1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2014 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "bench/GpuTools.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "bench/SKPBench.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGpu.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "tools/flags/CommandLineFlags.h"
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GRAPHITE)
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Context.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Recorder.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RecorderPriv.h"
21*c8dee2aaSAndroid Build Coastguard Worker #endif
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
24*c8dee2aaSAndroid Build Coastguard Worker
25*c8dee2aaSAndroid Build Coastguard Worker // These CPU tile sizes are not good per se, but they are similar to what Chrome uses.
26*c8dee2aaSAndroid Build Coastguard Worker static DEFINE_int(CPUbenchTileW, 256, "Tile width used for CPU SKP playback.");
27*c8dee2aaSAndroid Build Coastguard Worker static DEFINE_int(CPUbenchTileH, 256, "Tile height used for CPU SKP playback.");
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker static DEFINE_int(GPUbenchTileW, 1600, "Tile width used for GPU SKP playback.");
30*c8dee2aaSAndroid Build Coastguard Worker static DEFINE_int(GPUbenchTileH, 512, "Tile height used for GPU SKP playback.");
31*c8dee2aaSAndroid Build Coastguard Worker
SKPBench(const char * name,const SkPicture * pic,const SkIRect & clip,SkScalar scale,bool doLooping)32*c8dee2aaSAndroid Build Coastguard Worker SKPBench::SKPBench(const char* name, const SkPicture* pic, const SkIRect& clip, SkScalar scale,
33*c8dee2aaSAndroid Build Coastguard Worker bool doLooping)
34*c8dee2aaSAndroid Build Coastguard Worker : fPic(SkRef(pic))
35*c8dee2aaSAndroid Build Coastguard Worker , fClip(clip)
36*c8dee2aaSAndroid Build Coastguard Worker , fScale(scale)
37*c8dee2aaSAndroid Build Coastguard Worker , fName(name)
38*c8dee2aaSAndroid Build Coastguard Worker , fDoLooping(doLooping) {
39*c8dee2aaSAndroid Build Coastguard Worker fUniqueName.printf("%s_%.2g", name, scale); // Scale makes this unqiue for perf.skia.org traces.
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
~SKPBench()42*c8dee2aaSAndroid Build Coastguard Worker SKPBench::~SKPBench() {
43*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < fSurfaces.size(); ++i) {
44*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[i]->unref();
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker
onGetName()48*c8dee2aaSAndroid Build Coastguard Worker const char* SKPBench::onGetName() {
49*c8dee2aaSAndroid Build Coastguard Worker return fName.c_str();
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker
onGetUniqueName()52*c8dee2aaSAndroid Build Coastguard Worker const char* SKPBench::onGetUniqueName() {
53*c8dee2aaSAndroid Build Coastguard Worker return fUniqueName.c_str();
54*c8dee2aaSAndroid Build Coastguard Worker }
55*c8dee2aaSAndroid Build Coastguard Worker
onPerCanvasPreDraw(SkCanvas * canvas)56*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::onPerCanvasPreDraw(SkCanvas* canvas) {
57*c8dee2aaSAndroid Build Coastguard Worker SkIRect bounds = canvas->getDeviceClipBounds();
58*c8dee2aaSAndroid Build Coastguard Worker bounds.intersect(fClip);
59*c8dee2aaSAndroid Build Coastguard Worker bounds.intersect(fPic->cullRect().roundOut());
60*c8dee2aaSAndroid Build Coastguard Worker SkAssertResult(!bounds.isEmpty());
61*c8dee2aaSAndroid Build Coastguard Worker
62*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GRAPHITE)
63*c8dee2aaSAndroid Build Coastguard Worker const bool gpu = canvas->recordingContext() != nullptr || canvas->recorder() != nullptr;
64*c8dee2aaSAndroid Build Coastguard Worker #else
65*c8dee2aaSAndroid Build Coastguard Worker const bool gpu = canvas->recordingContext() != nullptr;
66*c8dee2aaSAndroid Build Coastguard Worker #endif
67*c8dee2aaSAndroid Build Coastguard Worker int tileW = gpu ? FLAGS_GPUbenchTileW : FLAGS_CPUbenchTileW,
68*c8dee2aaSAndroid Build Coastguard Worker tileH = gpu ? FLAGS_GPUbenchTileH : FLAGS_CPUbenchTileH;
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker tileW = std::min(tileW, bounds.width());
71*c8dee2aaSAndroid Build Coastguard Worker tileH = std::min(tileH, bounds.height());
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker int xTiles = SkScalarCeilToInt(bounds.width() / SkIntToScalar(tileW));
74*c8dee2aaSAndroid Build Coastguard Worker int yTiles = SkScalarCeilToInt(bounds.height() / SkIntToScalar(tileH));
75*c8dee2aaSAndroid Build Coastguard Worker
76*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.reserve_exact(fSurfaces.size() + (xTiles * yTiles));
77*c8dee2aaSAndroid Build Coastguard Worker fTileRects.reserve(xTiles * yTiles);
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo ii = canvas->imageInfo().makeWH(tileW, tileH);
80*c8dee2aaSAndroid Build Coastguard Worker
81*c8dee2aaSAndroid Build Coastguard Worker for (int y = bounds.fTop; y < bounds.fBottom; y += tileH) {
82*c8dee2aaSAndroid Build Coastguard Worker for (int x = bounds.fLeft; x < bounds.fRight; x += tileW) {
83*c8dee2aaSAndroid Build Coastguard Worker const SkIRect tileRect = SkIRect::MakeXYWH(x, y, tileW, tileH);
84*c8dee2aaSAndroid Build Coastguard Worker *fTileRects.append() = tileRect;
85*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.emplace_back(canvas->makeSurface(ii));
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker // Never want the contents of a tile to include stuff the parent
88*c8dee2aaSAndroid Build Coastguard Worker // canvas clips out
89*c8dee2aaSAndroid Build Coastguard Worker SkRect clip = SkRect::Make(bounds);
90*c8dee2aaSAndroid Build Coastguard Worker clip.offset(-SkIntToScalar(tileRect.fLeft), -SkIntToScalar(tileRect.fTop));
91*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.back()->getCanvas()->clipRect(clip);
92*c8dee2aaSAndroid Build Coastguard Worker
93*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.back()->getCanvas()->setMatrix(canvas->getLocalToDevice());
94*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.back()->getCanvas()->scale(fScale, fScale);
95*c8dee2aaSAndroid Build Coastguard Worker }
96*c8dee2aaSAndroid Build Coastguard Worker }
97*c8dee2aaSAndroid Build Coastguard Worker }
98*c8dee2aaSAndroid Build Coastguard Worker
onPerCanvasPostDraw(SkCanvas * canvas)99*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::onPerCanvasPostDraw(SkCanvas* canvas) {
100*c8dee2aaSAndroid Build Coastguard Worker // Draw the last set of tiles into the main canvas in case we're
101*c8dee2aaSAndroid Build Coastguard Worker // saving the images
102*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < fTileRects.size(); ++i) {
103*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> image(fSurfaces[i]->makeImageSnapshot());
104*c8dee2aaSAndroid Build Coastguard Worker canvas->drawImage(image,
105*c8dee2aaSAndroid Build Coastguard Worker SkIntToScalar(fTileRects[i].fLeft), SkIntToScalar(fTileRects[i].fTop));
106*c8dee2aaSAndroid Build Coastguard Worker }
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker fSurfaces.clear();
109*c8dee2aaSAndroid Build Coastguard Worker fTileRects.clear();
110*c8dee2aaSAndroid Build Coastguard Worker }
111*c8dee2aaSAndroid Build Coastguard Worker
isSuitableFor(Backend backend)112*c8dee2aaSAndroid Build Coastguard Worker bool SKPBench::isSuitableFor(Backend backend) {
113*c8dee2aaSAndroid Build Coastguard Worker return backend != Backend::kNonRendering;
114*c8dee2aaSAndroid Build Coastguard Worker }
115*c8dee2aaSAndroid Build Coastguard Worker
onGetSize()116*c8dee2aaSAndroid Build Coastguard Worker SkISize SKPBench::onGetSize() {
117*c8dee2aaSAndroid Build Coastguard Worker return SkISize::Make(fClip.width(), fClip.height());
118*c8dee2aaSAndroid Build Coastguard Worker }
119*c8dee2aaSAndroid Build Coastguard Worker
onDraw(int loops,SkCanvas * canvas)120*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::onDraw(int loops, SkCanvas* canvas) {
121*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fDoLooping || 1 == loops);
122*c8dee2aaSAndroid Build Coastguard Worker while (1) {
123*c8dee2aaSAndroid Build Coastguard Worker this->drawPicture();
124*c8dee2aaSAndroid Build Coastguard Worker if (0 == --loops) {
125*c8dee2aaSAndroid Build Coastguard Worker break;
126*c8dee2aaSAndroid Build Coastguard Worker }
127*c8dee2aaSAndroid Build Coastguard Worker
128*c8dee2aaSAndroid Build Coastguard Worker // Ensure the gpu backends don't combine ops/tasks across draw loops. Also submit each work
129*c8dee2aaSAndroid Build Coastguard Worker // to the gpu so we are measuring the cost of gpu submission and not amortizing one
130*c8dee2aaSAndroid Build Coastguard Worker // submission across all loops.
131*c8dee2aaSAndroid Build Coastguard Worker auto direct = canvas->recordingContext() ? canvas->recordingContext()->asDirectContext()
132*c8dee2aaSAndroid Build Coastguard Worker : nullptr;
133*c8dee2aaSAndroid Build Coastguard Worker if (direct) {
134*c8dee2aaSAndroid Build Coastguard Worker direct->flushAndSubmit();
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GRAPHITE)
138*c8dee2aaSAndroid Build Coastguard Worker skgpu::graphite::Recorder* recorder = canvas->recorder();
139*c8dee2aaSAndroid Build Coastguard Worker if (recorder) {
140*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<skgpu::graphite::Recording> recording = recorder->snap();
141*c8dee2aaSAndroid Build Coastguard Worker if (recording) {
142*c8dee2aaSAndroid Build Coastguard Worker skgpu::graphite::InsertRecordingInfo info;
143*c8dee2aaSAndroid Build Coastguard Worker info.fRecording = recording.get();
144*c8dee2aaSAndroid Build Coastguard Worker skgpu::graphite::Context* context = recorder->priv().context();
145*c8dee2aaSAndroid Build Coastguard Worker context->insertRecording(info);
146*c8dee2aaSAndroid Build Coastguard Worker context->submit();
147*c8dee2aaSAndroid Build Coastguard Worker }
148*c8dee2aaSAndroid Build Coastguard Worker }
149*c8dee2aaSAndroid Build Coastguard Worker #endif
150*c8dee2aaSAndroid Build Coastguard Worker }
151*c8dee2aaSAndroid Build Coastguard Worker }
152*c8dee2aaSAndroid Build Coastguard Worker
drawMPDPicture()153*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::drawMPDPicture() {
154*c8dee2aaSAndroid Build Coastguard Worker // TODO: remove me
155*c8dee2aaSAndroid Build Coastguard Worker }
156*c8dee2aaSAndroid Build Coastguard Worker
drawPicture()157*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::drawPicture() {
158*c8dee2aaSAndroid Build Coastguard Worker for (int j = 0; j < fTileRects.size(); ++j) {
159*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix trans = SkMatrix::Translate(-fTileRects[j].fLeft / fScale,
160*c8dee2aaSAndroid Build Coastguard Worker -fTileRects[j].fTop / fScale);
161*c8dee2aaSAndroid Build Coastguard Worker fSurfaces[j]->getCanvas()->drawPicture(fPic.get(), &trans, nullptr);
162*c8dee2aaSAndroid Build Coastguard Worker }
163*c8dee2aaSAndroid Build Coastguard Worker
164*c8dee2aaSAndroid Build Coastguard Worker for (int j = 0; j < fTileRects.size(); ++j) {
165*c8dee2aaSAndroid Build Coastguard Worker skgpu::Flush(fSurfaces[j].get());
166*c8dee2aaSAndroid Build Coastguard Worker }
167*c8dee2aaSAndroid Build Coastguard Worker }
168*c8dee2aaSAndroid Build Coastguard Worker
draw_pic_for_stats(SkCanvas * canvas,GrDirectContext * dContext,const SkPicture * picture,TArray<SkString> * keys,TArray<double> * values)169*c8dee2aaSAndroid Build Coastguard Worker static void draw_pic_for_stats(SkCanvas* canvas,
170*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* dContext,
171*c8dee2aaSAndroid Build Coastguard Worker const SkPicture* picture,
172*c8dee2aaSAndroid Build Coastguard Worker TArray<SkString>* keys,
173*c8dee2aaSAndroid Build Coastguard Worker TArray<double>* values) {
174*c8dee2aaSAndroid Build Coastguard Worker dContext->priv().resetGpuStats();
175*c8dee2aaSAndroid Build Coastguard Worker dContext->priv().resetContextStats();
176*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPicture(picture);
177*c8dee2aaSAndroid Build Coastguard Worker dContext->flush();
178*c8dee2aaSAndroid Build Coastguard Worker
179*c8dee2aaSAndroid Build Coastguard Worker dContext->priv().dumpGpuStatsKeyValuePairs(keys, values);
180*c8dee2aaSAndroid Build Coastguard Worker dContext->priv().dumpCacheStatsKeyValuePairs(keys, values);
181*c8dee2aaSAndroid Build Coastguard Worker dContext->priv().dumpContextStatsKeyValuePairs(keys, values);
182*c8dee2aaSAndroid Build Coastguard Worker }
183*c8dee2aaSAndroid Build Coastguard Worker
getGpuStats(SkCanvas * canvas,TArray<SkString> * keys,TArray<double> * values)184*c8dee2aaSAndroid Build Coastguard Worker void SKPBench::getGpuStats(SkCanvas* canvas, TArray<SkString>* keys, TArray<double>* values) {
185*c8dee2aaSAndroid Build Coastguard Worker // we do a special single draw and then dump the key / value pairs
186*c8dee2aaSAndroid Build Coastguard Worker auto direct = canvas->recordingContext() ? canvas->recordingContext()->asDirectContext()
187*c8dee2aaSAndroid Build Coastguard Worker : nullptr;
188*c8dee2aaSAndroid Build Coastguard Worker if (!direct) {
189*c8dee2aaSAndroid Build Coastguard Worker return;
190*c8dee2aaSAndroid Build Coastguard Worker }
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker // TODO refactor this out if we want to test other subclasses of skpbench
193*c8dee2aaSAndroid Build Coastguard Worker direct->flushAndSubmit();
194*c8dee2aaSAndroid Build Coastguard Worker direct->freeGpuResources();
195*c8dee2aaSAndroid Build Coastguard Worker direct->resetContext();
196*c8dee2aaSAndroid Build Coastguard Worker direct->priv().getGpu()->resetShaderCacheForTesting();
197*c8dee2aaSAndroid Build Coastguard Worker draw_pic_for_stats(canvas, direct, fPic.get(), keys, values);
198*c8dee2aaSAndroid Build Coastguard Worker }
199*c8dee2aaSAndroid Build Coastguard Worker
getDMSAAStats(GrRecordingContext * rContext)200*c8dee2aaSAndroid Build Coastguard Worker bool SKPBench::getDMSAAStats(GrRecordingContext* rContext) {
201*c8dee2aaSAndroid Build Coastguard Worker if (!rContext || !rContext->asDirectContext()) {
202*c8dee2aaSAndroid Build Coastguard Worker return false;
203*c8dee2aaSAndroid Build Coastguard Worker }
204*c8dee2aaSAndroid Build Coastguard Worker // Clear the current DMSAA stats then do a single tiled draw that resets them to the specific
205*c8dee2aaSAndroid Build Coastguard Worker // values for our SKP.
206*c8dee2aaSAndroid Build Coastguard Worker rContext->asDirectContext()->flushAndSubmit();
207*c8dee2aaSAndroid Build Coastguard Worker rContext->priv().dmsaaStats() = {};
208*c8dee2aaSAndroid Build Coastguard Worker this->drawPicture(); // Draw tiled for DMSAA stats.
209*c8dee2aaSAndroid Build Coastguard Worker rContext->asDirectContext()->flush();
210*c8dee2aaSAndroid Build Coastguard Worker return true;
211*c8dee2aaSAndroid Build Coastguard Worker }
212