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 ¶ms)
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 ¶ms = 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 ¶ms = 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 ¶ms = 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