8975f5c5SAndroid Build Coastguard Worker     //       |   | |       |          |             |
502*8975f5c5SAndroid Build Coastguard Worker     //       +---+-+-------+          +-------------+
503*8975f5c5SAndroid Build Coastguard Worker     //
504*8975f5c5SAndroid Build Coastguard Worker     //       +-+-+---------+          +-------------+
505*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |          +-------------+
506*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |          |             |
507*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |   --->   |             |
508*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |          |             |
509*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |          |             |
510*8975f5c5SAndroid Build Coastguard Worker     //       | | |         |          +-------------+
511*8975f5c5SAndroid Build Coastguard Worker     //       +-+-+---------+          +-------------+
512*8975f5c5SAndroid Build Coastguard Worker 
513*8975f5c5SAndroid Build Coastguard Worker     glEnable(GL_SCISSOR_TEST);
514*8975f5c5SAndroid Build Coastguard Worker 
515*8975f5c5SAndroid Build Coastguard Worker     constexpr unsigned int kScissorStep  = 2;
516*8975f5c5SAndroid Build Coastguard Worker     unsigned int scissorX                = windowWidth / 2 - 1;
517*8975f5c5SAndroid Build Coastguard Worker     unsigned int scissorY                = 0;
518*8975f5c5SAndroid Build Coastguard Worker     unsigned int scissorWidth            = 2;
519*8975f5c5SAndroid Build Coastguard Worker     unsigned int scissorHeight           = windowHeight;
520*8975f5c5SAndroid Build Coastguard Worker     unsigned int scissorPatternIteration = 0;
521*8975f5c5SAndroid Build Coastguard Worker 
522*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
523*8975f5c5SAndroid Build Coastguard Worker     {
524*8975f5c5SAndroid Build Coastguard Worker         glScissor(scissorX, scissorY, scissorWidth, scissorHeight);
525*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
526*8975f5c5SAndroid Build Coastguard Worker 
527*8975f5c5SAndroid Build Coastguard Worker         if (scissorX < kScissorStep || scissorHeight < kScissorStep * 2)
528*8975f5c5SAndroid Build Coastguard Worker         {
529*8975f5c5SAndroid Build Coastguard Worker             ++scissorPatternIteration;
530*8975f5c5SAndroid Build Coastguard Worker             scissorX      = windowWidth / 2 - 1 - scissorPatternIteration * 2;
531*8975f5c5SAndroid Build Coastguard Worker             scissorY      = 0;
532*8975f5c5SAndroid Build Coastguard Worker             scissorWidth  = 2;
533*8975f5c5SAndroid Build Coastguard Worker             scissorHeight = windowHeight;
534*8975f5c5SAndroid Build Coastguard Worker         }
535*8975f5c5SAndroid Build Coastguard Worker         else
536*8975f5c5SAndroid Build Coastguard Worker         {
537*8975f5c5SAndroid Build Coastguard Worker             scissorX -= kScissorStep;
538*8975f5c5SAndroid Build Coastguard Worker             scissorY += kScissorStep;
539*8975f5c5SAndroid Build Coastguard Worker             scissorWidth += kScissorStep * 2;
540*8975f5c5SAndroid Build Coastguard Worker             scissorHeight -= kScissorStep * 2;
541*8975f5c5SAndroid Build Coastguard Worker         }
542*8975f5c5SAndroid Build Coastguard Worker     }
543*8975f5c5SAndroid Build Coastguard Worker }
544*8975f5c5SAndroid Build Coastguard Worker 
DrawWithEightTextures(unsigned int iterations,GLsizei numElements,std::vector<GLuint> textures)545*8975f5c5SAndroid Build Coastguard Worker void DrawWithEightTextures(unsigned int iterations,
546*8975f5c5SAndroid Build Coastguard Worker                            GLsizei numElements,
547*8975f5c5SAndroid Build Coastguard Worker                            std::vector<GLuint> textures)
548*8975f5c5SAndroid Build Coastguard Worker {
549*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
550*8975f5c5SAndroid Build Coastguard Worker     {
551*8975f5c5SAndroid Build Coastguard Worker         for (size_t i = 0; i < textures.size(); ++i)
552*8975f5c5SAndroid Build Coastguard Worker         {
553*8975f5c5SAndroid Build Coastguard Worker             glActiveTexture(GL_TEXTURE0 + i);
554*8975f5c5SAndroid Build Coastguard Worker             size_t index = (it + i) % textures.size();
555*8975f5c5SAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_2D, textures[index]);
556*8975f5c5SAndroid Build Coastguard Worker         }
557*8975f5c5SAndroid Build Coastguard Worker 
558*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
559*8975f5c5SAndroid Build Coastguard Worker     }
560*8975f5c5SAndroid Build Coastguard Worker }
561*8975f5c5SAndroid Build Coastguard Worker 
UpdateUniformThenDraw(unsigned int iterations,GLsizei numElements)562*8975f5c5SAndroid Build Coastguard Worker void UpdateUniformThenDraw(unsigned int iterations, GLsizei numElements)
563*8975f5c5SAndroid Build Coastguard Worker {
564*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int it = 0; it < iterations; it++)
565*8975f5c5SAndroid Build Coastguard Worker     {
566*8975f5c5SAndroid Build Coastguard Worker         float f = static_cast<float>(it) / static_cast<float>(iterations);
567*8975f5c5SAndroid Build Coastguard Worker         glUniform4f(0, f, f + 0.1f, f + 0.2f, f + 0.3f);
568*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, numElements);
569*8975f5c5SAndroid Build Coastguard Worker     }
570*8975f5c5SAndroid Build Coastguard Worker }
571*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()572*8975f5c5SAndroid Build Coastguard Worker void DrawCallPerfBenchmark::drawBenchmark()
573*8975f5c5SAndroid Build Coastguard Worker {
574*8975f5c5SAndroid Build Coastguard Worker     // This workaround fixes a huge queue of graphics commands accumulating on the GL
575*8975f5c5SAndroid Build Coastguard Worker     // back-end. The GL back-end doesn't have a proper NULL device at the moment.
576*8975f5c5SAndroid Build Coastguard Worker     // TODO(jmadill): Remove this when/if we ever get a proper OpenGL NULL device.
577*8975f5c5SAndroid Build Coastguard Worker     const auto &eglParams = GetParam().eglParameters;
578*8975f5c5SAndroid Build Coastguard Worker     const auto &params    = GetParam();
579*8975f5c5SAndroid Build Coastguard Worker     GLsizei numElements   = static_cast<GLsizei>(3 * mNumTris);
580*8975f5c5SAndroid Build Coastguard Worker 
581*8975f5c5SAndroid Build Coastguard Worker     switch (params.stateChange)
582*8975f5c5SAndroid Build Coastguard Worker     {
583*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexAttrib:
584*8975f5c5SAndroid Build Coastguard Worker             ChangeVertexAttribThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1);
585*8975f5c5SAndroid Build Coastguard Worker             break;
586*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexBuffer:
587*8975f5c5SAndroid Build Coastguard Worker             ChangeArrayBuffersThenDraw<1>(params.iterationsPerStep, numElements, mBuffer1,
588*8975f5c5SAndroid Build Coastguard Worker                                           mBuffer2);
589*8975f5c5SAndroid Build Coastguard Worker             break;
590*8975f5c5SAndroid Build Coastguard Worker         case StateChange::ManyVertexBuffers:
591*8975f5c5SAndroid Build Coastguard Worker             ChangeArrayBuffersThenDraw<5>(params.iterationsPerStep, numElements, mBuffer1,
592*8975f5c5SAndroid Build Coastguard Worker                                           mBuffer2);
593*8975f5c5SAndroid Build Coastguard Worker             break;
594*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Texture:
595*8975f5c5SAndroid Build Coastguard Worker             ChangeTextureThenDraw(params.iterationsPerStep, numElements, mTextures[0],
596*8975f5c5SAndroid Build Coastguard Worker                                   mTextures[1]);
597*8975f5c5SAndroid Build Coastguard Worker             break;
598*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Program:
599*8975f5c5SAndroid Build Coastguard Worker             ChangeProgramThenDraw(params.iterationsPerStep, numElements, mProgram1, mProgram2);
600*8975f5c5SAndroid Build Coastguard Worker             break;
601*8975f5c5SAndroid Build Coastguard Worker         case StateChange::NoChange:
602*8975f5c5SAndroid Build Coastguard Worker             if (eglParams.deviceType != EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE ||
603*8975f5c5SAndroid Build Coastguard Worker                 (eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE &&
604*8975f5c5SAndroid Build Coastguard Worker                  eglParams.renderer != EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE))
605*8975f5c5SAndroid Build Coastguard Worker             {
606*8975f5c5SAndroid Build Coastguard Worker                 ClearThenDraw(params.iterationsPerStep, numElements);
607*8975f5c5SAndroid Build Coastguard Worker             }
608*8975f5c5SAndroid Build Coastguard Worker             else
609*8975f5c5SAndroid Build Coastguard Worker             {
610*8975f5c5SAndroid Build Coastguard Worker                 JustDraw(params.iterationsPerStep, numElements);
611*8975f5c5SAndroid Build Coastguard Worker             }
612*8975f5c5SAndroid Build Coastguard Worker             break;
613*8975f5c5SAndroid Build Coastguard Worker         case StateChange::VertexBufferCycle:
614*8975f5c5SAndroid Build Coastguard Worker             CycleVertexBufferThenDraw(params.iterationsPerStep, numElements, mVBOPool,
615*8975f5c5SAndroid Build Coastguard Worker                                       &mCurrentVBO);
616*8975f5c5SAndroid Build Coastguard Worker             break;
617*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Scissor:
618*8975f5c5SAndroid Build Coastguard Worker             ChangeScissorThenDraw(params.iterationsPerStep, numElements, getWindow()->getWidth(),
619*8975f5c5SAndroid Build Coastguard Worker                                   getWindow()->getHeight());
620*8975f5c5SAndroid Build Coastguard Worker             break;
621*8975f5c5SAndroid Build Coastguard Worker         case StateChange::ManyTextureDraw:
622*8975f5c5SAndroid Build Coastguard Worker             glUseProgram(mProgram3);
623*8975f5c5SAndroid Build Coastguard Worker             DrawWithEightTextures(params.iterationsPerStep, numElements, mTextures);
624*8975f5c5SAndroid Build Coastguard Worker             break;
625*8975f5c5SAndroid Build Coastguard Worker         case StateChange::Uniform:
626*8975f5c5SAndroid Build Coastguard Worker             UpdateUniformThenDraw(params.iterationsPerStep, numElements);
627*8975f5c5SAndroid Build Coastguard Worker             break;
628*8975f5c5SAndroid Build Coastguard Worker         case StateChange::InvalidEnum:
629*8975f5c5SAndroid Build Coastguard Worker             ADD_FAILURE() << "Invalid state change.";
630*8975f5c5SAndroid Build Coastguard Worker             break;
631*8975f5c5SAndroid Build Coastguard Worker     }
632*8975f5c5SAndroid Build Coastguard Worker 
633*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
634*8975f5c5SAndroid Build Coastguard Worker }
635*8975f5c5SAndroid Build Coastguard Worker 
TEST_P(DrawCallPerfBenchmark,Run)636*8975f5c5SAndroid Build Coastguard Worker TEST_P(DrawCallPerfBenchmark, Run)
637*8975f5c5SAndroid Build Coastguard Worker {
638*8975f5c5SAndroid Build Coastguard Worker     run();
639*8975f5c5SAndroid Build Coastguard Worker }
640*8975f5c5SAndroid Build Coastguard Worker 
641*8975f5c5SAndroid Build Coastguard Worker using namespace params;
642*8975f5c5SAndroid Build Coastguard Worker 
CombineStateChange(const DrawArraysPerfParams & in,StateChange stateChange)643*8975f5c5SAndroid Build Coastguard Worker DrawArraysPerfParams CombineStateChange(const DrawArraysPerfParams &in, StateChange stateChange)
644*8975f5c5SAndroid Build Coastguard Worker {
645*8975f5c5SAndroid Build Coastguard Worker     DrawArraysPerfParams out = in;
646*8975f5c5SAndroid Build Coastguard Worker     out.stateChange          = stateChange;
647*8975f5c5SAndroid Build Coastguard Worker 
648*8975f5c5SAndroid Build Coastguard Worker     // Crank up iteration count to ensure we cycle through all VBs before a swap.
649*8975f5c5SAndroid Build Coastguard Worker     if (stateChange == StateChange::VertexBufferCycle)
650*8975f5c5SAndroid Build Coastguard Worker     {
651*8975f5c5SAndroid Build Coastguard Worker         out.iterationsPerStep = kCycleVBOPoolSize * 2;
652*8975f5c5SAndroid Build Coastguard Worker     }
653*8975f5c5SAndroid Build Coastguard Worker 
654*8975f5c5SAndroid Build Coastguard Worker     return out;
655*8975f5c5SAndroid Build Coastguard Worker }
656*8975f5c5SAndroid Build Coastguard Worker 
657*8975f5c5SAndroid Build Coastguard Worker using P = DrawArraysPerfParams;
658*8975f5c5SAndroid Build Coastguard Worker 
659*8975f5c5SAndroid Build Coastguard Worker std::vector<P> gTestsWithStateChange =
660*8975f5c5SAndroid Build Coastguard Worker     CombineWithValues({P()}, angle::AllEnums<StateChange>(), CombineStateChange);
661*8975f5c5SAndroid Build Coastguard Worker std::vector<P> gTestsWithRenderer =
662*8975f5c5SAndroid Build Coastguard Worker     CombineWithFuncs(gTestsWithStateChange, {D3D11<P>, GL<P>, Metal<P>, Vulkan<P>, WGL<P>});
663*8975f5c5SAndroid Build Coastguard Worker std::vector<P> gTestsWithDevice =
664*8975f5c5SAndroid Build Coastguard Worker     CombineWithFuncs(gTestsWithRenderer, {Passthrough<P>, Offscreen<P>, NullDevice<P>});
665*8975f5c5SAndroid Build Coastguard Worker 
666*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST_ARRAY(DrawCallPerfBenchmark, gTestsWithDevice);
667*8975f5c5SAndroid Build Coastguard Worker 
668*8975f5c5SAndroid Build Coastguard Worker }  // anonymous namespace
669