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//
// Copyright 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MultiviewPerfTest:
// Performance tests for multiview rendering.
// - MultiviewCPUBoundBenchmark issues many draw calls and state changes to stress the CPU.
// - MultiviewGPUBoundBenchmark draws half a million quads with multiple attributes per vertex in
// order to stress the GPU's memory system.
//
#include "ANGLEPerfTest.h"
#include "common/vector_utils.h"
#include "platform/FeaturesD3D.h"
#include "test_utils/MultiviewTest.h"
#include "test_utils/gl_raii.h"
#include "util/shader_utils.h"
#include <string.h>
using namespace angle;
namespace
{
std::string GetShaderExtensionHeader(bool usesMultiview,
int numViews,
GLenum shaderType,
ExtensionName multiviewExtension)
{
if (!usesMultiview)
{
return "";
}
std::string ext;
switch (multiviewExtension)
{
case multiview:
ext = "GL_OVR_multiview";
break;
case multiview2:
ext = "GL_OVR_multiview2";
break;
default:
ext = "extension_error";
}
if (shaderType == GL_VERTEX_SHADER)
{
return "#extension " + ext + " : require\nlayout(num_views = " + ToString(numViews) +
") in;\n";
}
return "#extension " + ext + " : require\n";
}
struct Vertex
{
Vector4 position;
Vector4 colorAttributeData[6];
};
enum class MultiviewOption
{
NoAcceleration,
InstancedMultiviewVertexShader,
InstancedMultiviewGeometryShader,
Unspecified
};
using MultiviewPerfWorkload = std::pair<int, int>;
struct MultiviewPerfParams final : public RenderTestParams
{
MultiviewPerfParams(const EGLPlatformParameters &platformParametersIn,
const MultiviewPerfWorkload &workloadIn,
MultiviewOption multiviewOptionIn,
ExtensionName multiviewExtensionIn)
{
iterationsPerStep = 1;
majorVersion = 3;
minorVersion = 0;
eglParameters = platformParametersIn;
windowWidth = workloadIn.first;
windowHeight = workloadIn.second;
multiviewOption = multiviewOptionIn;
numViews = 2;
multiviewExtension = multiviewExtensionIn;
}
std::string story() const override
{
std::string name = RenderTestParams::story();
switch (multiviewOption)
{
case MultiviewOption::NoAcceleration:
name += "_no_acc";
break;
case MultiviewOption::InstancedMultiviewVertexShader:
name += "_instanced_multiview_vertex_shader";
break;
case MultiviewOption::InstancedMultiviewGeometryShader:
name += "_instanced_multiview_geometry_shader";
break;
default:
name += "_error";
break;
}
std::string ext;
switch (multiviewExtension)
{
case multiview:
ext = "GL_OVR_multiview";
break;
case multiview2:
ext = "GL_OVR_multiview2";
break;
default:
ext = "extension_error";
break;
}
name += "_" + ext;
name += "_" + ToString(numViews) + "_views";
return name;
}
MultiviewOption multiviewOption;
int numViews;
angle::ExtensionName multiviewExtension;
};
std::ostream &operator<<(std::ostream &os, const MultiviewPerfParams &params)
{
os << params.backendAndStory().substr(1);
return os;
}
class MultiviewBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<MultiviewPerfParams>
{
public:
MultiviewBenchmark(const std::string &testName)
: ANGLERenderTest(testName, GetParam()), mProgram(0)
{
switch (GetParam().multiviewExtension)
{
case multiview:
addExtensionPrerequisite("GL_OVR_multiview");
break;
case multiview2:
addExtensionPrerequisite("GL_OVR_multiview2");
break;
default:
// Unknown extension.
break;
}
}
virtual ~MultiviewBenchmark()
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
}
}
void initializeBenchmark() override;
void drawBenchmark() final;
void overrideWorkaroundsD3D(FeaturesD3D *features) override
{
features->overrideFeatures(
{"select_view_in_geometry_shader"},
GetParam().multiviewOption == MultiviewOption::InstancedMultiviewGeometryShader);
}
protected:
virtual void renderScene() = 0;
void createProgram(const char *vs, const char *fs)
{
mProgram = CompileProgram(vs, fs);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
GLuint mProgram;
GLVertexArray mVAO;
GLBuffer mVBO;
private:
GLFramebuffer mFramebuffer;
GLTexture mColorTexture;
GLTexture mDepthTexture;
};
class MultiviewCPUBoundBenchmark : public MultiviewBenchmark
{
public:
MultiviewCPUBoundBenchmark() : MultiviewBenchmark("MultiviewCPUBoundBenchmark") {}
void initializeBenchmark() override;
protected:
void renderScene() override;
};
class MultiviewGPUBoundBenchmark : public MultiviewBenchmark
{
public:
MultiviewGPUBoundBenchmark() : MultiviewBenchmark("MultiviewGPUBoundBenchmark") {}
void initializeBenchmark() override;
protected:
void renderScene() override;
};
void MultiviewBenchmark::initializeBenchmark()
{
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
switch (params->multiviewOption)
{
case MultiviewOption::NoAcceleration:
// No acceleration texture arrays
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, params->windowWidth, params->windowHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, params->windowWidth,
params->windowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
mDepthTexture, 0);
break;
case MultiviewOption::InstancedMultiviewVertexShader:
case MultiviewOption::InstancedMultiviewGeometryShader:
{
// Multiview texture arrays
glBindTexture(GL_TEXTURE_2D_ARRAY, mColorTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, params->windowWidth,
params->windowHeight, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D_ARRAY, mDepthTexture);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_COMPONENT32F, params->windowWidth,
params->windowHeight, 2, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0,
0, params->numViews);
glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0,
0, params->numViews);
break;
}
case MultiviewOption::Unspecified:
// implementation error.
break;
}
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
ASSERT_GL_NO_ERROR();
}
void MultiviewBenchmark::drawBenchmark()
{
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
switch (params->multiviewOption)
{
case MultiviewOption::NoAcceleration:
glEnable(GL_SCISSOR_TEST);
// Iterate over each view and render the scene.
for (int i = 0; i < params->numViews; ++i)
{
glViewport(viewWidth * i, 0, viewWidth, viewHeight);
glScissor(viewWidth * i, 0, viewWidth, viewHeight);
renderScene();
}
break;
case MultiviewOption::InstancedMultiviewVertexShader:
case MultiviewOption::InstancedMultiviewGeometryShader:
glViewport(0, 0, viewWidth, viewHeight);
glScissor(0, 0, viewWidth, viewHeight);
renderScene();
break;
case MultiviewOption::Unspecified:
// implementation error.
break;
}
ASSERT_GL_NO_ERROR();
}
void MultiviewCPUBoundBenchmark::initializeBenchmark()
{
MultiviewBenchmark::initializeBenchmark();
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
const std::string vs = "#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews,
GL_VERTEX_SHADER, params->multiviewExtension) +
"layout(location=0) in vec4 vPosition;\n"
"uniform vec2 uOffset;\n"
"void main()\n"
"{\n"
" vec4 v = vPosition;\n"
" v.xy += uOffset;\n"
" gl_Position = v;\n"
"}\n";
const std::string fs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER,
params->multiviewExtension) +
"precision mediump float;\n"
"out vec4 col;\n"
"uniform float uColor;\n"
"void main()\n"
"{\n"
" col = vec4(1.);\n"
"}\n";
createProgram(vs.c_str(), fs.c_str());
const float viewWidth = static_cast<float>(params->windowWidth / params->numViews);
const float viewHeight = static_cast<float>(params->windowHeight);
const float quadWidth = 2.f / viewWidth;
const float quadHeight = 2.f / viewHeight;
Vector4 vertices[6] = {Vector4(.0f, .0f, .0f, 1.f),
Vector4(quadWidth, .0f, .0f, 1.f),
Vector4(quadWidth, quadHeight, 0.f, 1.f),
Vector4(.0f, .0f, 0.f, 1.f),
Vector4(quadWidth, quadHeight, .0f, 1.f),
Vector4(.0f, quadHeight, .0f, 1.f)};
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(Vector4), vertices, GL_STATIC_DRAW);
const GLint posLoc = glGetAttribLocation(mProgram, "vPosition");
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLoc);
// Render once to guarantee that the program is compiled and linked.
drawBenchmark();
ASSERT_GL_NO_ERROR();
}
void MultiviewCPUBoundBenchmark::renderScene()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(mProgram);
glBindVertexArray(mVAO);
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
for (int w = 0; w < viewWidth; ++w)
{
for (int h = 0; h < viewHeight; ++h)
{
const float wf = static_cast<float>(w) / viewWidth;
const float wh = static_cast<float>(h) / viewHeight;
glUniform2f(glGetUniformLocation(mProgram, "uOffset"), 2.f * wf - 1.f, 2.f * wh - 1.f);
glUniform1f(glGetUniformLocation(mProgram, "uColor"), wf);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
}
void MultiviewGPUBoundBenchmark::initializeBenchmark()
{
MultiviewBenchmark::initializeBenchmark();
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
const std::string &vs = "#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews,
GL_VERTEX_SHADER, params->multiviewExtension) +
"layout(location=0) in vec4 vPosition;\n"
"layout(location=1) in vec4 vert_Col0;\n"
"layout(location=2) in vec4 vert_Col1;\n"
"layout(location=3) in vec4 vert_Col2;\n"
"layout(location=4) in vec4 vert_Col3;\n"
"layout(location=5) in vec4 vert_Col4;\n"
"layout(location=6) in vec4 vert_Col5;\n"
"out vec4 frag_Col0;\n"
"out vec4 frag_Col1;\n"
"out vec4 frag_Col2;\n"
"out vec4 frag_Col3;\n"
"out vec4 frag_Col4;\n"
"out vec4 frag_Col5;\n"
"void main()\n"
"{\n"
" frag_Col0 = vert_Col0;\n"
" frag_Col1 = vert_Col1;\n"
" frag_Col2 = vert_Col2;\n"
" frag_Col3 = vert_Col3;\n"
" frag_Col4 = vert_Col4;\n"
" frag_Col5 = vert_Col5;\n"
" gl_Position = vPosition;\n"
"}\n";
const std::string &fs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER,
params->multiviewExtension) +
"precision mediump float;\n"
"in vec4 frag_Col0;\n"
"in vec4 frag_Col1;\n"
"in vec4 frag_Col2;\n"
"in vec4 frag_Col3;\n"
"in vec4 frag_Col4;\n"
"in vec4 frag_Col5;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col += frag_Col0;\n"
" col += frag_Col1;\n"
" col += frag_Col2;\n"
" col += frag_Col3;\n"
" col += frag_Col4;\n"
" col += frag_Col5;\n"
"}\n";
createProgram(vs.c_str(), fs.c_str());
ASSERT_GL_NO_ERROR();
// Generate a vertex buffer of triangulated quads so that we have one quad per pixel.
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
const float quadWidth = 2.f / static_cast<float>(viewWidth);
const float quadHeight = 2.f / static_cast<float>(viewHeight);
const int kNumQuads = viewWidth * viewHeight;
const int kNumVerticesPerQuad = 6;
std::vector<Vertex> vertexData(kNumQuads * kNumVerticesPerQuad);
for (int h = 0; h < viewHeight; ++h)
{
for (int w = 0; w < viewWidth; ++w)
{
float wf = static_cast<float>(w) / viewWidth;
float hf = static_cast<float>(h) / viewHeight;
size_t index = static_cast<size_t>(h * viewWidth + w) * 6u;
auto &v0 = vertexData[index];
v0.position = Vector4(2.f * wf - 1.f, 2.f * hf - 1.f, .0f, 1.f);
memset(v0.colorAttributeData, 0, sizeof(v0.colorAttributeData));
auto &v1 = vertexData[index + 1];
v1.position = Vector4(v0.position.x() + quadWidth, v0.position.y(), .0f, 1.f);
memset(v1.colorAttributeData, 0, sizeof(v1.colorAttributeData));
auto &v2 = vertexData[index + 2];
v2.position = Vector4(v1.position.x(), v1.position.y() + quadHeight, .0f, 1.f);
memset(v2.colorAttributeData, 0, sizeof(v2.colorAttributeData));
auto &v3 = vertexData[index + 3];
v3.position = v0.position;
memset(v3.colorAttributeData, 0, sizeof(v3.colorAttributeData));
auto &v4 = vertexData[index + 4];
v4.position = v2.position;
memset(v4.colorAttributeData, 0, sizeof(v4.colorAttributeData));
auto &v5 = vertexData[index + 5];
v5.position = Vector4(v0.position.x(), v0.position.y() + quadHeight, .0f, 1.f);
memset(v5.colorAttributeData, 0, sizeof(v5.colorAttributeData));
}
}
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(Vertex), vertexData.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(0);
for (unsigned int i = 0u; i < 6u; ++i)
{
size_t offset = sizeof(Vector4) * (i + 1u);
glVertexAttribPointer(i + 1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void *>(offset));
glEnableVertexAttribArray(i + 1);
}
// Render once to guarantee that the program is compiled and linked.
drawBenchmark();
}
void MultiviewGPUBoundBenchmark::renderScene()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(mProgram);
glBindVertexArray(mVAO);
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
glDrawArrays(GL_TRIANGLES, 0, viewWidth * viewHeight * 6);
}
namespace
{
MultiviewPerfWorkload SmallWorkload()
{
return MultiviewPerfWorkload(64, 64);
}
MultiviewPerfWorkload BigWorkload()
{
return MultiviewPerfWorkload(1024, 768);
}
MultiviewPerfParams NoAcceleration(const EGLPlatformParameters &eglParameters,
const MultiviewPerfWorkload &workload,
ExtensionName multiviewExtensionIn)
{
return MultiviewPerfParams(eglParameters, workload, MultiviewOption::NoAcceleration,
multiviewExtensionIn);
}
MultiviewPerfParams SelectViewInGeometryShader(const MultiviewPerfWorkload &workload,
ExtensionName multiviewExtensionIn)
{
return MultiviewPerfParams(egl_platform::D3D11(), workload,
MultiviewOption::InstancedMultiviewGeometryShader,
multiviewExtensionIn);
}
MultiviewPerfParams SelectViewInVertexShader(const EGLPlatformParameters &eglParameters,
const MultiviewPerfWorkload &workload,
ExtensionName multiviewExtensionIn)
{
return MultiviewPerfParams(eglParameters, workload,
MultiviewOption::InstancedMultiviewVertexShader,
multiviewExtensionIn);
}
} // namespace
TEST_P(MultiviewCPUBoundBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(
MultiviewCPUBoundBenchmark,
NoAcceleration(egl_platform::OPENGL_OR_GLES(), SmallWorkload(), ExtensionName::multiview),
NoAcceleration(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview),
SelectViewInGeometryShader(SmallWorkload(), ExtensionName::multiview),
SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
SmallWorkload(),
ExtensionName::multiview),
SelectViewInVertexShader(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview),
NoAcceleration(egl_platform::OPENGL_OR_GLES(), SmallWorkload(), ExtensionName::multiview2),
NoAcceleration(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview2),
SelectViewInGeometryShader(SmallWorkload(), ExtensionName::multiview2),
SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
SmallWorkload(),
ExtensionName::multiview2),
SelectViewInVertexShader(egl_platform::D3D11(), SmallWorkload(), ExtensionName::multiview2));
TEST_P(MultiviewGPUBoundBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(
MultiviewGPUBoundBenchmark,
NoAcceleration(egl_platform::OPENGL_OR_GLES(), BigWorkload(), ExtensionName::multiview),
NoAcceleration(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview),
SelectViewInGeometryShader(BigWorkload(), ExtensionName::multiview),
SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
BigWorkload(),
ExtensionName::multiview),
SelectViewInVertexShader(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview),
NoAcceleration(egl_platform::OPENGL_OR_GLES(), BigWorkload(), ExtensionName::multiview2),
NoAcceleration(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview2),
SelectViewInGeometryShader(BigWorkload(), ExtensionName::multiview2),
SelectViewInVertexShader(egl_platform::OPENGL_OR_GLES(),
BigWorkload(),
ExtensionName::multiview2),
SelectViewInVertexShader(egl_platform::D3D11(), BigWorkload(), ExtensionName::multiview2));
} // anonymous namespace