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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp')
-rwxr-xr-x | gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp | 271 |
1 files changed, 271 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp b/gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp new file mode 100755 index 000000000..d05e79d09 --- /dev/null +++ b/gfx/angle/src/tests/perf_tests/IndexConversionPerf.cpp @@ -0,0 +1,271 @@ +// +// Copyright 2015 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. +// +// IndexConversionPerf: +// Performance tests for ANGLE index conversion in D3D11. +// + +#include <sstream> + +#include "ANGLEPerfTest.h" +#include "shader_utils.h" + +using namespace angle; + +namespace +{ + +struct IndexConversionPerfParams final : public RenderTestParams +{ + std::string suffix() const override + { + std::stringstream strstr; + + if (indexRangeOffset > 0) + { + strstr << "_index_range"; + } + + strstr << RenderTestParams::suffix(); + + return strstr.str(); + } + + unsigned int iterations; + unsigned int numIndexTris; + + // A second test, which covers using index ranges with an offset. + unsigned int indexRangeOffset; +}; + +// Provide a custom gtest parameter name function for IndexConversionPerfParams. +std::ostream &operator<<(std::ostream &stream, const IndexConversionPerfParams ¶m) +{ + stream << param.suffix().substr(1); + return stream; +} + +class IndexConversionPerfTest : public ANGLERenderTest, + public ::testing::WithParamInterface<IndexConversionPerfParams> +{ + public: + IndexConversionPerfTest(); + + void initializeBenchmark() override; + void destroyBenchmark() override; + void drawBenchmark() override; + + private: + void updateBufferData(); + void drawConversion(); + void drawIndexRange(); + + GLuint mProgram; + GLuint mVertexBuffer; + GLuint mIndexBuffer; + std::vector<GLushort> mIndexData; +}; + +IndexConversionPerfTest::IndexConversionPerfTest() + : ANGLERenderTest("IndexConversionPerfTest", GetParam()), + mProgram(0), + mVertexBuffer(0), + mIndexBuffer(0) +{ + mRunTimeSeconds = 3.0; +} + +void IndexConversionPerfTest::initializeBenchmark() +{ + const auto ¶ms = GetParam(); + + ASSERT_LT(0u, params.iterations); + ASSERT_LT(0u, params.numIndexTris); + + const std::string vs = SHADER_SOURCE + ( + attribute vec2 vPosition; + uniform float uScale; + uniform float uOffset; + void main() + { + gl_Position = vec4(vPosition * vec2(uScale) - vec2(uOffset), 0, 1); + } + ); + + const std::string fs = SHADER_SOURCE + ( + precision mediump float; + void main() + { + gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); + } + ); + + mProgram = CompileProgram(vs, fs); + ASSERT_NE(0u, mProgram); + + // Use the program object + glUseProgram(mProgram); + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + // Initialize the vertex data + std::vector<GLfloat> floatData; + + size_t numTris = std::numeric_limits<GLushort>::max() / 3 + 1; + for (size_t triIndex = 0; triIndex < numTris; ++triIndex) + { + floatData.push_back(1); + floatData.push_back(2); + floatData.push_back(0); + floatData.push_back(0); + floatData.push_back(2); + floatData.push_back(0); + } + + glGenBuffers(1, &mVertexBuffer); + glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); + glBufferData(GL_ARRAY_BUFFER, floatData.size() * sizeof(GLfloat), &floatData[0], GL_STATIC_DRAW); + + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); + glEnableVertexAttribArray(0); + + // Initialize the index buffer + for (unsigned int triIndex = 0; triIndex < params.numIndexTris; ++triIndex) + { + // Handle two different types of tests, one with index conversion triggered by a -1 index. + if (params.indexRangeOffset == 0) + { + mIndexData.push_back(std::numeric_limits<GLushort>::max()); + } + else + { + mIndexData.push_back(0); + } + + mIndexData.push_back(1); + mIndexData.push_back(2); + } + + glGenBuffers(1, &mIndexBuffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); + updateBufferData(); + + // Set the viewport + glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); + + GLfloat scale = 0.5f; + GLfloat offset = 0.5f; + + glUniform1f(glGetUniformLocation(mProgram, "uScale"), scale); + glUniform1f(glGetUniformLocation(mProgram, "uOffset"), offset); + + ASSERT_GL_NO_ERROR(); +} + +void IndexConversionPerfTest::updateBufferData() +{ + glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIndexData.size() * sizeof(mIndexData[0]), &mIndexData[0], GL_STATIC_DRAW); +} + +void IndexConversionPerfTest::destroyBenchmark() +{ + glDeleteProgram(mProgram); + glDeleteBuffers(1, &mVertexBuffer); + glDeleteBuffers(1, &mIndexBuffer); +} + +void IndexConversionPerfTest::drawBenchmark() +{ + const auto ¶ms = GetParam(); + + if (params.indexRangeOffset == 0) + { + drawConversion(); + } + else + { + drawIndexRange(); + } +} + +void IndexConversionPerfTest::drawConversion() +{ + const auto ¶ms = GetParam(); + + // Trigger an update to ensure we convert once a frame + updateBufferData(); + + for (unsigned int it = 0; it < params.iterations; it++) + { + glDrawElements(GL_TRIANGLES, + static_cast<GLsizei>(params.numIndexTris * 3 - 1), + GL_UNSIGNED_SHORT, + reinterpret_cast<GLvoid*>(0)); + } + + ASSERT_GL_NO_ERROR(); +} + +void IndexConversionPerfTest::drawIndexRange() +{ + const auto ¶ms = GetParam(); + + unsigned int indexCount = 3; + size_t offset = static_cast<size_t>(indexCount * getNumStepsPerformed()); + + offset %= (params.numIndexTris * 3); + + // This test increments an offset each step. Drawing repeatedly may cause the system memory + // to release. Then, using a fresh offset will require index range validation, which pages + // it back in. The performance should be good even if the data is was used quite a bit. + for (unsigned int it = 0; it < params.iterations; it++) + { + glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indexCount), GL_UNSIGNED_SHORT, + reinterpret_cast<GLvoid *>(offset)); + } + + ASSERT_GL_NO_ERROR(); +} + +IndexConversionPerfParams IndexConversionPerfD3D11Params() +{ + IndexConversionPerfParams params; + params.eglParameters = egl_platform::D3D11_NULL(); + params.majorVersion = 2; + params.minorVersion = 0; + params.windowWidth = 256; + params.windowHeight = 256; + params.iterations = 225; + params.numIndexTris = 3000; + params.indexRangeOffset = 0; + return params; +} + +IndexConversionPerfParams IndexRangeOffsetPerfD3D11Params() +{ + IndexConversionPerfParams params; + params.eglParameters = egl_platform::D3D11_NULL(); + params.majorVersion = 2; + params.minorVersion = 0; + params.windowWidth = 256; + params.windowHeight = 256; + params.iterations = 16; + params.numIndexTris = 50000; + params.indexRangeOffset = 64; + return params; +} + +TEST_P(IndexConversionPerfTest, Run) +{ + run(); +} + +ANGLE_INSTANTIATE_TEST(IndexConversionPerfTest, + IndexConversionPerfD3D11Params(), + IndexRangeOffsetPerfD3D11Params()); + +} // namespace |