// // 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 #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 { 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());