| // | |
| // Copyright 2014 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. | |
| // | |
| // Based on Hello_Triangle.c from | |
| // Book: OpenGL(R) ES 2.0 Programming Guide | |
| // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | |
| // ISBN-10: 0321502795 | |
| // ISBN-13: 9780321502797 | |
| // Publisher: Addison-Wesley Professional | |
| // URLs: http://safari.informit.com/9780321563835 | |
| // http://www.opengles-book.com | |
| #include "SampleApplication.h" | |
| #include "texture_utils.h" | |
| #include "util/shader_utils.h" | |
| #include <cstring> | |
| #include <iostream> | |
| // This sample demonstrates the differences in rendering efficiency when | |
| // drawing with already-created textures whose dimensions have been altered | |
| // versus drawing with newly created textures. | |
| // | |
| // In order to support GL's per-level texture creation semantics over the | |
| // D3D API in particular, which requires textures' full mip chains to be | |
| // created at texture object creation time, ANGLE maintains copies of the | |
| // constituent texture images in system memory until the texture is used in | |
| // a draw call, at which time, if the texture passes GL's mip completeness | |
| // rules, the D3D texture is created and the contents of the texture are | |
| // uploaded. Once the texture is created, redefinition of the dimensions or | |
| // format of the texture is costly-- a new D3D texture needs to be created, | |
| // and ANGLE may need to read the contents back into system memory. | |
| // | |
| // Creating an entirely new texture also requires that a new D3D texture be | |
| // created, but any overhead associated with tracking the already-present | |
| // texture images is eliminated, as it's a novel texture. This sample | |
| // demonstrates the contrast in draw call time between these two situations. | |
| // | |
| // The resizing & creation of a new texture is delayed until several frames | |
| // after startup, to eliminate draw time differences caused by caching of | |
| // rendering state subsequent to the first frame. | |
| class TexRedefBenchSample : public SampleApplication | |
| { | |
| public: | |
| TexRedefBenchSample(int argc, char **argv) | |
| : SampleApplication("Microbench", argc, argv, 2, 0, 1280, 1280), | |
| mPixelsResize(nullptr), | |
| mPixelsNewTex(nullptr), | |
| mTimeFrame(false), | |
| mFrameCount(0) | |
| {} | |
| void defineSquareTexture2D(GLuint texId, | |
| GLsizei baseDimension, | |
| GLenum format, | |
| GLenum type, | |
| void *data) | |
| { | |
| glBindTexture(GL_TEXTURE_2D, texId); | |
| GLsizei curDim = baseDimension; | |
| GLuint level = 0; | |
| while (curDim >= 1) | |
| { | |
| glTexImage2D(GL_TEXTURE_2D, level, format, curDim, curDim, 0, format, type, data); | |
| curDim /= 2; | |
| level++; | |
| } | |
| } | |
| void createPixelData() | |
| { | |
| mPixelsResize = new GLubyte[512 * 512 * 4]; | |
| mPixelsNewTex = new GLubyte[512 * 512 * 4]; | |
| GLubyte *pixPtr0 = mPixelsResize; | |
| GLubyte *pixPtr1 = mPixelsNewTex; | |
| GLubyte zeroPix[] = {0, 192, 192, 255}; | |
| GLubyte onePix[] = {192, 0, 0, 255}; | |
| for (int i = 0; i < 512 * 512; ++i) | |
| { | |
| memcpy(pixPtr0, zeroPix, 4 * sizeof(GLubyte)); | |
| memcpy(pixPtr1, onePix, 4 * sizeof(GLubyte)); | |
| pixPtr0 += 4; | |
| pixPtr1 += 4; | |
| } | |
| } | |
| bool initialize() override | |
| { | |
| constexpr char kVS[] = R"(attribute vec4 a_position; | |
| attribute vec2 a_texCoord; | |
| varying vec2 v_texCoord; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| v_texCoord = a_texCoord; | |
| })"; | |
| constexpr char kFS[] = R"(precision mediump float; | |
| varying vec2 v_texCoord; | |
| uniform sampler2D s_texture; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(s_texture, v_texCoord); | |
| })"; | |
| mProgram = CompileProgram(kVS, kFS); | |
| if (!mProgram) | |
| { | |
| return false; | |
| } | |
| // Get the attribute locations | |
| mPositionLoc = glGetAttribLocation(mProgram, "a_position"); | |
| mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); | |
| // Get the sampler location | |
| mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); | |
| // Generate texture IDs, and create texture 0 | |
| glGenTextures(3, mTextureIds); | |
| createPixelData(); | |
| defineSquareTexture2D(mTextureIds[0], 256, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize); | |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
| return true; | |
| } | |
| void destroy() override | |
| { | |
| glDeleteProgram(mProgram); | |
| delete[] mPixelsResize; | |
| delete[] mPixelsNewTex; | |
| } | |
| void draw() override | |
| { | |
| GLfloat vertices[] = { | |
| -0.5f, 0.5f, 0.0f, // Position 0 | |
| 0.0f, 0.0f, // TexCoord 0 | |
| -0.5f, -0.5f, 0.0f, // Position 1 | |
| 0.0f, 1.0f, // TexCoord 1 | |
| 0.5f, -0.5f, 0.0f, // Position 2 | |
| 1.0f, 1.0f, // TexCoord 2 | |
| 0.5f, 0.5f, 0.0f, // Position 3 | |
| 1.0f, 0.0f // TexCoord 3 | |
| }; | |
| GLushort indices[] = {0, 1, 2, 0, 2, 3}; | |
| // Set the viewport | |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); | |
| // Clear the color buffer | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| // Use the program object | |
| glUseProgram(mProgram); | |
| // Load the vertex position | |
| glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices); | |
| // Load the texture coordinate | |
| glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), | |
| vertices + 3); | |
| glEnableVertexAttribArray(mPositionLoc); | |
| glEnableVertexAttribArray(mTexCoordLoc); | |
| // Bind the texture | |
| glActiveTexture(GL_TEXTURE0); | |
| glBindTexture(GL_TEXTURE_2D, mTextureIds[0]); | |
| // Set the texture sampler to texture unit to 0 | |
| glUniform1i(mSamplerLoc, 0); | |
| // We delay timing of texture resize/creation until after the first frame, as | |
| // caching optimizations will reduce draw time for subsequent frames for reasons | |
| // unreleated to texture creation. mTimeFrame is set to true on the fifth frame. | |
| if (mTimeFrame) | |
| { | |
| mOrigTimer.start(); | |
| } | |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); | |
| if (mTimeFrame) | |
| { | |
| mOrigTimer.stop(); | |
| // This timer indicates draw time for an already-created texture resident on the GPU, | |
| // which needs no updates. It will be faster than the other draws. | |
| std::cout << "Original texture draw: " << mOrigTimer.getElapsedTime() * 1000 << "msec" | |
| << std::endl; | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| // Now, change the texture dimensions of the original texture | |
| mResizeDefineTimer.start(); | |
| defineSquareTexture2D(mTextureIds[0], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize); | |
| mResizeDefineTimer.stop(); | |
| mResizeDrawTimer.start(); | |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); | |
| mResizeDrawTimer.stop(); | |
| // This timer indicates draw time for a texture which has already been used in a draw, | |
| // causing the underlying resource to be allocated, and then resized, requiring resource | |
| // reallocation and related overhead. | |
| std::cout << "Resized texture definition: " | |
| << mResizeDefineTimer.getElapsedTime() * 1000 << "msec" << std::endl; | |
| std::cout << "Resized texture draw: " << mResizeDrawTimer.getElapsedTime() * 1000 | |
| << "msec" << std::endl; | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| // Create texure at same dimensions we resized previous texture to | |
| mNewTexDefineTimer.start(); | |
| defineSquareTexture2D(mTextureIds[1], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsNewTex); | |
| mNewTexDefineTimer.stop(); | |
| mNewTexDrawTimer.start(); | |
| glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); | |
| mNewTexDrawTimer.stop(); | |
| // This timer indicates draw time for a texture newly created this frame. The underlying | |
| // resource will need to be created, but because it has not previously been used, there | |
| // is no already-resident texture object to manage. This draw is expected to be faster | |
| // than the resized texture draw. | |
| std::cout << "Newly created texture definition: " | |
| << mNewTexDefineTimer.getElapsedTime() * 1000 << "msec" << std::endl; | |
| std::cout << "Newly created texture draw: " << mNewTexDrawTimer.getElapsedTime() * 1000 | |
| << "msec" << std::endl; | |
| } | |
| if (mFrameCount == 5) | |
| mTimeFrame = true; | |
| else | |
| mTimeFrame = false; | |
| mFrameCount++; | |
| } | |
| private: | |
| // Handle to a program object | |
| GLuint mProgram; | |
| // Attribute locations | |
| GLint mPositionLoc; | |
| GLint mTexCoordLoc; | |
| // Sampler location | |
| GLint mSamplerLoc; | |
| // Texture handle | |
| GLuint mTextureIds[2]; // 0: texture created, then resized | |
| // 1: texture newly created with TexImage | |
| // Texture pixel data | |
| GLubyte *mPixelsResize; | |
| GLubyte *mPixelsNewTex; | |
| Timer mOrigTimer; | |
| Timer mResizeDrawTimer; | |
| Timer mResizeDefineTimer; | |
| Timer mNewTexDrawTimer; | |
| Timer mNewTexDefineTimer; | |
| bool mTimeFrame; | |
| unsigned int mFrameCount; | |
| }; | |
| int main(int argc, char **argv) | |
| { | |
| TexRedefBenchSample app(argc, argv); | |
| return app.run(); | |
| } |