| // |
| // 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(); |
| } |