| /* | 
 |  * Copyright 2015 Google Inc. | 
 |  * | 
 |  * Use of this source code is governed by a BSD-style license that can be | 
 |  * found in the LICENSE file. | 
 |  */ | 
 |  | 
 | #include "Benchmark.h" | 
 | #include "SkCanvas.h" | 
 | #include "SkImageEncoder.h" | 
 |  | 
 | #if SK_SUPPORT_GPU | 
 | #include "GLBench.h" | 
 | #include "GrShaderCaps.h" | 
 | #include "GrShaderVar.h" | 
 | #include "gl/GrGLContext.h" | 
 | #include "gl/GrGLInterface.h" | 
 | #include "gl/GrGLUtil.h" | 
 | #include "../private/GrGLSL.h" | 
 |  | 
 | /* | 
 |  * This is a native GL benchmark for instanced arrays vs vertex buffer objects.  To benchmark this | 
 |  * functionality, we draw n * kDrawMultipier triangles per run.  If this number is less than | 
 |  * kNumTri then we do a single draw, either with instances, or drawArrays.  Otherwise we do | 
 |  * multiple draws. | 
 |  * | 
 |  * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws | 
 |  * issued. | 
 |  */ | 
 |  | 
 | class GLCpuPosInstancedArraysBench : public GLBench { | 
 | public: | 
 |     /* | 
 |      * Clients can decide to use either: | 
 |      * kUseOne_VboSetup      - one vertex buffer with colors and positions interleaved | 
 |      * kUseTwo_VboSetup      - two vertex buffers, one for colors, one for positions | 
 |      * kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per | 
 |      *                         instance colors | 
 |      */ | 
 |     enum VboSetup { | 
 |         kUseOne_VboSetup, | 
 |         kUseTwo_VboSetup, | 
 |         kUseInstance_VboSetup, | 
 |     }; | 
 |  | 
 |     /* | 
 |      * drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue | 
 |      * 2x as many draws, 4 will issue 4x as many draws etc.  There is a limit however, which is | 
 |      * kDrawMultipier. | 
 |      */ | 
 |     GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv) | 
 |         : fVboSetup(vboSetup) | 
 |         , fDrawDiv(drawDiv) | 
 |         , fProgram(0) | 
 |         , fVAO(0) { | 
 |         fName = VboSetupToStr(vboSetup, fDrawDiv); | 
 |     } | 
 |  | 
 | protected: | 
 |     const char* onGetName() override { | 
 |         return fName.c_str(); | 
 |     } | 
 |  | 
 |     const GrGLContext* onGetGLContext(const GrGLContext*) override; | 
 |     void setup(const GrGLContext*) override; | 
 |     void glDraw(int loops, const GrGLContext*) override; | 
 |     void teardown(const GrGLInterface*) override; | 
 |  | 
 | private: | 
 |     void setupInstanceVbo(const GrGLInterface*, const SkMatrix*); | 
 |     void setupDoubleVbo(const GrGLInterface*, const SkMatrix*); | 
 |     void setupSingleVbo(const GrGLInterface*, const SkMatrix*); | 
 |     GrGLuint setupShader(const GrGLContext*); | 
 |  | 
 |     static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) { | 
 |         SkString name("GLInstancedArraysBench"); | 
 |         switch (vboSetup) { | 
 |             default: | 
 |             case kUseOne_VboSetup: | 
 |                 name.appendf("_one_%u", drawDiv); | 
 |                 break; | 
 |             case kUseTwo_VboSetup: | 
 |                 name.appendf("_two_%u", drawDiv); | 
 |                 break; | 
 |             case kUseInstance_VboSetup: | 
 |                 name.append("_instance"); | 
 |                 break; | 
 |         } | 
 |         return name; | 
 |     } | 
 |  | 
 |     static const GrGLuint kScreenWidth = 800; | 
 |     static const GrGLuint kScreenHeight = 600; | 
 |     static const uint32_t kNumTri = 10000; | 
 |     static const uint32_t kVerticesPerTri = 3; | 
 |     static const uint32_t kDrawMultiplier = 512; | 
 |  | 
 |     SkString fName; | 
 |     VboSetup fVboSetup; | 
 |     uint32_t fDrawDiv; | 
 |     SkTArray<GrGLuint> fBuffers; | 
 |     GrGLuint fProgram; | 
 |     GrGLuint fVAO; | 
 |     GrGLuint fTexture; | 
 | }; | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) { | 
 |     const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps(); | 
 |     const char* version = shaderCaps->versionDeclString(); | 
 |  | 
 |     // setup vertex shader | 
 |     GrShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kIn_TypeModifier); | 
 |     GrShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kIn_TypeModifier); | 
 |     GrShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kOut_TypeModifier); | 
 |  | 
 |     SkString vshaderTxt(version); | 
 |     aPosition.appendDecl(shaderCaps, &vshaderTxt); | 
 |     vshaderTxt.append(";\n"); | 
 |     aColor.appendDecl(shaderCaps, &vshaderTxt); | 
 |     vshaderTxt.append(";\n"); | 
 |     oColor.appendDecl(shaderCaps, &vshaderTxt); | 
 |     vshaderTxt.append(";\n"); | 
 |  | 
 |     vshaderTxt.append( | 
 |             "void main()\n" | 
 |             "{\n" | 
 |                 "gl_Position = vec4(a_position, 0., 1.);\n" | 
 |                 "o_color = a_color;\n" | 
 |             "}\n"); | 
 |  | 
 |     // setup fragment shader | 
 |     GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier); | 
 |     SkString fshaderTxt(version); | 
 |     GrGLSLAppendDefaultFloatPrecisionDeclaration(kMedium_GrSLPrecision, *shaderCaps, &fshaderTxt); | 
 |     oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier); | 
 |     oColor.appendDecl(shaderCaps, &fshaderTxt); | 
 |     fshaderTxt.append(";\n"); | 
 |  | 
 |     const char* fsOutName; | 
 |     if (shaderCaps->mustDeclareFragmentShaderOutput()) { | 
 |         oFragColor.appendDecl(shaderCaps, &fshaderTxt); | 
 |         fshaderTxt.append(";\n"); | 
 |         fsOutName = oFragColor.c_str(); | 
 |     } else { | 
 |         fsOutName = "gl_FragColor"; | 
 |     } | 
 |  | 
 |     fshaderTxt.appendf( | 
 |             "void main()\n" | 
 |             "{\n" | 
 |                 "%s = vec4(o_color, 1.0);\n" | 
 |             "}\n", fsOutName); | 
 |  | 
 |     return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str()); | 
 | } | 
 |  | 
 | template<typename Func> | 
 | static void setup_matrices(int numQuads, Func f) { | 
 |     // We draw a really small triangle so we are not fill rate limited | 
 |     for (int i = 0 ; i < numQuads; i++) { | 
 |         SkMatrix m = SkMatrix::I(); | 
 |         m.setScale(0.0001f, 0.0001f); | 
 |         f(m); | 
 |     } | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) { | 
 |     // We only care about gpus with drawArraysInstanced support | 
 |     if (!ctx->interface()->fFunctions.fDrawArraysInstanced) { | 
 |         return nullptr; | 
 |     } | 
 |     return ctx; | 
 | } | 
 |  | 
 | void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl, | 
 |                                                     const SkMatrix* viewMatrices) { | 
 |     // We draw all of the instances at a single place because we aren't allowed to have per vertex | 
 |     // per instance attributes | 
 |     SkPoint positions[kVerticesPerTri]; | 
 |     positions[0].set(-1.0f, -1.0f); | 
 |     positions[1].set( 1.0f, -1.0f); | 
 |     positions[2].set( 1.0f,  1.0f); | 
 |     viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri); | 
 |  | 
 |     // setup colors so we can detect we are actually drawing instances(the last triangle will be | 
 |     // a different color) | 
 |     GrGLfloat colors[kVerticesPerTri * kNumTri]; | 
 |     for (uint32_t i = 0; i < kNumTri; i++) { | 
 |         // set colors | 
 |         uint32_t offset = i * kVerticesPerTri; | 
 |         float color = i == kNumTri - 1 ? 1.0f : 0.0f; | 
 |         colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; | 
 |     } | 
 |  | 
 |     GrGLuint posVBO; | 
 |     // setup position VBO | 
 |     GR_GL_CALL(gl, GenBuffers(1, &posVBO)); | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); | 
 |     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(0)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), | 
 |                                        (GrGLvoid*)0)); | 
 |  | 
 |     // setup color VBO | 
 |     GrGLuint instanceVBO; | 
 |     GR_GL_CALL(gl, GenBuffers(1, &instanceVBO)); | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO)); | 
 |     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(1)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), | 
 |                                        (GrGLvoid*)0)); | 
 |     GR_GL_CALL(gl, VertexAttribDivisor(1, 1)); | 
 |     fBuffers.push_back(posVBO); | 
 |     fBuffers.push_back(instanceVBO); | 
 | } | 
 |  | 
 | void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl, | 
 |                                                   const SkMatrix* viewMatrices) { | 
 |     // Constants for our various shader programs | 
 |     SkPoint positions[kVerticesPerTri * kNumTri]; | 
 |     GrGLfloat colors[kVerticesPerTri * kNumTri * 3]; | 
 |     for (uint32_t i = 0; i < kNumTri; i++) { | 
 |         SkPoint* position = &positions[i * kVerticesPerTri]; | 
 |         position[0].set(-1.0f, -1.0f); | 
 |         position[1].set( 1.0f, -1.0f); | 
 |         position[2].set( 1.0f,  1.0f); | 
 |         viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri); | 
 |  | 
 |         // set colors | 
 |         float color = i == kNumTri - 1 ? 1.0f : 0.0f; | 
 |         uint32_t offset = i * kVerticesPerTri * 3; | 
 |         for (uint32_t j = 0; j < kVerticesPerTri; j++) { | 
 |             colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; | 
 |         } | 
 |     } | 
 |  | 
 |     GrGLuint posVBO, colorVBO; | 
 |     // setup position VBO | 
 |     GR_GL_CALL(gl, GenBuffers(1, &posVBO)); | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(0)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), | 
 |                                        (GrGLvoid*)0)); | 
 |     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); | 
 |  | 
 |     // setup color VBO | 
 |     GR_GL_CALL(gl, GenBuffers(1, &colorVBO)); | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(1)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), | 
 |                                        (GrGLvoid*)0)); | 
 |     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); | 
 |  | 
 |     fBuffers.push_back(posVBO); | 
 |     fBuffers.push_back(colorVBO); | 
 | } | 
 |  | 
 | struct Vertex { | 
 |     SkPoint fPositions; | 
 |     GrGLfloat fColors[3]; | 
 | }; | 
 |  | 
 | void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl, | 
 |                                                   const SkMatrix* viewMatrices) { | 
 |     // Constants for our various shader programs | 
 |     Vertex vertices[kVerticesPerTri * kNumTri]; | 
 |     for (uint32_t i = 0; i < kNumTri; i++) { | 
 |         Vertex* v = &vertices[i * kVerticesPerTri]; | 
 |         v[0].fPositions.set(-1.0f, -1.0f); | 
 |         v[1].fPositions.set( 1.0f, -1.0f); | 
 |         v[2].fPositions.set( 1.0f,  1.0f); | 
 |  | 
 |         SkPoint* position = reinterpret_cast<SkPoint*>(v); | 
 |         viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri); | 
 |  | 
 |         // set colors | 
 |         float color = i == kNumTri - 1 ? 1.0f : 0.0f; | 
 |         for (uint32_t j = 0; j < kVerticesPerTri; j++) { | 
 |             uint32_t offset = 0; | 
 |             v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f; | 
 |             v++; | 
 |         } | 
 |     } | 
 |  | 
 |     GrGLuint vbo; | 
 |     // setup VBO | 
 |     GR_GL_CALL(gl, GenBuffers(1, &vbo)); | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(0)); | 
 |     GR_GL_CALL(gl, EnableVertexAttribArray(1)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), | 
 |                                        (GrGLvoid*)0)); | 
 |     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), | 
 |                                        (GrGLvoid*)(sizeof(SkPoint)))); | 
 |     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW)); | 
 |     fBuffers.push_back(vbo); | 
 | } | 
 |  | 
 | void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) { | 
 |     const GrGLInterface* gl = ctx->interface(); | 
 |     fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); | 
 |  | 
 |     fProgram = this->setupShader(ctx); | 
 |  | 
 |     // setup matrices | 
 |     int index = 0; | 
 |     SkMatrix viewMatrices[kNumTri]; | 
 |     setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) { | 
 |         viewMatrices[index++] = m; | 
 |     }); | 
 |  | 
 |     // setup VAO | 
 |     GR_GL_CALL(gl, GenVertexArrays(1, &fVAO)); | 
 |     GR_GL_CALL(gl, BindVertexArray(fVAO)); | 
 |  | 
 |     switch (fVboSetup) { | 
 |         case kUseOne_VboSetup: | 
 |             this->setupSingleVbo(gl, viewMatrices); | 
 |             break; | 
 |         case kUseTwo_VboSetup: | 
 |             this->setupDoubleVbo(gl, viewMatrices); | 
 |             break; | 
 |         case kUseInstance_VboSetup: | 
 |             this->setupInstanceVbo(gl, viewMatrices); | 
 |             break; | 
 |     } | 
 |  | 
 |     // clear screen | 
 |     GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f)); | 
 |     GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT)); | 
 |  | 
 |     // set us up to draw | 
 |     GR_GL_CALL(gl, UseProgram(fProgram)); | 
 |     GR_GL_CALL(gl, BindVertexArray(fVAO)); | 
 | } | 
 |  | 
 | void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) { | 
 |     const GrGLInterface* gl = ctx->interface(); | 
 |  | 
 |     uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ?  kNumTri : | 
 |                                                      kDrawMultiplier / fDrawDiv; | 
 |     uint32_t trianglesToDraw = loops * kDrawMultiplier; | 
 |  | 
 |     if (kUseInstance_VboSetup == fVboSetup) { | 
 |         while (trianglesToDraw > 0) { | 
 |             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); | 
 |             GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles)); | 
 |             trianglesToDraw -= triangles; | 
 |         } | 
 |     } else { | 
 |         while (trianglesToDraw > 0) { | 
 |             uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); | 
 |             GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles)); | 
 |             trianglesToDraw -= triangles; | 
 |         } | 
 |     } | 
 |  | 
 | #if 0 | 
 |     //const char* filename = "/data/local/tmp/out.png"; | 
 |     SkString filename("out"); | 
 |     filename.appendf("_%s.png", this->getName()); | 
 |     DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); | 
 | #endif | 
 | } | 
 |  | 
 | void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) { | 
 |     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0)); | 
 |     GR_GL_CALL(gl, BindVertexArray(0)); | 
 |     GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); | 
 |     GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0)); | 
 |     GR_GL_CALL(gl, DeleteTextures(1, &fTexture)); | 
 |     GR_GL_CALL(gl, DeleteProgram(fProgram)); | 
 |     GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin())); | 
 |     GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO)); | 
 |     fBuffers.reset(); | 
 | } | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) ) | 
 | DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) ) | 
 |  | 
 | #endif |