summaryrefslogtreecommitdiffstats
path: root/gfx/angle/src/tests/perf_tests/UniformsPerf.cpp
blob: 276b1ab9bf0ab42fd7a562a6fec1bd72f97f625f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
//
// Copyright (c) 2016 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.
//
// UniformsBenchmark:
//   Performance test for setting uniform data.
//

#include "ANGLEPerfTest.h"

#include <iostream>
#include <random>
#include <sstream>

#include "shader_utils.h"

using namespace angle;

namespace
{

struct UniformsParams final : public RenderTestParams
{
    UniformsParams()
    {
        // Common default params
        majorVersion = 2;
        minorVersion = 0;
        windowWidth  = 720;
        windowHeight = 720;
        iterations   = 4;

        numVertexUniforms   = 200;
        numFragmentUniforms = 200;
    }

    std::string suffix() const override;
    size_t numVertexUniforms;
    size_t numFragmentUniforms;

    // static parameters
    size_t iterations;
};

std::ostream &operator<<(std::ostream &os, const UniformsParams &params)
{
    os << params.suffix().substr(1);
    return os;
}

std::string UniformsParams::suffix() const
{
    std::stringstream strstr;

    strstr << RenderTestParams::suffix();
    strstr << "_" << numVertexUniforms << "_vertex_uniforms";
    strstr << "_" << numFragmentUniforms << "_fragment_uniforms";

    return strstr.str();
}

class UniformsBenchmark : public ANGLERenderTest,
                          public ::testing::WithParamInterface<UniformsParams>
{
  public:
    UniformsBenchmark();

    void initializeBenchmark() override;
    void destroyBenchmark() override;
    void drawBenchmark() override;

  private:
    void initShaders();
    void initVertexBuffer();
    void initTextures();

    GLuint mProgram;
    std::vector<GLuint> mUniformLocations;
};

UniformsBenchmark::UniformsBenchmark() : ANGLERenderTest("Uniforms", GetParam()), mProgram(0u)
{
}

void UniformsBenchmark::initializeBenchmark()
{
    const auto &params = GetParam();

    ASSERT_GT(params.iterations, 0u);

    // Verify the uniform counts are within the limits
    GLint maxVertexUniforms, maxFragmentUniforms;
    glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertexUniforms);
    glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniforms);

    if (params.numVertexUniforms > static_cast<size_t>(maxVertexUniforms))
    {
        FAIL() << "Vertex uniform count (" << params.numVertexUniforms << ")"
               << " exceeds maximum vertex uniform count: " << maxVertexUniforms << std::endl;
    }
    if (params.numFragmentUniforms > static_cast<size_t>(maxFragmentUniforms))
    {
        FAIL() << "Fragment uniform count (" << params.numFragmentUniforms << ")"
               << " exceeds maximum fragment uniform count: " << maxFragmentUniforms << std::endl;
    }

    initShaders();
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());

    ASSERT_GL_NO_ERROR();
}

std::string GetUniformLocationName(size_t idx, bool vertexShader)
{
    std::stringstream strstr;
    strstr << (vertexShader ? "vs" : "fs") << "_u_" << idx;
    return strstr.str();
}

void UniformsBenchmark::initShaders()
{
    const auto &params = GetParam();

    std::stringstream vstrstr;
    vstrstr << "precision mediump float;\n";
    for (size_t i = 0; i < params.numVertexUniforms; i++)
    {
        vstrstr << "uniform vec4 " << GetUniformLocationName(i, true) << ";\n";
    }
    vstrstr << "void main()\n"
               "{\n"
               "    gl_Position = vec4(0, 0, 0, 0);\n";
    for (size_t i = 0; i < params.numVertexUniforms; i++)
    {
        vstrstr << "    gl_Position = gl_Position + " << GetUniformLocationName(i, true) << ";\n";
    }
    vstrstr << "}";

    std::stringstream fstrstr;
    fstrstr << "precision mediump float;\n";
    for (size_t i = 0; i < params.numFragmentUniforms; i++)
    {
        fstrstr << "uniform vec4 " << GetUniformLocationName(i, false) << ";\n";
    }
    fstrstr << "void main()\n"
               "{\n"
               "    gl_FragColor = vec4(0, 0, 0, 0);\n";
    for (size_t i = 0; i < params.numFragmentUniforms; i++)
    {
        fstrstr << "    gl_FragColor = gl_FragColor + " << GetUniformLocationName(i, false)
                << ";\n";
    }
    fstrstr << "}";

    mProgram = CompileProgram(vstrstr.str(), fstrstr.str());
    ASSERT_NE(0u, mProgram);

    for (size_t i = 0; i < params.numVertexUniforms; ++i)
    {
        GLint location = glGetUniformLocation(mProgram, GetUniformLocationName(i, true).c_str());
        ASSERT_NE(-1, location);
        mUniformLocations.push_back(location);
    }
    for (size_t i = 0; i < params.numFragmentUniforms; ++i)
    {
        GLint location = glGetUniformLocation(mProgram, GetUniformLocationName(i, false).c_str());
        ASSERT_NE(-1, location);
        mUniformLocations.push_back(location);
    }

    // Use the program object
    glUseProgram(mProgram);
}

void UniformsBenchmark::destroyBenchmark()
{
    glDeleteProgram(mProgram);
}

void UniformsBenchmark::drawBenchmark()
{
    const auto &params = GetParam();

    for (size_t it = 0; it < params.iterations; ++it)
    {
        for (size_t uniform = 0; uniform < mUniformLocations.size(); ++uniform)
        {
            float value = static_cast<float>(uniform);
            glUniform4f(mUniformLocations[uniform], value, value, value, value);
        }

        glDrawArrays(GL_TRIANGLES, 0, 3);
    }

    ASSERT_GL_NO_ERROR();
}

UniformsParams D3D11Params()
{
    UniformsParams params;
    params.eglParameters = egl_platform::D3D11();
    return params;
}

UniformsParams D3D9Params()
{
    UniformsParams params;
    params.eglParameters = egl_platform::D3D9();
    return params;
}

UniformsParams OpenGLParams()
{
    UniformsParams params;
    params.eglParameters = egl_platform::OPENGL();
    return params;
}

}  // anonymous namespace

TEST_P(UniformsBenchmark, Run)
{
    run();
}

ANGLE_INSTANTIATE_TEST(UniformsBenchmark, D3D11Params(), D3D9Params(), OpenGLParams());