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TextureSampling.cpp
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TextureSampling.cpp
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//
// 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.
//
// TextureSamplingBenchmark:
// Performance test for texture sampling. The test generates a texture containing random data
// and then blurs it in a fragment shader using nearest neighbor sampling. The test is
// specifically designed to test overhead of GLSL's builtin texture*() functions that may result
// from how ANGLE translates them on each backend.
//
#include "ANGLEPerfTest.h"
#include <iostream>
#include <random>
#include <sstream>
#include "util/shader_utils.h"
using namespace angle;
namespace
{
constexpr unsigned int kIterationsPerStep = 4;
struct TextureSamplingParams final : public RenderTestParams
{
TextureSamplingParams()
{
iterationsPerStep = kIterationsPerStep;
// Common default params
majorVersion = 2;
minorVersion = 0;
windowWidth = 720;
windowHeight = 720;
numSamplers = 2;
textureSize = 32;
kernelSize = 3;
}
std::string story() const override;
unsigned int numSamplers;
unsigned int textureSize;
unsigned int kernelSize;
};
std::ostream &operator<<(std::ostream &os, const TextureSamplingParams ¶ms)
{
os << params.backendAndStory().substr(1);
return os;
}
std::string TextureSamplingParams::story() const
{
std::stringstream strstr;
strstr << RenderTestParams::story() << "_" << numSamplers << "samplers";
return strstr.str();
}
class TextureSamplingBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<TextureSamplingParams>
{
public:
TextureSamplingBenchmark();
void initializeBenchmark() override;
void destroyBenchmark() override;
void drawBenchmark() override;
private:
void initShaders();
void initVertexBuffer();
void initTextures();
GLuint mProgram;
GLuint mBuffer;
std::vector<GLuint> mTextures;
};
TextureSamplingBenchmark::TextureSamplingBenchmark()
: ANGLERenderTest("TextureSampling", GetParam()), mProgram(0u), mBuffer(0u)
{}
void TextureSamplingBenchmark::initializeBenchmark()
{
const auto ¶ms = GetParam();
// Verify "numSamplers" is within MAX_TEXTURE_IMAGE_UNITS limit
GLint maxTextureImageUnits;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
if (params.numSamplers > static_cast<unsigned int>(maxTextureImageUnits))
{
FAIL() << "Sampler count (" << params.numSamplers << ")"
<< " exceeds maximum texture count: " << maxTextureImageUnits << std::endl;
}
initShaders();
initVertexBuffer();
initTextures();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
ASSERT_GL_NO_ERROR();
}
void TextureSamplingBenchmark::initShaders()
{
const auto ¶ms = GetParam();
std::stringstream vstrstr;
vstrstr << "attribute vec2 aPosition;\n"
"varying vec2 vTextureCoordinates;\n"
"void main()\n"
"{\n"
" vTextureCoordinates = (aPosition + vec2(1.0)) * 0.5;\n"
" gl_Position = vec4(aPosition, 0, 1.0);\n"
"}";
std::stringstream fstrstr;
fstrstr << "precision mediump float;\n"
"varying vec2 vTextureCoordinates;\n";
for (unsigned int count = 0; count < params.numSamplers; count++)
{
fstrstr << "uniform sampler2D uSampler" << count << ";\n";
}
fstrstr << "void main()\n"
"{\n"
" const float inverseTextureSize = 1.0 / "
<< params.textureSize
<< ".0;\n"
" vec4 colorOut = vec4(0.0, 0.0, 0.0, 1.0);\n";
for (unsigned int count = 0; count < params.numSamplers; count++)
{
fstrstr << " for (int x = 0; x < " << params.kernelSize
<< "; ++x)\n"
" {\n"
" for (int y = 0; y < "
<< params.kernelSize
<< "; ++y)\n"
" {\n"
" colorOut += texture2D(uSampler"
<< count
<< ", vTextureCoordinates + vec2(x, y) * inverseTextureSize) * 0.1;\n"
" }\n"
" }\n";
}
fstrstr << " gl_FragColor = colorOut;\n"
"}\n";
mProgram = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
ASSERT_NE(0u, mProgram);
// Use the program object
glUseProgram(mProgram);
}
void TextureSamplingBenchmark::initVertexBuffer()
{
std::vector<float> vertexPositions(12);
{
// Bottom left triangle
vertexPositions[0] = -1.0f;
vertexPositions[1] = -1.0f;
vertexPositions[2] = 1.0f;
vertexPositions[3] = -1.0f;
vertexPositions[4] = -1.0f;
vertexPositions[5] = 1.0f;
// Top right triangle
vertexPositions[6] = -1.0f;
vertexPositions[7] = 1.0f;
vertexPositions[8] = 1.0f;
vertexPositions[9] = -1.0f;
vertexPositions[10] = 1.0f;
vertexPositions[11] = 1.0f;
}
glGenBuffers(1, &mBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mBuffer);
glBufferData(GL_ARRAY_BUFFER, vertexPositions.size() * sizeof(float), &vertexPositions[0],
GL_STATIC_DRAW);
GLint positionLocation = glGetAttribLocation(mProgram, "aPosition");
ASSERT_NE(-1, positionLocation);
glVertexAttribPointer(positionLocation, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(positionLocation);
}
void TextureSamplingBenchmark::initTextures()
{
const auto ¶ms = GetParam();
unsigned int dataSize = params.textureSize * params.textureSize;
std::vector<unsigned int> randomTextureData;
randomTextureData.resize(dataSize);
unsigned int pseudoRandom = 1u;
for (unsigned int i = 0; i < dataSize; ++i)
{
pseudoRandom = pseudoRandom * 1664525u + 1013904223u;
randomTextureData[i] = pseudoRandom;
}
mTextures.resize(params.numSamplers);
glGenTextures(params.numSamplers, mTextures.data());
for (unsigned int i = 0; i < params.numSamplers; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, mTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, params.textureSize, params.textureSize, 0, GL_RGBA,
GL_UNSIGNED_BYTE, randomTextureData.data());
}
for (unsigned int count = 0; count < params.numSamplers; count++)
{
std::stringstream samplerstrstr;
samplerstrstr << "uSampler" << count;
GLint samplerLocation = glGetUniformLocation(mProgram, samplerstrstr.str().c_str());
ASSERT_NE(-1, samplerLocation);
glUniform1i(samplerLocation, count);
}
}
void TextureSamplingBenchmark::destroyBenchmark()
{
const auto ¶ms = GetParam();
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mBuffer);
if (!mTextures.empty())
{
glDeleteTextures(params.numSamplers, mTextures.data());
}
}
void TextureSamplingBenchmark::drawBenchmark()
{
glClear(GL_COLOR_BUFFER_BIT);
const auto ¶ms = GetParam();
for (unsigned int it = 0; it < params.iterationsPerStep; ++it)
{
glDrawArrays(GL_TRIANGLES, 0, 6);
}
ASSERT_GL_NO_ERROR();
}
TextureSamplingParams D3D11Params()
{
TextureSamplingParams params;
params.eglParameters = egl_platform::D3D11();
return params;
}
TextureSamplingParams D3D9Params()
{
TextureSamplingParams params;
params.eglParameters = egl_platform::D3D9();
return params;
}
TextureSamplingParams OpenGLOrGLESParams()
{
TextureSamplingParams params;
params.eglParameters = egl_platform::OPENGL_OR_GLES();
return params;
}
TextureSamplingParams VulkanParams()
{
TextureSamplingParams params;
params.eglParameters = egl_platform::VULKAN();
return params;
}
} // anonymous namespace
TEST_P(TextureSamplingBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(TextureSamplingBenchmark,
D3D11Params(),
D3D9Params(),
OpenGLOrGLESParams(),
VulkanParams());