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//
// Copyright (c) 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.
//
// TexSubImageBenchmark:
// Performace test for ANGLE texture updates.
//
#include <sstream>
#include "ANGLEPerfTest.h"
#include "shader_utils.h"
using namespace angle;
namespace
{
struct TexSubImageParams final : public RenderTestParams
{
TexSubImageParams()
{
// Common default parameters
majorVersion = 2;
minorVersion = 0;
windowWidth = 512;
windowHeight = 512;
imageWidth = 1024;
imageHeight = 1024;
subImageWidth = 64;
subImageHeight = 64;
iterations = 9;
}
std::string suffix() const override;
// Static parameters
int imageWidth;
int imageHeight;
int subImageWidth;
int subImageHeight;
unsigned int iterations;
};
std::ostream &operator<<(std::ostream &os, const TexSubImageParams ¶ms)
{
os << params.suffix().substr(1);
return os;
}
class TexSubImageBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<TexSubImageParams>
{
public:
TexSubImageBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
GLuint createTexture();
// Handle to a program object
GLuint mProgram;
// Attribute locations
GLint mPositionLoc;
GLint mTexCoordLoc;
// Sampler location
GLint mSamplerLoc;
// Texture handle
GLuint mTexture;
// Buffer handle
GLuint mVertexBuffer;
GLuint mIndexBuffer;
GLubyte *mPixels;
};
std::string TexSubImageParams::suffix() const
{
// TODO(jmadill)
return RenderTestParams::suffix();
}
TexSubImageBenchmark::TexSubImageBenchmark()
: ANGLERenderTest("TexSubImage", GetParam()),
mProgram(0),
mPositionLoc(-1),
mTexCoordLoc(-1),
mSamplerLoc(-1),
mTexture(0),
mVertexBuffer(0),
mIndexBuffer(0),
mPixels(nullptr)
{
}
GLuint TexSubImageBenchmark::createTexture()
{
const auto ¶ms = GetParam();
assert(params.iterations > 0);
// Use tightly packed data
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Generate a texture object
GLuint texture;
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, params.imageWidth, params.imageHeight);
// Set the filtering mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return texture;
}
void TexSubImageBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
const std::string vs = SHADER_SOURCE
(
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
v_texCoord = a_texCoord;
}
);
const std::string fs = SHADER_SOURCE
(
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
);
mProgram = CompileProgram(vs, fs);
ASSERT_NE(0u, mProgram);
// Get the attribute locations
mPositionLoc = glGetAttribLocation(mProgram, "a_position");
mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord");
// Get the sampler location
mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
// Build the vertex buffer
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
};
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
glGenBuffers(1, &mIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Load the texture
mTexture = createTexture();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
mPixels = new GLubyte[params.subImageWidth * params.subImageHeight * 4];
// Fill the pixels structure with random data:
for (int y = 0; y < params.subImageHeight; ++y)
{
for (int x = 0; x < params.subImageWidth; ++x)
{
int offset = (x + (y * params.subImageWidth)) * 4;
mPixels[offset + 0] = rand() % 255; // Red
mPixels[offset + 1] = rand() % 255; // Green
mPixels[offset + 2] = rand() % 255; // Blue
mPixels[offset + 3] = 255; // Alpha
}
}
ASSERT_GL_NO_ERROR();
}
void TexSubImageBenchmark::destroyBenchmark()
{
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mVertexBuffer);
glDeleteBuffers(1, &mIndexBuffer);
glDeleteTextures(1, &mTexture);
delete[] mPixels;
}
void TexSubImageBenchmark::drawBenchmark()
{
// Set the viewport
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
// Clear the color buffer
glClear(GL_COLOR_BUFFER_BIT);
// Use the program object
glUseProgram(mProgram);
// Bind the buffers
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
// Load the vertex position
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), 0);
// Load the texture coordinate
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(mPositionLoc);
glEnableVertexAttribArray(mTexCoordLoc);
// Bind the texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexture);
// Set the texture sampler to texture unit to 0
glUniform1i(mSamplerLoc, 0);
ASSERT_GL_NO_ERROR();
const auto ¶ms = GetParam();
for (unsigned int iteration = 0; iteration < params.iterations; ++iteration)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
rand() % (params.imageWidth - params.subImageWidth),
rand() % (params.imageHeight - params.subImageHeight),
params.subImageWidth, params.subImageHeight,
GL_RGBA, GL_UNSIGNED_BYTE, mPixels);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
}
ASSERT_GL_NO_ERROR();
}
TexSubImageParams D3D11Params()
{
TexSubImageParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
TexSubImageParams D3D9Params()
{
TexSubImageParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
TexSubImageParams OpenGLParams()
{
TexSubImageParams params;
params.eglParameters = egl_platform::OPENGL();
return params;
}
} // namespace
TEST_P(TexSubImageBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(TexSubImageBenchmark,
D3D11Params(), D3D9Params(), OpenGLParams());
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