xref: /aosp_15_r20/external/angle/src/tests/perf_tests/TextureUploadPerf.cpp (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2019 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 // TextureUploadBenchmark:
7*8975f5c5SAndroid Build Coastguard Worker //   Performance test for uploading texture data.
8*8975f5c5SAndroid Build Coastguard Worker //
9*8975f5c5SAndroid Build Coastguard Worker 
10*8975f5c5SAndroid Build Coastguard Worker #include "ANGLEPerfTest.h"
11*8975f5c5SAndroid Build Coastguard Worker 
12*8975f5c5SAndroid Build Coastguard Worker #include <iostream>
13*8975f5c5SAndroid Build Coastguard Worker #include <random>
14*8975f5c5SAndroid Build Coastguard Worker #include <sstream>
15*8975f5c5SAndroid Build Coastguard Worker 
16*8975f5c5SAndroid Build Coastguard Worker #include "media/etc2bc_rgba8.inc"
17*8975f5c5SAndroid Build Coastguard Worker #include "test_utils/gl_raii.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "util/shader_utils.h"
19*8975f5c5SAndroid Build Coastguard Worker 
20*8975f5c5SAndroid Build Coastguard Worker using namespace angle;
21*8975f5c5SAndroid Build Coastguard Worker 
22*8975f5c5SAndroid Build Coastguard Worker namespace
23*8975f5c5SAndroid Build Coastguard Worker {
24*8975f5c5SAndroid Build Coastguard Worker constexpr unsigned int kIterationsPerStep = 2;
25*8975f5c5SAndroid Build Coastguard Worker 
26*8975f5c5SAndroid Build Coastguard Worker struct TextureUploadParams final : public RenderTestParams
27*8975f5c5SAndroid Build Coastguard Worker {
TextureUploadParams__anona0f4d5780111::TextureUploadParams28*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams()
29*8975f5c5SAndroid Build Coastguard Worker     {
30*8975f5c5SAndroid Build Coastguard Worker         iterationsPerStep = kIterationsPerStep;
31*8975f5c5SAndroid Build Coastguard Worker         trackGpuTime      = true;
32*8975f5c5SAndroid Build Coastguard Worker 
33*8975f5c5SAndroid Build Coastguard Worker         baseSize     = 1024;
34*8975f5c5SAndroid Build Coastguard Worker         subImageSize = 64;
35*8975f5c5SAndroid Build Coastguard Worker 
36*8975f5c5SAndroid Build Coastguard Worker         webgl = false;
37*8975f5c5SAndroid Build Coastguard Worker     }
38*8975f5c5SAndroid Build Coastguard Worker 
39*8975f5c5SAndroid Build Coastguard Worker     std::string story() const override;
40*8975f5c5SAndroid Build Coastguard Worker 
41*8975f5c5SAndroid Build Coastguard Worker     GLsizei baseSize;
42*8975f5c5SAndroid Build Coastguard Worker     GLsizei subImageSize;
43*8975f5c5SAndroid Build Coastguard Worker 
44*8975f5c5SAndroid Build Coastguard Worker     bool webgl;
45*8975f5c5SAndroid Build Coastguard Worker };
46*8975f5c5SAndroid Build Coastguard Worker 
operator <<(std::ostream & os,const TextureUploadParams & params)47*8975f5c5SAndroid Build Coastguard Worker std::ostream &operator<<(std::ostream &os, const TextureUploadParams &params)
48*8975f5c5SAndroid Build Coastguard Worker {
49*8975f5c5SAndroid Build Coastguard Worker     os << params.backendAndStory().substr(1);
50*8975f5c5SAndroid Build Coastguard Worker     return os;
51*8975f5c5SAndroid Build Coastguard Worker }
52*8975f5c5SAndroid Build Coastguard Worker 
story() const53*8975f5c5SAndroid Build Coastguard Worker std::string TextureUploadParams::story() const
54*8975f5c5SAndroid Build Coastguard Worker {
55*8975f5c5SAndroid Build Coastguard Worker     std::stringstream strstr;
56*8975f5c5SAndroid Build Coastguard Worker 
57*8975f5c5SAndroid Build Coastguard Worker     strstr << RenderTestParams::story();
58*8975f5c5SAndroid Build Coastguard Worker 
59*8975f5c5SAndroid Build Coastguard Worker     if (webgl)
60*8975f5c5SAndroid Build Coastguard Worker     {
61*8975f5c5SAndroid Build Coastguard Worker         strstr << "_webgl";
62*8975f5c5SAndroid Build Coastguard Worker     }
63*8975f5c5SAndroid Build Coastguard Worker 
64*8975f5c5SAndroid Build Coastguard Worker     return strstr.str();
65*8975f5c5SAndroid Build Coastguard Worker }
66*8975f5c5SAndroid Build Coastguard Worker 
67*8975f5c5SAndroid Build Coastguard Worker class TextureUploadBenchmarkBase : public ANGLERenderTest,
68*8975f5c5SAndroid Build Coastguard Worker                                    public ::testing::WithParamInterface<TextureUploadParams>
69*8975f5c5SAndroid Build Coastguard Worker {
70*8975f5c5SAndroid Build Coastguard Worker   public:
71*8975f5c5SAndroid Build Coastguard Worker     TextureUploadBenchmarkBase(const char *benchmarkName);
72*8975f5c5SAndroid Build Coastguard Worker 
73*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override;
74*8975f5c5SAndroid Build Coastguard Worker     void destroyBenchmark() override;
75*8975f5c5SAndroid Build Coastguard Worker 
76*8975f5c5SAndroid Build Coastguard Worker   protected:
77*8975f5c5SAndroid Build Coastguard Worker     void initShaders();
78*8975f5c5SAndroid Build Coastguard Worker 
79*8975f5c5SAndroid Build Coastguard Worker     GLuint mProgram    = 0;
80*8975f5c5SAndroid Build Coastguard Worker     GLint mPositionLoc = -1;
81*8975f5c5SAndroid Build Coastguard Worker     GLint mSamplerLoc  = -1;
82*8975f5c5SAndroid Build Coastguard Worker     GLuint mTexture    = 0;
83*8975f5c5SAndroid Build Coastguard Worker     std::vector<float> mTextureData;
84*8975f5c5SAndroid Build Coastguard Worker };
85*8975f5c5SAndroid Build Coastguard Worker 
86*8975f5c5SAndroid Build Coastguard Worker class TextureUploadSubImageBenchmark : public TextureUploadBenchmarkBase
87*8975f5c5SAndroid Build Coastguard Worker {
88*8975f5c5SAndroid Build Coastguard Worker   public:
TextureUploadSubImageBenchmark()89*8975f5c5SAndroid Build Coastguard Worker     TextureUploadSubImageBenchmark() : TextureUploadBenchmarkBase("TexSubImage")
90*8975f5c5SAndroid Build Coastguard Worker     {
91*8975f5c5SAndroid Build Coastguard Worker         addExtensionPrerequisite("GL_EXT_texture_storage");
92*8975f5c5SAndroid Build Coastguard Worker 
93*8975f5c5SAndroid Build Coastguard Worker         if (IsLinux() && IsIntel() &&
94*8975f5c5SAndroid Build Coastguard Worker             GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE)
95*8975f5c5SAndroid Build Coastguard Worker         {
96*8975f5c5SAndroid Build Coastguard Worker             skipTest("http://anglebug.com/42264836");
97*8975f5c5SAndroid Build Coastguard Worker         }
98*8975f5c5SAndroid Build Coastguard Worker     }
99*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()100*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override
101*8975f5c5SAndroid Build Coastguard Worker     {
102*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::initializeBenchmark();
103*8975f5c5SAndroid Build Coastguard Worker 
104*8975f5c5SAndroid Build Coastguard Worker         const auto &params = GetParam();
105*8975f5c5SAndroid Build Coastguard Worker         glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.baseSize, params.baseSize);
106*8975f5c5SAndroid Build Coastguard Worker     }
107*8975f5c5SAndroid Build Coastguard Worker 
108*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
109*8975f5c5SAndroid Build Coastguard Worker };
110*8975f5c5SAndroid Build Coastguard Worker 
111*8975f5c5SAndroid Build Coastguard Worker class TextureUploadFullMipBenchmark : public TextureUploadBenchmarkBase
112*8975f5c5SAndroid Build Coastguard Worker {
113*8975f5c5SAndroid Build Coastguard Worker   public:
TextureUploadFullMipBenchmark()114*8975f5c5SAndroid Build Coastguard Worker     TextureUploadFullMipBenchmark() : TextureUploadBenchmarkBase("TextureUpload") {}
115*8975f5c5SAndroid Build Coastguard Worker 
116*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
117*8975f5c5SAndroid Build Coastguard Worker };
118*8975f5c5SAndroid Build Coastguard Worker 
119*8975f5c5SAndroid Build Coastguard Worker class PBOSubImageBenchmark : public TextureUploadBenchmarkBase
120*8975f5c5SAndroid Build Coastguard Worker {
121*8975f5c5SAndroid Build Coastguard Worker   public:
PBOSubImageBenchmark()122*8975f5c5SAndroid Build Coastguard Worker     PBOSubImageBenchmark() : TextureUploadBenchmarkBase("PBO") {}
123*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()124*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override
125*8975f5c5SAndroid Build Coastguard Worker     {
126*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::initializeBenchmark();
127*8975f5c5SAndroid Build Coastguard Worker 
128*8975f5c5SAndroid Build Coastguard Worker         const auto &params = GetParam();
129*8975f5c5SAndroid Build Coastguard Worker 
130*8975f5c5SAndroid Build Coastguard Worker         glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.baseSize, params.baseSize);
131*8975f5c5SAndroid Build Coastguard Worker 
132*8975f5c5SAndroid Build Coastguard Worker         glGenBuffers(1, &mPBO);
133*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
134*8975f5c5SAndroid Build Coastguard Worker         glBufferData(GL_PIXEL_UNPACK_BUFFER, params.baseSize * params.baseSize * 4,
135*8975f5c5SAndroid Build Coastguard Worker                      mTextureData.data(), GL_STREAM_DRAW);
136*8975f5c5SAndroid Build Coastguard Worker     }
137*8975f5c5SAndroid Build Coastguard Worker 
destroyBenchmark()138*8975f5c5SAndroid Build Coastguard Worker     void destroyBenchmark()
139*8975f5c5SAndroid Build Coastguard Worker     {
140*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::destroyBenchmark();
141*8975f5c5SAndroid Build Coastguard Worker         glDeleteBuffers(1, &mPBO);
142*8975f5c5SAndroid Build Coastguard Worker     }
143*8975f5c5SAndroid Build Coastguard Worker 
144*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
145*8975f5c5SAndroid Build Coastguard Worker 
146*8975f5c5SAndroid Build Coastguard Worker   private:
147*8975f5c5SAndroid Build Coastguard Worker     GLuint mPBO;
148*8975f5c5SAndroid Build Coastguard Worker };
149*8975f5c5SAndroid Build Coastguard Worker 
150*8975f5c5SAndroid Build Coastguard Worker class PBOCompressedSubImageBenchmark : public TextureUploadBenchmarkBase
151*8975f5c5SAndroid Build Coastguard Worker {
152*8975f5c5SAndroid Build Coastguard Worker   public:
PBOCompressedSubImageBenchmark()153*8975f5c5SAndroid Build Coastguard Worker     PBOCompressedSubImageBenchmark() : TextureUploadBenchmarkBase("PBOCompressed") {}
154*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()155*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override
156*8975f5c5SAndroid Build Coastguard Worker     {
157*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::initializeBenchmark();
158*8975f5c5SAndroid Build Coastguard Worker 
159*8975f5c5SAndroid Build Coastguard Worker         const auto &params = GetParam();
160*8975f5c5SAndroid Build Coastguard Worker 
161*8975f5c5SAndroid Build Coastguard Worker         glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_COMPRESSED_RGB8_ETC2, params.baseSize,
162*8975f5c5SAndroid Build Coastguard Worker                           params.baseSize);
163*8975f5c5SAndroid Build Coastguard Worker 
164*8975f5c5SAndroid Build Coastguard Worker         glGenBuffers(1, &mPBO);
165*8975f5c5SAndroid Build Coastguard Worker         glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
166*8975f5c5SAndroid Build Coastguard Worker         glBufferData(GL_PIXEL_UNPACK_BUFFER, params.subImageSize * params.subImageSize / 2,
167*8975f5c5SAndroid Build Coastguard Worker                      mTextureData.data(), GL_STREAM_DRAW);
168*8975f5c5SAndroid Build Coastguard Worker     }
169*8975f5c5SAndroid Build Coastguard Worker 
destroyBenchmark()170*8975f5c5SAndroid Build Coastguard Worker     void destroyBenchmark()
171*8975f5c5SAndroid Build Coastguard Worker     {
172*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::destroyBenchmark();
173*8975f5c5SAndroid Build Coastguard Worker         glDeleteBuffers(1, &mPBO);
174*8975f5c5SAndroid Build Coastguard Worker     }
175*8975f5c5SAndroid Build Coastguard Worker 
176*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
177*8975f5c5SAndroid Build Coastguard Worker 
178*8975f5c5SAndroid Build Coastguard Worker   private:
179*8975f5c5SAndroid Build Coastguard Worker     GLuint mPBO;
180*8975f5c5SAndroid Build Coastguard Worker };
181*8975f5c5SAndroid Build Coastguard Worker 
182*8975f5c5SAndroid Build Coastguard Worker class TextureUploadETC2TranscodingBenchmark : public TextureUploadBenchmarkBase
183*8975f5c5SAndroid Build Coastguard Worker {
184*8975f5c5SAndroid Build Coastguard Worker   public:
TextureUploadETC2TranscodingBenchmark()185*8975f5c5SAndroid Build Coastguard Worker     TextureUploadETC2TranscodingBenchmark() : TextureUploadBenchmarkBase("ETC2Transcoding") {}
186*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()187*8975f5c5SAndroid Build Coastguard Worker     void initializeBenchmark() override
188*8975f5c5SAndroid Build Coastguard Worker     {
189*8975f5c5SAndroid Build Coastguard Worker         static GLsizei kMaxTextureSize = 2048;
190*8975f5c5SAndroid Build Coastguard Worker         static GLsizei kMinTextureSize = 4;
191*8975f5c5SAndroid Build Coastguard Worker         const auto &params             = GetParam();
192*8975f5c5SAndroid Build Coastguard Worker         ASSERT(params.baseSize <= kMaxTextureSize && params.baseSize >= kMinTextureSize);
193*8975f5c5SAndroid Build Coastguard Worker         initShaders();
194*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
195*8975f5c5SAndroid Build Coastguard Worker 
196*8975f5c5SAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
197*8975f5c5SAndroid Build Coastguard Worker         glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
198*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
199*8975f5c5SAndroid Build Coastguard Worker         mLevels               = (int)ceilf(log2(params.baseSize));
200*8975f5c5SAndroid Build Coastguard Worker         mTextureBaseLevelSize = 1 << (mLevels - 1);
201*8975f5c5SAndroid Build Coastguard Worker         // since we testing ETC texture, the minimum block size is 4.
202*8975f5c5SAndroid Build Coastguard Worker         mLevels -= 2;
203*8975f5c5SAndroid Build Coastguard Worker         ASSERT_TRUE(mLevels > 0);
204*8975f5c5SAndroid Build Coastguard Worker 
205*8975f5c5SAndroid Build Coastguard Worker         mTextures.resize(params.iterationsPerStep);
206*8975f5c5SAndroid Build Coastguard Worker         glGenTextures(params.iterationsPerStep, mTextures.data());
207*8975f5c5SAndroid Build Coastguard Worker         for (unsigned int i = 0; i < params.iterationsPerStep; ++i)
208*8975f5c5SAndroid Build Coastguard Worker         {
209*8975f5c5SAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[i]);
210*8975f5c5SAndroid Build Coastguard Worker             glTexStorage2D(GL_TEXTURE_CUBE_MAP, mLevels, GL_COMPRESSED_RGB8_ETC2,
211*8975f5c5SAndroid Build Coastguard Worker                            mTextureBaseLevelSize, mTextureBaseLevelSize);
212*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
213*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
214*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
215*8975f5c5SAndroid Build Coastguard Worker             glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
216*8975f5c5SAndroid Build Coastguard Worker         }
217*8975f5c5SAndroid Build Coastguard Worker         glActiveTexture(GL_TEXTURE0);
218*8975f5c5SAndroid Build Coastguard Worker         ASSERT_GL_NO_ERROR();
219*8975f5c5SAndroid Build Coastguard Worker     }
220*8975f5c5SAndroid Build Coastguard Worker 
destroyBenchmark()221*8975f5c5SAndroid Build Coastguard Worker     void destroyBenchmark()
222*8975f5c5SAndroid Build Coastguard Worker     {
223*8975f5c5SAndroid Build Coastguard Worker         TextureUploadBenchmarkBase::destroyBenchmark();
224*8975f5c5SAndroid Build Coastguard Worker         glDeleteTextures(static_cast<GLsizei>(mTextures.size()), mTextures.data());
225*8975f5c5SAndroid Build Coastguard Worker     }
226*8975f5c5SAndroid Build Coastguard Worker 
227*8975f5c5SAndroid Build Coastguard Worker     void drawBenchmark() override;
228*8975f5c5SAndroid Build Coastguard Worker 
229*8975f5c5SAndroid Build Coastguard Worker     void initShaders();
230*8975f5c5SAndroid Build Coastguard Worker 
231*8975f5c5SAndroid Build Coastguard Worker   public:
232*8975f5c5SAndroid Build Coastguard Worker     GLsizei mTextureBaseLevelSize;
233*8975f5c5SAndroid Build Coastguard Worker     GLsizei mLevels;
234*8975f5c5SAndroid Build Coastguard Worker     std::vector<GLuint> mTextures;
235*8975f5c5SAndroid Build Coastguard Worker };
236*8975f5c5SAndroid Build Coastguard Worker 
initShaders()237*8975f5c5SAndroid Build Coastguard Worker void TextureUploadETC2TranscodingBenchmark::initShaders()
238*8975f5c5SAndroid Build Coastguard Worker {
239*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(#version 300 es
240*8975f5c5SAndroid Build Coastguard Worker in vec4 a_position;
241*8975f5c5SAndroid Build Coastguard Worker void main()
242*8975f5c5SAndroid Build Coastguard Worker {
243*8975f5c5SAndroid Build Coastguard Worker     gl_Position = a_position;
244*8975f5c5SAndroid Build Coastguard Worker })";
245*8975f5c5SAndroid Build Coastguard Worker 
246*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(#version 300 es
247*8975f5c5SAndroid Build Coastguard Worker precision mediump float;
248*8975f5c5SAndroid Build Coastguard Worker uniform samplerCube texCube;
249*8975f5c5SAndroid Build Coastguard Worker out vec4 FragColor;
250*8975f5c5SAndroid Build Coastguard Worker void main()
251*8975f5c5SAndroid Build Coastguard Worker {
252*8975f5c5SAndroid Build Coastguard Worker     FragColor = texture(texCube, vec3(1.0f, 1.0f, 1.0f));
253*8975f5c5SAndroid Build Coastguard Worker })";
254*8975f5c5SAndroid Build Coastguard Worker 
255*8975f5c5SAndroid Build Coastguard Worker     mProgram = CompileProgram(kVS, kFS);
256*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, mProgram);
257*8975f5c5SAndroid Build Coastguard Worker 
258*8975f5c5SAndroid Build Coastguard Worker     mPositionLoc = glGetAttribLocation(mProgram, "a_position");
259*8975f5c5SAndroid Build Coastguard Worker     mSamplerLoc  = glGetUniformLocation(mProgram, "texCube");
260*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(mProgram);
261*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(mSamplerLoc, 0);
262*8975f5c5SAndroid Build Coastguard Worker 
263*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
264*8975f5c5SAndroid Build Coastguard Worker 
265*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
266*8975f5c5SAndroid Build Coastguard Worker }
267*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()268*8975f5c5SAndroid Build Coastguard Worker void TextureUploadETC2TranscodingBenchmark::drawBenchmark()
269*8975f5c5SAndroid Build Coastguard Worker {
270*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
271*8975f5c5SAndroid Build Coastguard Worker     startGpuTimer();
272*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
273*8975f5c5SAndroid Build Coastguard Worker     {
274*8975f5c5SAndroid Build Coastguard Worker         glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[iteration]);
275*8975f5c5SAndroid Build Coastguard Worker         GLsizei size = mTextureBaseLevelSize;
276*8975f5c5SAndroid Build Coastguard Worker         for (GLint level = 0; level < mLevels; ++level)
277*8975f5c5SAndroid Build Coastguard Worker         {
278*8975f5c5SAndroid Build Coastguard Worker             for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
279*8975f5c5SAndroid Build Coastguard Worker                  face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face)
280*8975f5c5SAndroid Build Coastguard Worker             {
281*8975f5c5SAndroid Build Coastguard Worker                 glCompressedTexSubImage2D(face, level, 0, 0, size, size, GL_COMPRESSED_RGB8_ETC2,
282*8975f5c5SAndroid Build Coastguard Worker                                           size / 4 * size / 4 * 8, garden_etc2_rgba8);
283*8975f5c5SAndroid Build Coastguard Worker             }
284*8975f5c5SAndroid Build Coastguard Worker             size >>= 1;
285*8975f5c5SAndroid Build Coastguard Worker         }
286*8975f5c5SAndroid Build Coastguard Worker         // Perform a draw just so the texture data is flushed.  With the position attributes not
287*8975f5c5SAndroid Build Coastguard Worker         // set, a constant default value is used, resulting in a very cheap draw.
288*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, 3);
289*8975f5c5SAndroid Build Coastguard Worker     }
290*8975f5c5SAndroid Build Coastguard Worker     stopGpuTimer();
291*8975f5c5SAndroid Build Coastguard Worker }
292*8975f5c5SAndroid Build Coastguard Worker 
TextureUploadBenchmarkBase(const char * benchmarkName)293*8975f5c5SAndroid Build Coastguard Worker TextureUploadBenchmarkBase::TextureUploadBenchmarkBase(const char *benchmarkName)
294*8975f5c5SAndroid Build Coastguard Worker     : ANGLERenderTest(benchmarkName, GetParam())
295*8975f5c5SAndroid Build Coastguard Worker {
296*8975f5c5SAndroid Build Coastguard Worker     setWebGLCompatibilityEnabled(GetParam().webgl);
297*8975f5c5SAndroid Build Coastguard Worker     setRobustResourceInit(GetParam().webgl);
298*8975f5c5SAndroid Build Coastguard Worker 
299*8975f5c5SAndroid Build Coastguard Worker     if (GetParam().getRenderer() == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
300*8975f5c5SAndroid Build Coastguard Worker     {
301*8975f5c5SAndroid Build Coastguard Worker         skipTest("http://crbug.com/945415 Crashes on nvidia+d3d11");
302*8975f5c5SAndroid Build Coastguard Worker     }
303*8975f5c5SAndroid Build Coastguard Worker }
304*8975f5c5SAndroid Build Coastguard Worker 
initializeBenchmark()305*8975f5c5SAndroid Build Coastguard Worker void TextureUploadBenchmarkBase::initializeBenchmark()
306*8975f5c5SAndroid Build Coastguard Worker {
307*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
308*8975f5c5SAndroid Build Coastguard Worker 
309*8975f5c5SAndroid Build Coastguard Worker     initShaders();
310*8975f5c5SAndroid Build Coastguard Worker     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
311*8975f5c5SAndroid Build Coastguard Worker     glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
312*8975f5c5SAndroid Build Coastguard Worker 
313*8975f5c5SAndroid Build Coastguard Worker     glActiveTexture(GL_TEXTURE0);
314*8975f5c5SAndroid Build Coastguard Worker     glGenTextures(1, &mTexture);
315*8975f5c5SAndroid Build Coastguard Worker     glBindTexture(GL_TEXTURE_2D, mTexture);
316*8975f5c5SAndroid Build Coastguard Worker 
317*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
318*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
319*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
320*8975f5c5SAndroid Build Coastguard Worker     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
321*8975f5c5SAndroid Build Coastguard Worker 
322*8975f5c5SAndroid Build Coastguard Worker     ASSERT_TRUE(params.baseSize >= params.subImageSize);
323*8975f5c5SAndroid Build Coastguard Worker     mTextureData.resize(params.baseSize * params.baseSize * 4, 0.5);
324*8975f5c5SAndroid Build Coastguard Worker 
325*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
326*8975f5c5SAndroid Build Coastguard Worker }
327*8975f5c5SAndroid Build Coastguard Worker 
initShaders()328*8975f5c5SAndroid Build Coastguard Worker void TextureUploadBenchmarkBase::initShaders()
329*8975f5c5SAndroid Build Coastguard Worker {
330*8975f5c5SAndroid Build Coastguard Worker     constexpr char kVS[] = R"(attribute vec4 a_position;
331*8975f5c5SAndroid Build Coastguard Worker void main()
332*8975f5c5SAndroid Build Coastguard Worker {
333*8975f5c5SAndroid Build Coastguard Worker     gl_Position = a_position;
334*8975f5c5SAndroid Build Coastguard Worker })";
335*8975f5c5SAndroid Build Coastguard Worker 
336*8975f5c5SAndroid Build Coastguard Worker     constexpr char kFS[] = R"(precision mediump float;
337*8975f5c5SAndroid Build Coastguard Worker uniform sampler2D s_texture;
338*8975f5c5SAndroid Build Coastguard Worker void main()
339*8975f5c5SAndroid Build Coastguard Worker {
340*8975f5c5SAndroid Build Coastguard Worker     gl_FragColor = texture2D(s_texture, vec2(0, 0));
341*8975f5c5SAndroid Build Coastguard Worker })";
342*8975f5c5SAndroid Build Coastguard Worker 
343*8975f5c5SAndroid Build Coastguard Worker     mProgram = CompileProgram(kVS, kFS);
344*8975f5c5SAndroid Build Coastguard Worker     ASSERT_NE(0u, mProgram);
345*8975f5c5SAndroid Build Coastguard Worker 
346*8975f5c5SAndroid Build Coastguard Worker     mPositionLoc = glGetAttribLocation(mProgram, "a_position");
347*8975f5c5SAndroid Build Coastguard Worker     mSamplerLoc  = glGetUniformLocation(mProgram, "s_texture");
348*8975f5c5SAndroid Build Coastguard Worker     glUseProgram(mProgram);
349*8975f5c5SAndroid Build Coastguard Worker     glUniform1i(mSamplerLoc, 0);
350*8975f5c5SAndroid Build Coastguard Worker 
351*8975f5c5SAndroid Build Coastguard Worker     glDisable(GL_DEPTH_TEST);
352*8975f5c5SAndroid Build Coastguard Worker 
353*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
354*8975f5c5SAndroid Build Coastguard Worker }
355*8975f5c5SAndroid Build Coastguard Worker 
destroyBenchmark()356*8975f5c5SAndroid Build Coastguard Worker void TextureUploadBenchmarkBase::destroyBenchmark()
357*8975f5c5SAndroid Build Coastguard Worker {
358*8975f5c5SAndroid Build Coastguard Worker     glDeleteTextures(1, &mTexture);
359*8975f5c5SAndroid Build Coastguard Worker     glDeleteProgram(mProgram);
360*8975f5c5SAndroid Build Coastguard Worker }
361*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()362*8975f5c5SAndroid Build Coastguard Worker void TextureUploadSubImageBenchmark::drawBenchmark()
363*8975f5c5SAndroid Build Coastguard Worker {
364*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
365*8975f5c5SAndroid Build Coastguard Worker 
366*8975f5c5SAndroid Build Coastguard Worker     startGpuTimer();
367*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
368*8975f5c5SAndroid Build Coastguard Worker     {
369*8975f5c5SAndroid Build Coastguard Worker         glTexSubImage2D(GL_TEXTURE_2D, 0, rand() % (params.baseSize - params.subImageSize),
370*8975f5c5SAndroid Build Coastguard Worker                         rand() % (params.baseSize - params.subImageSize), params.subImageSize,
371*8975f5c5SAndroid Build Coastguard Worker                         params.subImageSize, GL_RGBA, GL_UNSIGNED_BYTE, mTextureData.data());
372*8975f5c5SAndroid Build Coastguard Worker 
373*8975f5c5SAndroid Build Coastguard Worker         // Perform a draw just so the texture data is flushed.  With the position attributes not
374*8975f5c5SAndroid Build Coastguard Worker         // set, a constant default value is used, resulting in a very cheap draw.
375*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, 3);
376*8975f5c5SAndroid Build Coastguard Worker     }
377*8975f5c5SAndroid Build Coastguard Worker     stopGpuTimer();
378*8975f5c5SAndroid Build Coastguard Worker 
379*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
380*8975f5c5SAndroid Build Coastguard Worker }
381*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()382*8975f5c5SAndroid Build Coastguard Worker void TextureUploadFullMipBenchmark::drawBenchmark()
383*8975f5c5SAndroid Build Coastguard Worker {
384*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
385*8975f5c5SAndroid Build Coastguard Worker 
386*8975f5c5SAndroid Build Coastguard Worker     startGpuTimer();
387*8975f5c5SAndroid Build Coastguard Worker     for (size_t it = 0; it < params.iterationsPerStep; ++it)
388*8975f5c5SAndroid Build Coastguard Worker     {
389*8975f5c5SAndroid Build Coastguard Worker         // Stage data for all mips
390*8975f5c5SAndroid Build Coastguard Worker         GLint mip = 0;
391*8975f5c5SAndroid Build Coastguard Worker         for (GLsizei levelSize = params.baseSize; levelSize > 0; levelSize >>= 1)
392*8975f5c5SAndroid Build Coastguard Worker         {
393*8975f5c5SAndroid Build Coastguard Worker             glTexImage2D(GL_TEXTURE_2D, mip++, GL_RGBA, levelSize, levelSize, 0, GL_RGBA,
394*8975f5c5SAndroid Build Coastguard Worker                          GL_UNSIGNED_BYTE, mTextureData.data());
395*8975f5c5SAndroid Build Coastguard Worker         }
396*8975f5c5SAndroid Build Coastguard Worker 
397*8975f5c5SAndroid Build Coastguard Worker         // Perform a draw just so the texture data is flushed.  With the position attributes not
398*8975f5c5SAndroid Build Coastguard Worker         // set, a constant default value is used, resulting in a very cheap draw.
399*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, 3);
400*8975f5c5SAndroid Build Coastguard Worker     }
401*8975f5c5SAndroid Build Coastguard Worker     stopGpuTimer();
402*8975f5c5SAndroid Build Coastguard Worker 
403*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
404*8975f5c5SAndroid Build Coastguard Worker }
405*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()406*8975f5c5SAndroid Build Coastguard Worker void PBOSubImageBenchmark::drawBenchmark()
407*8975f5c5SAndroid Build Coastguard Worker {
408*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
409*8975f5c5SAndroid Build Coastguard Worker 
410*8975f5c5SAndroid Build Coastguard Worker     startGpuTimer();
411*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
412*8975f5c5SAndroid Build Coastguard Worker     {
413*8975f5c5SAndroid Build Coastguard Worker         glTexSubImage2D(GL_TEXTURE_2D, 0, rand() % (params.baseSize - params.subImageSize),
414*8975f5c5SAndroid Build Coastguard Worker                         rand() % (params.baseSize - params.subImageSize), params.subImageSize,
415*8975f5c5SAndroid Build Coastguard Worker                         params.subImageSize, GL_RGBA, GL_UNSIGNED_BYTE, 0);
416*8975f5c5SAndroid Build Coastguard Worker 
417*8975f5c5SAndroid Build Coastguard Worker         // Perform a draw just so the texture data is flushed.  With the position attributes not
418*8975f5c5SAndroid Build Coastguard Worker         // set, a constant default value is used, resulting in a very cheap draw.
419*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, 3);
420*8975f5c5SAndroid Build Coastguard Worker     }
421*8975f5c5SAndroid Build Coastguard Worker     stopGpuTimer();
422*8975f5c5SAndroid Build Coastguard Worker 
423*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
424*8975f5c5SAndroid Build Coastguard Worker }
425*8975f5c5SAndroid Build Coastguard Worker 
drawBenchmark()426*8975f5c5SAndroid Build Coastguard Worker void PBOCompressedSubImageBenchmark::drawBenchmark()
427*8975f5c5SAndroid Build Coastguard Worker {
428*8975f5c5SAndroid Build Coastguard Worker     const auto &params = GetParam();
429*8975f5c5SAndroid Build Coastguard Worker 
430*8975f5c5SAndroid Build Coastguard Worker     startGpuTimer();
431*8975f5c5SAndroid Build Coastguard Worker     for (unsigned int iteration = 0; iteration < params.iterationsPerStep; ++iteration)
432*8975f5c5SAndroid Build Coastguard Worker     {
433*8975f5c5SAndroid Build Coastguard Worker         glCompressedTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, params.subImageSize, params.subImageSize,
434*8975f5c5SAndroid Build Coastguard Worker                                   GL_COMPRESSED_RGB8_ETC2,
435*8975f5c5SAndroid Build Coastguard Worker                                   params.subImageSize * params.subImageSize / 2, 0);
436*8975f5c5SAndroid Build Coastguard Worker 
437*8975f5c5SAndroid Build Coastguard Worker         // Perform a draw just so the texture data is flushed.  With the position attributes not
438*8975f5c5SAndroid Build Coastguard Worker         // set, a constant default value is used, resulting in a very cheap draw.
439*8975f5c5SAndroid Build Coastguard Worker         glDrawArrays(GL_TRIANGLES, 0, 3);
440*8975f5c5SAndroid Build Coastguard Worker     }
441*8975f5c5SAndroid Build Coastguard Worker     stopGpuTimer();
442*8975f5c5SAndroid Build Coastguard Worker 
443*8975f5c5SAndroid Build Coastguard Worker     ASSERT_GL_NO_ERROR();
444*8975f5c5SAndroid Build Coastguard Worker }
445*8975f5c5SAndroid Build Coastguard Worker 
D3D11Params(bool webglCompat)446*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams D3D11Params(bool webglCompat)
447*8975f5c5SAndroid Build Coastguard Worker {
448*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
449*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::D3D11();
450*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = webglCompat;
451*8975f5c5SAndroid Build Coastguard Worker     return params;
452*8975f5c5SAndroid Build Coastguard Worker }
453*8975f5c5SAndroid Build Coastguard Worker 
MetalParams(bool webglCompat)454*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams MetalParams(bool webglCompat)
455*8975f5c5SAndroid Build Coastguard Worker {
456*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
457*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::METAL();
458*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = webglCompat;
459*8975f5c5SAndroid Build Coastguard Worker     return params;
460*8975f5c5SAndroid Build Coastguard Worker }
461*8975f5c5SAndroid Build Coastguard Worker 
OpenGLOrGLESParams(bool webglCompat)462*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams OpenGLOrGLESParams(bool webglCompat)
463*8975f5c5SAndroid Build Coastguard Worker {
464*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
465*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::OPENGL_OR_GLES();
466*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = webglCompat;
467*8975f5c5SAndroid Build Coastguard Worker     return params;
468*8975f5c5SAndroid Build Coastguard Worker }
469*8975f5c5SAndroid Build Coastguard Worker 
VulkanParams(bool webglCompat)470*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams VulkanParams(bool webglCompat)
471*8975f5c5SAndroid Build Coastguard Worker {
472*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
473*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::VULKAN();
474*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = webglCompat;
475*8975f5c5SAndroid Build Coastguard Worker     return params;
476*8975f5c5SAndroid Build Coastguard Worker }
477*8975f5c5SAndroid Build Coastguard Worker 
ES3VulkanParams(bool webglCompat)478*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams ES3VulkanParams(bool webglCompat)
479*8975f5c5SAndroid Build Coastguard Worker {
480*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
481*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::VULKAN();
482*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = webglCompat;
483*8975f5c5SAndroid Build Coastguard Worker     params.majorVersion  = 3;
484*8975f5c5SAndroid Build Coastguard Worker     params.minorVersion  = 0;
485*8975f5c5SAndroid Build Coastguard Worker     params.enable(Feature::SupportsComputeTranscodeEtcToBc);
486*8975f5c5SAndroid Build Coastguard Worker     params.iterationsPerStep = 16;
487*8975f5c5SAndroid Build Coastguard Worker     params.baseSize          = 256;
488*8975f5c5SAndroid Build Coastguard Worker     return params;
489*8975f5c5SAndroid Build Coastguard Worker }
490*8975f5c5SAndroid Build Coastguard Worker 
MetalPBOParams(GLsizei baseSize,GLsizei subImageSize)491*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams MetalPBOParams(GLsizei baseSize, GLsizei subImageSize)
492*8975f5c5SAndroid Build Coastguard Worker {
493*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
494*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::METAL();
495*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = false;
496*8975f5c5SAndroid Build Coastguard Worker     params.trackGpuTime  = false;
497*8975f5c5SAndroid Build Coastguard Worker     params.baseSize      = baseSize;
498*8975f5c5SAndroid Build Coastguard Worker     params.subImageSize  = subImageSize;
499*8975f5c5SAndroid Build Coastguard Worker     return params;
500*8975f5c5SAndroid Build Coastguard Worker }
501*8975f5c5SAndroid Build Coastguard Worker 
VulkanPBOParams(GLsizei baseSize,GLsizei subImageSize)502*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams VulkanPBOParams(GLsizei baseSize, GLsizei subImageSize)
503*8975f5c5SAndroid Build Coastguard Worker {
504*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
505*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::VULKAN();
506*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = false;
507*8975f5c5SAndroid Build Coastguard Worker     params.trackGpuTime  = false;
508*8975f5c5SAndroid Build Coastguard Worker     params.baseSize      = baseSize;
509*8975f5c5SAndroid Build Coastguard Worker     params.subImageSize  = subImageSize;
510*8975f5c5SAndroid Build Coastguard Worker     return params;
511*8975f5c5SAndroid Build Coastguard Worker }
512*8975f5c5SAndroid Build Coastguard Worker 
ES3OpenGLPBOParams(GLsizei baseSize,GLsizei subImageSize)513*8975f5c5SAndroid Build Coastguard Worker TextureUploadParams ES3OpenGLPBOParams(GLsizei baseSize, GLsizei subImageSize)
514*8975f5c5SAndroid Build Coastguard Worker {
515*8975f5c5SAndroid Build Coastguard Worker     TextureUploadParams params;
516*8975f5c5SAndroid Build Coastguard Worker     params.eglParameters = egl_platform::OPENGL();
517*8975f5c5SAndroid Build Coastguard Worker     params.majorVersion  = 3;
518*8975f5c5SAndroid Build Coastguard Worker     params.minorVersion  = 0;
519*8975f5c5SAndroid Build Coastguard Worker     params.webgl         = false;
520*8975f5c5SAndroid Build Coastguard Worker     params.trackGpuTime  = false;
521*8975f5c5SAndroid Build Coastguard Worker     params.baseSize      = baseSize;
522*8975f5c5SAndroid Build Coastguard Worker     params.subImageSize  = subImageSize;
523*8975f5c5SAndroid Build Coastguard Worker     return params;
524*8975f5c5SAndroid Build Coastguard Worker }
525*8975f5c5SAndroid Build Coastguard Worker 
526*8975f5c5SAndroid Build Coastguard Worker }  // anonymous namespace
527*8975f5c5SAndroid Build Coastguard Worker 
528*8975f5c5SAndroid Build Coastguard Worker // Test etc to bc transcoding performance.
TEST_P(TextureUploadETC2TranscodingBenchmark,Run)529*8975f5c5SAndroid Build Coastguard Worker TEST_P(TextureUploadETC2TranscodingBenchmark, Run)
530*8975f5c5SAndroid Build Coastguard Worker {
531*8975f5c5SAndroid Build Coastguard Worker     run();
532*8975f5c5SAndroid Build Coastguard Worker }
533*8975f5c5SAndroid Build Coastguard Worker 
TEST_P(TextureUploadSubImageBenchmark,Run)534*8975f5c5SAndroid Build Coastguard Worker TEST_P(TextureUploadSubImageBenchmark, Run)
535*8975f5c5SAndroid Build Coastguard Worker {
536*8975f5c5SAndroid Build Coastguard Worker     run();
537*8975f5c5SAndroid Build Coastguard Worker }
538*8975f5c5SAndroid Build Coastguard Worker 
TEST_P(TextureUploadFullMipBenchmark,Run)539*8975f5c5SAndroid Build Coastguard Worker TEST_P(TextureUploadFullMipBenchmark, Run)
540*8975f5c5SAndroid Build Coastguard Worker {
541*8975f5c5SAndroid Build Coastguard Worker     run();
542*8975f5c5SAndroid Build Coastguard Worker }
543*8975f5c5SAndroid Build Coastguard Worker 
TEST_P(PBOSubImageBenchmark,Run)544*8975f5c5SAndroid Build Coastguard Worker TEST_P(PBOSubImageBenchmark, Run)
545*8975f5c5SAndroid Build Coastguard Worker {
546*8975f5c5SAndroid Build Coastguard Worker     run();
547*8975f5c5SAndroid Build Coastguard Worker }
548*8975f5c5SAndroid Build Coastguard Worker 
TEST_P(PBOCompressedSubImageBenchmark,Run)549*8975f5c5SAndroid Build Coastguard Worker TEST_P(PBOCompressedSubImageBenchmark, Run)
550*8975f5c5SAndroid Build Coastguard Worker {
551*8975f5c5SAndroid Build Coastguard Worker     run();
552*8975f5c5SAndroid Build Coastguard Worker }
553*8975f5c5SAndroid Build Coastguard Worker 
554*8975f5c5SAndroid Build Coastguard Worker using namespace params;
555*8975f5c5SAndroid Build Coastguard Worker 
556*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(TextureUploadSubImageBenchmark,
557*8975f5c5SAndroid Build Coastguard Worker                        D3D11Params(false),
558*8975f5c5SAndroid Build Coastguard Worker                        D3D11Params(true),
559*8975f5c5SAndroid Build Coastguard Worker                        MetalParams(false),
560*8975f5c5SAndroid Build Coastguard Worker                        MetalParams(true),
561*8975f5c5SAndroid Build Coastguard Worker                        OpenGLOrGLESParams(false),
562*8975f5c5SAndroid Build Coastguard Worker                        OpenGLOrGLESParams(true),
563*8975f5c5SAndroid Build Coastguard Worker                        VulkanParams(false),
564*8975f5c5SAndroid Build Coastguard Worker                        NullDevice(VulkanParams(false)),
565*8975f5c5SAndroid Build Coastguard Worker                        VulkanParams(true));
566*8975f5c5SAndroid Build Coastguard Worker 
567*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(TextureUploadETC2TranscodingBenchmark, ES3VulkanParams(false));
568*8975f5c5SAndroid Build Coastguard Worker 
569*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(TextureUploadFullMipBenchmark,
570*8975f5c5SAndroid Build Coastguard Worker                        D3D11Params(false),
571*8975f5c5SAndroid Build Coastguard Worker                        D3D11Params(true),
572*8975f5c5SAndroid Build Coastguard Worker                        MetalParams(false),
573*8975f5c5SAndroid Build Coastguard Worker                        MetalParams(true),
574*8975f5c5SAndroid Build Coastguard Worker                        OpenGLOrGLESParams(false),
575*8975f5c5SAndroid Build Coastguard Worker                        OpenGLOrGLESParams(true),
576*8975f5c5SAndroid Build Coastguard Worker                        VulkanParams(false),
577*8975f5c5SAndroid Build Coastguard Worker                        VulkanParams(true));
578*8975f5c5SAndroid Build Coastguard Worker 
579*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(PBOSubImageBenchmark);
580*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(PBOSubImageBenchmark,
581*8975f5c5SAndroid Build Coastguard Worker                        ES3OpenGLPBOParams(1024, 128),
582*8975f5c5SAndroid Build Coastguard Worker                        MetalPBOParams(1024, 128),
583*8975f5c5SAndroid Build Coastguard Worker                        VulkanPBOParams(1024, 128));
584*8975f5c5SAndroid Build Coastguard Worker 
585*8975f5c5SAndroid Build Coastguard Worker GTEST_ALLOW_UNINSTANTIATED_PARAMETERIZED_TEST(PBOCompressedSubImageBenchmark);
586*8975f5c5SAndroid Build Coastguard Worker ANGLE_INSTANTIATE_TEST(PBOCompressedSubImageBenchmark,
587*8975f5c5SAndroid Build Coastguard Worker                        ES3OpenGLPBOParams(128, 128),
588*8975f5c5SAndroid Build Coastguard Worker                        MetalPBOParams(128, 128),
589*8975f5c5SAndroid Build Coastguard Worker                        VulkanPBOParams(128, 128));
590