diff options
author | Brian Salomon <bsalomon@google.com> | 2017-12-07 12:46:49 -0500 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-12-07 18:09:29 +0000 |
commit | 20b1572912aa62eb3662f7066983218cfee8d6e6 (patch) | |
tree | ce4363a0e7d6ccd196d8717b8825101a1fe9df96 /bench | |
parent | 384fab467e2a5f1754ec26eecde946ce28046d20 (diff) |
Delete GLBench and subclasses
Bug: skia:6305
Change-Id: I3b2f2a8898f25d3dd0ec47668895dd4d00668575
Reviewed-on: https://skia-review.googlesource.com/82040
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'bench')
-rw-r--r-- | bench/GLBench.cpp | 194 | ||||
-rw-r--r-- | bench/GLBench.h | 51 | ||||
-rw-r--r-- | bench/GLInstancedArraysBench.cpp | 385 | ||||
-rw-r--r-- | bench/GLVec4ScalarBench.cpp | 289 | ||||
-rw-r--r-- | bench/GLVertexAttributesBench.cpp | 257 |
5 files changed, 0 insertions, 1176 deletions
diff --git a/bench/GLBench.cpp b/bench/GLBench.cpp deleted file mode 100644 index 10a63670fc..0000000000 --- a/bench/GLBench.cpp +++ /dev/null @@ -1,194 +0,0 @@ -/* - * Copyright 2015 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#include "GLBench.h" - -#if SK_SUPPORT_GPU -#include "GrGpu.h" -#include "GrTest.h" -#include "gl/GrGLContext.h" -#include "gl/builders/GrGLShaderStringBuilder.h" -#include "SkSLCompiler.h" -#include <stdio.h> - -#include "sk_tool_utils.h" - -const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) { - // This bench exclusively tests GL calls directly - if (nullptr == canvas->getGrContext()) { - return nullptr; - } - GrContext* context = canvas->getGrContext(); - GrGpu* gpu = context->getGpu(); - if (!gpu) { - SkDebugf("Couldn't get Gr gpu."); - return nullptr; - } - - const GrGLContext* ctx = gpu->glContextForTesting(); - if (!ctx) { - SkDebugf("Couldn't get an interface\n"); - return nullptr; - } - - return this->onGetGLContext(ctx); -} - -void GLBench::onPreDraw(SkCanvas* canvas) { - // This bench exclusively tests GL calls directly - const GrGLContext* ctx = this->getGLContext(canvas); - if (!ctx) { - return; - } - this->setup(ctx); -} - -void GLBench::onPostDraw(SkCanvas* canvas) { - // This bench exclusively tests GL calls directly - const GrGLContext* ctx = this->getGLContext(canvas); - if (!ctx) { - return; - } - this->teardown(ctx->interface()); -} - -void GLBench::onDraw(int loops, SkCanvas* canvas) { - const GrGLContext* ctx = this->getGLContext(canvas); - if (!ctx) { - return; - } - this->glDraw(loops, ctx); - canvas->getGrContext()->resetContext(); -} - -GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) { - const GrGLInterface* gl = context->interface(); - SkSL::String glsl; - SkSL::Program::Settings settings; - settings.fCaps = context->caps()->shaderCaps(); - std::unique_ptr<SkSL::Program> program = context->compiler()->convertProgram( - type == GR_GL_VERTEX_SHADER ? SkSL::Program::kVertex_Kind - : SkSL::Program::kFragment_Kind, - SkSL::String(sksl), - settings); - if (!program || !context->compiler()->toGLSL(*program, &glsl)) { - SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl, - context->compiler()->errorText().c_str()); - } - GrGLuint shader; - // Create the shader object - GR_GL_CALL_RET(gl, shader, CreateShader(type)); - - // Load the shader source - const char* glslPtr = glsl.c_str(); - GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr)); - - // Compile the shader - GR_GL_CALL(gl, CompileShader(shader)); - - // Check for compile time errors - GrGLint success = GR_GL_INIT_ZERO; - GrGLchar infoLog[512]; - GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success)); - if (!success) { - GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog)); - SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog); - } - - return shader; -} - -GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader, - const char* fshader) { - const GrGLInterface* gl = context->interface(); - GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER); - GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER); - - GrGLuint shaderProgram; - GR_GL_CALL_RET(gl, shaderProgram, CreateProgram()); - GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader)); - GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader)); - GR_GL_CALL(gl, LinkProgram(shaderProgram)); - - // Check for linking errors - GrGLint success = GR_GL_INIT_ZERO; - GrGLchar infoLog[512]; - GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success)); - if (!success) { - GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog)); - SkDebugf("Linker Error: %s\n", infoLog); - } - GR_GL_CALL(gl, DeleteShader(vertexShader)); - GR_GL_CALL(gl, DeleteShader(fragmentShader)); - - return shaderProgram; -} - -GrGLuint GLBench::SetupFramebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) { - //Setup framebuffer - GrGLuint texture; - GR_GL_CALL(gl, GenTextures(1, &texture)); - GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE7)); - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture)); - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST)); - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST)); - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE)); - GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE)); - GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D, - 0, //level - GR_GL_RGBA, //internal format - screenWidth, // width - screenHeight, // height - 0, //border - GR_GL_RGBA, //format - GR_GL_UNSIGNED_BYTE, // type - nullptr)); - - // bind framebuffer - GrGLuint framebuffer; - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); - GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer)); - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer)); - GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER, - GR_GL_COLOR_ATTACHMENT0, - GR_GL_TEXTURE_2D, - texture, 0)); - GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); - GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight)); - return texture; -} - - -void GLBench::DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight, - const char* filename) { - // read back pixels - SkAutoTArray<uint32_t> readback(screenWidth * screenHeight); - GR_GL_CALL(gl, ReadPixels(0, // x - 0, // y - screenWidth, // width - screenHeight, // height - GR_GL_RGBA, //format - GR_GL_UNSIGNED_BYTE, //type - readback.get())); - - // dump png - SkBitmap bm; - if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) { - SkDebugf("couldn't allocate bitmap\n"); - return; - } - - bm.setPixels(readback.get()); - - if (!sk_tool_utils::EncodeImageToFile(filename, bm, SkEncodedImageFormat::kPNG, 100)) { - SkDebugf("------ failed to encode %s\n", filename); - remove(filename); // remove any partial file - return; - } -} - -#endif diff --git a/bench/GLBench.h b/bench/GLBench.h deleted file mode 100644 index a358894cb4..0000000000 --- a/bench/GLBench.h +++ /dev/null @@ -1,51 +0,0 @@ -/* - * Copyright 2015 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#ifndef GLBench_DEFINED -#define GLBench_DEFINED - -#include "Benchmark.h" -#include "SkCanvas.h" -#include "SkImageEncoder.h" - -#if SK_SUPPORT_GPU -#include "gl/GrGLFunctions.h" - -class GrGLContext; -struct GrGLInterface; - -/* - * A virtual base class for microbenches which want to specifically test the performance of GL - */ - -class GLBench : public Benchmark { -public: - GLBench() {} - -protected: - const GrGLContext* getGLContext(SkCanvas*); - virtual const GrGLContext* onGetGLContext(const GrGLContext* ctx) { return ctx; } - void onPreDraw(SkCanvas*) override; - virtual void setup(const GrGLContext*)=0; - void onPostDraw(SkCanvas* canvas) override; - virtual void teardown(const GrGLInterface*)=0; - void onDraw(int loops, SkCanvas*) override; - virtual void glDraw(int loops, const GrGLContext*)=0; - static GrGLuint CompileShader(const GrGLContext*, const char* shaderSrc, GrGLenum type); - static GrGLuint CreateProgram(const GrGLContext*, const char* vshader, const char* fshader); - static GrGLuint SetupFramebuffer(const GrGLInterface*, int screenWidth, int screenHeight); - static void DumpImage(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight, - const char* filename); - - -private: - typedef Benchmark INHERITED; -}; - - -#endif -#endif diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp deleted file mode 100644 index 42cb02a015..0000000000 --- a/bench/GLInstancedArraysBench.cpp +++ /dev/null @@ -1,385 +0,0 @@ -/* - * Copyright 2015 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#include "Benchmark.h" -#include "SkCanvas.h" -#include "SkImageEncoder.h" - -#if SK_SUPPORT_GPU -#include "GLBench.h" -#include "GrShaderCaps.h" -#include "GrShaderVar.h" -#include "gl/GrGLContext.h" -#include "gl/GrGLInterface.h" -#include "gl/GrGLUtil.h" -#include "../private/GrGLSL.h" - -/* - * This is a native GL benchmark for instanced arrays vs vertex buffer objects. To benchmark this - * functionality, we draw n * kDrawMultipier triangles per run. If this number is less than - * kNumTri then we do a single draw, either with instances, or drawArrays. Otherwise we do - * multiple draws. - * - * Additionally, there is a divisor, which if > 0 will act as a multiplier for the number of draws - * issued. - */ - -class GLCpuPosInstancedArraysBench : public GLBench { -public: - /* - * Clients can decide to use either: - * kUseOne_VboSetup - one vertex buffer with colors and positions interleaved - * kUseTwo_VboSetup - two vertex buffers, one for colors, one for positions - * kUseInstance_VboSetup - two vertex buffers, one with per vertex indices, one with per - * instance colors - */ - enum VboSetup { - kUseOne_VboSetup, - kUseTwo_VboSetup, - kUseInstance_VboSetup, - }; - - /* - * drawDiv will act as a multiplier for the number of draws we issue if > 0. ie, 2 will issue - * 2x as many draws, 4 will issue 4x as many draws etc. There is a limit however, which is - * kDrawMultipier. - */ - GLCpuPosInstancedArraysBench(VboSetup vboSetup, int32_t drawDiv) - : fVboSetup(vboSetup) - , fDrawDiv(drawDiv) - , fProgram(0) - , fVAO(0) { - fName = VboSetupToStr(vboSetup, fDrawDiv); - } - -protected: - const char* onGetName() override { - return fName.c_str(); - } - - const GrGLContext* onGetGLContext(const GrGLContext*) override; - void setup(const GrGLContext*) override; - void glDraw(int loops, const GrGLContext*) override; - void teardown(const GrGLInterface*) override; - -private: - void setupInstanceVbo(const GrGLInterface*, const SkMatrix*); - void setupDoubleVbo(const GrGLInterface*, const SkMatrix*); - void setupSingleVbo(const GrGLInterface*, const SkMatrix*); - GrGLuint setupShader(const GrGLContext*); - - static SkString VboSetupToStr(VboSetup vboSetup, uint32_t drawDiv) { - SkString name("GLInstancedArraysBench"); - switch (vboSetup) { - default: - case kUseOne_VboSetup: - name.appendf("_one_%u", drawDiv); - break; - case kUseTwo_VboSetup: - name.appendf("_two_%u", drawDiv); - break; - case kUseInstance_VboSetup: - name.append("_instance"); - break; - } - return name; - } - - static const GrGLuint kScreenWidth = 800; - static const GrGLuint kScreenHeight = 600; - static const uint32_t kNumTri = 10000; - static const uint32_t kVerticesPerTri = 3; - static const uint32_t kDrawMultiplier = 512; - - SkString fName; - VboSetup fVboSetup; - uint32_t fDrawDiv; - SkTArray<GrGLuint> fBuffers; - GrGLuint fProgram; - GrGLuint fVAO; - GrGLuint fTexture; -}; - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -GrGLuint GLCpuPosInstancedArraysBench::setupShader(const GrGLContext* ctx) { - const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps(); - const char* version = shaderCaps->versionDeclString(); - - // setup vertex shader - GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier); - GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier); - GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier); - - SkString vshaderTxt(version); - aPosition.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - aColor.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - oColor.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - - vshaderTxt.append( - "void main()\n" - "{\n" - "sk_Position = float4(a_position, 0., 1.);\n" - "o_color = a_color;\n" - "}\n"); - - // setup fragment shader - SkString fshaderTxt(version); - oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier); - oColor.appendDecl(shaderCaps, &fshaderTxt); - fshaderTxt.append(";\n"); - - fshaderTxt.append( - "void main()\n" - "{\n" - "sk_FragColor = float4(o_color, 1.0);\n" - "}\n"); - - return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str()); -} - -template<typename Func> -static void setup_matrices(int numQuads, Func f) { - // We draw a really small triangle so we are not fill rate limited - for (int i = 0 ; i < numQuads; i++) { - SkMatrix m = SkMatrix::I(); - m.setScale(0.0001f, 0.0001f); - f(m); - } -} - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -const GrGLContext* GLCpuPosInstancedArraysBench::onGetGLContext(const GrGLContext* ctx) { - // We only care about gpus with drawArraysInstanced support - if (!ctx->interface()->fFunctions.fDrawArraysInstanced) { - return nullptr; - } - return ctx; -} - -void GLCpuPosInstancedArraysBench::setupInstanceVbo(const GrGLInterface* gl, - const SkMatrix* viewMatrices) { - // We draw all of the instances at a single place because we aren't allowed to have per vertex - // per instance attributes - SkPoint positions[kVerticesPerTri]; - positions[0].set(-1.0f, -1.0f); - positions[1].set( 1.0f, -1.0f); - positions[2].set( 1.0f, 1.0f); - viewMatrices[0].mapPointsWithStride(positions, sizeof(SkPoint), kVerticesPerTri); - - // setup colors so we can detect we are actually drawing instances(the last triangle will be - // a different color) - GrGLfloat colors[kVerticesPerTri * kNumTri]; - for (uint32_t i = 0; i < kNumTri; i++) { - // set colors - uint32_t offset = i * kVerticesPerTri; - float color = i == kNumTri - 1 ? 1.0f : 0.0f; - colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; - } - - GrGLuint posVBO; - // setup position VBO - GR_GL_CALL(gl, GenBuffers(1, &posVBO)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); - GR_GL_CALL(gl, EnableVertexAttribArray(0)); - GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), - (GrGLvoid*)0)); - - // setup color VBO - GrGLuint instanceVBO; - GR_GL_CALL(gl, GenBuffers(1, &instanceVBO)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, instanceVBO)); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); - GR_GL_CALL(gl, EnableVertexAttribArray(1)); - GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), - (GrGLvoid*)0)); - GR_GL_CALL(gl, VertexAttribDivisor(1, 1)); - fBuffers.push_back(posVBO); - fBuffers.push_back(instanceVBO); -} - -void GLCpuPosInstancedArraysBench::setupDoubleVbo(const GrGLInterface* gl, - const SkMatrix* viewMatrices) { - // Constants for our various shader programs - SkPoint positions[kVerticesPerTri * kNumTri]; - GrGLfloat colors[kVerticesPerTri * kNumTri * 3]; - for (uint32_t i = 0; i < kNumTri; i++) { - SkPoint* position = &positions[i * kVerticesPerTri]; - position[0].set(-1.0f, -1.0f); - position[1].set( 1.0f, -1.0f); - position[2].set( 1.0f, 1.0f); - viewMatrices[i].mapPointsWithStride(position, sizeof(SkPoint), kVerticesPerTri); - - // set colors - float color = i == kNumTri - 1 ? 1.0f : 0.0f; - uint32_t offset = i * kVerticesPerTri * 3; - for (uint32_t j = 0; j < kVerticesPerTri; j++) { - colors[offset++] = color; colors[offset++] = 0.0f; colors[offset++] = 0.0f; - } - } - - GrGLuint posVBO, colorVBO; - // setup position VBO - GR_GL_CALL(gl, GenBuffers(1, &posVBO)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, posVBO)); - GR_GL_CALL(gl, EnableVertexAttribArray(0)); - GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 2 * sizeof(GrGLfloat), - (GrGLvoid*)0)); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(positions), positions, GR_GL_STATIC_DRAW)); - - // setup color VBO - GR_GL_CALL(gl, GenBuffers(1, &colorVBO)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, colorVBO)); - GR_GL_CALL(gl, EnableVertexAttribArray(1)); - GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 3 * sizeof(GrGLfloat), - (GrGLvoid*)0)); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(colors), colors, GR_GL_STATIC_DRAW)); - - fBuffers.push_back(posVBO); - fBuffers.push_back(colorVBO); -} - -struct Vertex { - SkPoint fPositions; - GrGLfloat fColors[3]; -}; - -void GLCpuPosInstancedArraysBench::setupSingleVbo(const GrGLInterface* gl, - const SkMatrix* viewMatrices) { - // Constants for our various shader programs - Vertex vertices[kVerticesPerTri * kNumTri]; - for (uint32_t i = 0; i < kNumTri; i++) { - Vertex* v = &vertices[i * kVerticesPerTri]; - v[0].fPositions.set(-1.0f, -1.0f); - v[1].fPositions.set( 1.0f, -1.0f); - v[2].fPositions.set( 1.0f, 1.0f); - - SkPoint* position = reinterpret_cast<SkPoint*>(v); - viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri); - - // set colors - float color = i == kNumTri - 1 ? 1.0f : 0.0f; - for (uint32_t j = 0; j < kVerticesPerTri; j++) { - uint32_t offset = 0; - v->fColors[offset++] = color; v->fColors[offset++] = 0.0f; v->fColors[offset++] = 0.0f; - v++; - } - } - - GrGLuint vbo; - // setup VBO - GR_GL_CALL(gl, GenBuffers(1, &vbo)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, vbo)); - GR_GL_CALL(gl, EnableVertexAttribArray(0)); - GR_GL_CALL(gl, EnableVertexAttribArray(1)); - GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), - (GrGLvoid*)0)); - GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), - (GrGLvoid*)(sizeof(SkPoint)))); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW)); - fBuffers.push_back(vbo); -} - -void GLCpuPosInstancedArraysBench::setup(const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); - - fProgram = this->setupShader(ctx); - - // setup matrices - int index = 0; - SkMatrix viewMatrices[kNumTri]; - setup_matrices(kNumTri, [&index, &viewMatrices](const SkMatrix& m) { - viewMatrices[index++] = m; - }); - - // setup VAO - GR_GL_CALL(gl, GenVertexArrays(1, &fVAO)); - GR_GL_CALL(gl, BindVertexArray(fVAO)); - - switch (fVboSetup) { - case kUseOne_VboSetup: - this->setupSingleVbo(gl, viewMatrices); - break; - case kUseTwo_VboSetup: - this->setupDoubleVbo(gl, viewMatrices); - break; - case kUseInstance_VboSetup: - this->setupInstanceVbo(gl, viewMatrices); - break; - } - - // clear screen - GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f)); - GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT)); - - // set us up to draw - GR_GL_CALL(gl, UseProgram(fProgram)); - GR_GL_CALL(gl, BindVertexArray(fVAO)); -} - -void GLCpuPosInstancedArraysBench::glDraw(int loops, const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - - uint32_t maxTrianglesPerFlush = fDrawDiv == 0 ? kNumTri : - kDrawMultiplier / fDrawDiv; - uint32_t trianglesToDraw = loops * kDrawMultiplier; - - if (kUseInstance_VboSetup == fVboSetup) { - while (trianglesToDraw > 0) { - uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); - GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, kVerticesPerTri, triangles)); - trianglesToDraw -= triangles; - } - } else { - while (trianglesToDraw > 0) { - uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); - GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles)); - trianglesToDraw -= triangles; - } - } - -#if 0 - //const char* filename = "/data/local/tmp/out.png"; - SkString filename("out"); - filename.appendf("_%s.png", this->getName()); - DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); -#endif -} - -void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) { - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0)); - GR_GL_CALL(gl, BindVertexArray(0)); - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0)); - GR_GL_CALL(gl, DeleteTextures(1, &fTexture)); - GR_GL_CALL(gl, DeleteProgram(fProgram)); - GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin())); - GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO)); - fBuffers.reset(); -} - -/////////////////////////////////////////////////////////////////////////////// - -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseInstance_VboSetup, 0) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 0) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 0) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 1) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 1) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 2) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 2) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 4) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 4) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseOne_VboSetup, 8) ) -DEF_BENCH( return new GLCpuPosInstancedArraysBench(GLCpuPosInstancedArraysBench::kUseTwo_VboSetup, 8) ) - -#endif diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp deleted file mode 100644 index b007a7a8ba..0000000000 --- a/bench/GLVec4ScalarBench.cpp +++ /dev/null @@ -1,289 +0,0 @@ -/* - * Copyright 2015 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#include "SkMatrix.h" -#include "SkPoint.h" -#include "SkString.h" - -#if SK_SUPPORT_GPU -#include "GLBench.h" -#include "GrShaderCaps.h" -#include "GrShaderVar.h" -#include "gl/GrGLContext.h" -#include "gl/GrGLInterface.h" -#include "gl/GrGLUtil.h" -#include "../private/GrGLSL.h" - -#include <stdio.h> - -/** - * This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL. - * The generated shader code from this bench will draw several overlapping circles, one in each - * stage, to simulate coverage calculations. The number of circles (i.e. the number of stages) can - * be set as a parameter. - */ - -class GLVec4ScalarBench : public GLBench { -public: - /* - * Use float or vec4 as GLSL data type for the output coverage - */ - enum CoverageSetup { - kUseScalar_CoverageSetup, - kUseVec4_CoverageSetup, - }; - - /* - * numStages determines the number of shader stages before the XP, - * which consequently determines how many circles are drawn - */ - GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages) - : fCoverageSetup(coverageSetup) - , fNumStages(numStages) - , fVboId(0) - , fProgram(0) { - fName = NumStagesSetupToStr(coverageSetup, numStages); - } - -protected: - const char* onGetName() override { - return fName.c_str(); - } - - void setup(const GrGLContext*) override; - void glDraw(int loops, const GrGLContext*) override; - void teardown(const GrGLInterface*) override; - -private: - void setupSingleVbo(const GrGLInterface*, const SkMatrix*); - GrGLuint setupShader(const GrGLContext*); - - - static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) { - SkString name("GLVec4ScalarBench"); - switch (coverageSetup) { - default: - case kUseScalar_CoverageSetup: - name.appendf("_scalar_%u_stage", numStages); - break; - case kUseVec4_CoverageSetup: - name.appendf("_vec4_%u_stage", numStages); - break; - } - return name; - } - - static const GrGLuint kScreenWidth = 800; - static const GrGLuint kScreenHeight = 600; - static const uint32_t kNumTriPerDraw = 512; - static const uint32_t kVerticesPerTri = 3; - - SkString fName; - CoverageSetup fCoverageSetup; - uint32_t fNumStages; - GrGLuint fVboId; - GrGLuint fProgram; - GrGLuint fFboTextureId; -}; - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) { - const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps(); - const char* version = shaderCaps->versionDeclString(); - - // this shader draws fNumStages overlapping circles of increasing opacity (coverage) and - // decreasing size, with the center of each subsequent circle closer to the bottom-right - // corner of the screen than the previous circle. - - // set up vertex shader; this is a trivial vertex shader that passes through position and color - GrShaderVar aPosition("a_position", kHalf2_GrSLType, GrShaderVar::kIn_TypeModifier); - GrShaderVar oPosition("o_position", kHalf2_GrSLType, GrShaderVar::kOut_TypeModifier); - GrShaderVar aColor("a_color", kHalf3_GrSLType, GrShaderVar::kIn_TypeModifier); - GrShaderVar oColor("o_color", kHalf3_GrSLType, GrShaderVar::kOut_TypeModifier); - - SkString vshaderTxt(version); - aPosition.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - aColor.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - oPosition.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - oColor.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - - vshaderTxt.append( - "void main()\n" - "{\n" - " sk_Position = float4(a_position, 0.0, 1.0);\n" - " o_position = a_position;\n" - " o_color = a_color;\n" - "}\n"); - - // set up fragment shader; this fragment shader will have fNumStages coverage stages plus an - // XP stage at the end. Each coverage stage computes the pixel's distance from some hard- - // coded center and compare that to some hard-coded circle radius to compute a coverage. - // Then, this coverage is mixed with the coverage from the previous stage and passed to the - // next stage. - SkString fshaderTxt(version); - oPosition.setTypeModifier(GrShaderVar::kIn_TypeModifier); - oPosition.appendDecl(shaderCaps, &fshaderTxt); - fshaderTxt.append(";\n"); - oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier); - oColor.appendDecl(shaderCaps, &fshaderTxt); - fshaderTxt.append(";\n"); - - fshaderTxt.appendf( - "void main()\n" - "{\n" - " half4 outputColor;\n" - " %s outputCoverage;\n" - " outputColor = half4(%s, 1.0);\n" - " outputCoverage = %s;\n", - fCoverageSetup == kUseVec4_CoverageSetup ? "half4" : "half", - oColor.getName().c_str(), - fCoverageSetup == kUseVec4_CoverageSetup ? "half4(1.0)" : "1.0" - ); - - float radius = 1.0f; - for (uint32_t i = 0; i < fNumStages; i++) { - float centerX = 1.0f - radius; - float centerY = 1.0f - radius; - fshaderTxt.appendf( - " {\n" - " half d = length(%s - half2(%f, %f));\n" - " half edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n" - " outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n" - " }\n", - oPosition.getName().c_str(), centerX, centerY, - radius, - fCoverageSetup == kUseVec4_CoverageSetup ? "half4(edgeAlpha)" : "edgeAlpha" - ); - radius *= 0.8f; - } - fshaderTxt.append( - " {\n" - " sk_FragColor = outputColor * outputCoverage;\n" - " }\n" - "}\n"); - - return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str()); -} - -template<typename Func> -static void setup_matrices(int numQuads, Func f) { - // We draw a really small triangle so we are not fill rate limited - for (int i = 0 ; i < numQuads; i++) { - SkMatrix m = SkMatrix::I(); - m.setScale(0.01f, 0.01f); - f(m); - } -} - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -struct Vertex { - SkPoint fPositions; - GrGLfloat fColors[3]; -}; - -void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) { - // triangles drawn will alternate between the top-right half of the screen and the bottom-left - // half of the screen - Vertex vertices[kVerticesPerTri * kNumTriPerDraw]; - for (uint32_t i = 0; i < kNumTriPerDraw; i++) { - Vertex* v = &vertices[i * kVerticesPerTri]; - if (i % 2 == 0) { - v[0].fPositions.set(-1.0f, -1.0f); - v[1].fPositions.set( 1.0f, -1.0f); - v[2].fPositions.set( 1.0f, 1.0f); - } else { - v[0].fPositions.set(-1.0f, -1.0f); - v[1].fPositions.set( 1.0f, 1.0f); - v[2].fPositions.set( -1.0f, 1.0f); - } - SkPoint* position = reinterpret_cast<SkPoint*>(v); - viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri); - - GrGLfloat color[3] = {1.0f, 0.0f, 1.0f}; - for (uint32_t j = 0; j < kVerticesPerTri; j++) { - v->fColors[0] = color[0]; - v->fColors[1] = color[1]; - v->fColors[2] = color[2]; - v++; - } - } - - GR_GL_CALL(gl, GenBuffers(1, &fVboId)); - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId)); - GR_GL_CALL(gl, EnableVertexAttribArray(0)); - GR_GL_CALL(gl, EnableVertexAttribArray(1)); - GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), - (GrGLvoid*)0)); - GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex), - (GrGLvoid*)(sizeof(SkPoint)))); - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW)); -} - -void GLVec4ScalarBench::setup(const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - if (!gl) { - SK_ABORT("GL interface is nullptr in setup()!\n"); - } - fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); - - fProgram = this->setupShader(ctx); - - int index = 0; - SkMatrix viewMatrices[kNumTriPerDraw]; - setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) { - viewMatrices[index++] = m; - }); - this->setupSingleVbo(gl, viewMatrices); - - GR_GL_CALL(gl, UseProgram(fProgram)); -} - -void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - - for (int i = 0; i < loops; i++) { - GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw)); - } - -// using -w when running nanobench will not produce correct images; -// changing this to #if 1 will write the correct images to the Skia folder. -#if 0 - SkString filename("out"); - filename.appendf("_%s.png", this->getName()); - DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); -#endif -} - -void GLVec4ScalarBench::teardown(const GrGLInterface* gl) { - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0)); - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0)); - GR_GL_CALL(gl, DeleteTextures(1, &fFboTextureId)); - GR_GL_CALL(gl, DeleteProgram(fProgram)); - GR_GL_CALL(gl, DeleteBuffers(1, &fVboId)); -} - -/////////////////////////////////////////////////////////////////////////////// - -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) ) -DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) ) - -#endif diff --git a/bench/GLVertexAttributesBench.cpp b/bench/GLVertexAttributesBench.cpp deleted file mode 100644 index 2c073b4721..0000000000 --- a/bench/GLVertexAttributesBench.cpp +++ /dev/null @@ -1,257 +0,0 @@ -/* - * Copyright 2015 Google Inc. - * - * Use of this source code is governed by a BSD-style license that can be - * found in the LICENSE file. - */ - -#include "Benchmark.h" -#include "SkCanvas.h" -#include "SkImageEncoder.h" - -#if SK_SUPPORT_GPU -#include "GLBench.h" -#include "GrShaderCaps.h" -#include "GrShaderVar.h" -#include "gl/GrGLContext.h" -#include "gl/GrGLInterface.h" -#include "gl/GrGLUtil.h" -#include "../private/GrGLSL.h" -#include <stdio.h> - -/* - * This is a native GL benchmark for determining the cost of uploading vertex attributes - */ -class GLVertexAttributesBench : public GLBench { -public: - GLVertexAttributesBench(uint32_t attribs) - : fTexture(0) - , fBuffers(0) - , fProgram(0) - , fVBO(0) - , fAttribs(attribs) - , fStride(2 * sizeof(SkPoint) + fAttribs * sizeof(GrGLfloat) * 4) { - fName.appendf("GLVertexAttributesBench_%d", fAttribs); - } - -protected: - const char* onGetName() override { return fName.c_str(); } - void setup(const GrGLContext*) override; - void glDraw(int loops, const GrGLContext*) override; - void teardown(const GrGLInterface*) override; - - static const GrGLuint kScreenWidth = 800; - static const GrGLuint kScreenHeight = 600; - static const uint32_t kNumTri = 10000; - static const uint32_t kVerticesPerTri = 3; - static const uint32_t kDrawMultiplier = 512; - static const uint32_t kMaxAttribs = 7; - -private: - GrGLuint setupShader(const GrGLContext*, uint32_t attribs, uint32_t maxAttribs); - - GrGLuint fTexture; - SkTArray<GrGLuint> fBuffers; - GrGLuint fProgram; - GrGLuint fVBO; - SkTArray<unsigned char> fVertices; - uint32_t fAttribs; - size_t fStride; - SkString fName; - typedef Benchmark INHERITED; -}; - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -GrGLuint GLVertexAttributesBench::setupShader(const GrGLContext* ctx, uint32_t attribs, - uint32_t maxAttribs) { - const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps(); - const char* version = shaderCaps->versionDeclString(); - - // setup vertex shader - GrShaderVar aPosition("a_position", kFloat4_GrSLType, GrShaderVar::kIn_TypeModifier); - SkTArray<GrShaderVar> aVars; - SkTArray<GrShaderVar> oVars; - - SkString vshaderTxt(version); - aPosition.appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - - for (uint32_t i = 0; i < attribs; i++) { - SkString aname; - aname.appendf("a_color_%d", i); - aVars.push_back(GrShaderVar(aname.c_str(), - kHalf4_GrSLType, - GrShaderVar::kIn_TypeModifier)); - aVars.back().appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - - } - - for (uint32_t i = 0; i < maxAttribs; i++) { - SkString oname; - oname.appendf("o_color_%d", i); - oVars.push_back(GrShaderVar(oname.c_str(), - kHalf4_GrSLType, - GrShaderVar::kOut_TypeModifier)); - oVars.back().appendDecl(shaderCaps, &vshaderTxt); - vshaderTxt.append(";\n"); - } - - vshaderTxt.append( - "void main()\n" - "{\n" - "sk_Position = a_position;\n"); - - for (uint32_t i = 0; i < attribs; i++) { - vshaderTxt.appendf("%s = %s;\n", oVars[i].c_str(), aVars[i].c_str()); - } - - // Passthrough position as a dummy - for (uint32_t i = attribs; i < maxAttribs; i++) { - vshaderTxt.appendf("%s = float4(0, 0, 0, 1);\n", oVars[i].c_str()); - } - - vshaderTxt.append("}\n"); - - // setup fragment shader - SkString fshaderTxt(version); - - for (uint32_t i = 0; i < maxAttribs; i++) { - oVars[i].setTypeModifier(GrShaderVar::kIn_TypeModifier); - oVars[i].appendDecl(shaderCaps, &fshaderTxt); - fshaderTxt.append(";\n"); - } - - fshaderTxt.append( - "void main()\n" - "{\n" - "sk_FragColor = "); - - fshaderTxt.appendf("%s", oVars[0].c_str()); - for (uint32_t i = 1; i < maxAttribs; i++) { - fshaderTxt.appendf(" + %s", oVars[i].c_str()); - } - - fshaderTxt.append(";\n" - "}\n"); - - return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str()); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////// - -void GLVertexAttributesBench::setup(const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - fTexture = SetupFramebuffer(gl, kScreenWidth, kScreenHeight); - - fProgram = setupShader(ctx, fAttribs, kMaxAttribs); - - // setup matrices - SkMatrix viewMatrices[kNumTri]; - for (uint32_t i = 0 ; i < kNumTri; i++) { - SkMatrix m = SkMatrix::I(); - m.setScale(0.0001f, 0.0001f); - viewMatrices[i] = m; - } - - // presetup vertex attributes, color is set to be a light gray no matter how many vertex - // attributes are used - float targetColor = 0.9f; - float colorContribution = targetColor / fAttribs; - fVertices.reset(static_cast<int>(kVerticesPerTri * kNumTri * fStride)); - for (uint32_t i = 0; i < kNumTri; i++) { - unsigned char* ptr = &fVertices[static_cast<int>(i * kVerticesPerTri * fStride)]; - SkPoint* p = reinterpret_cast<SkPoint*>(ptr); - p->set(-1.0f, -1.0f); p++; p->set( 0.0f, 1.0f); - p = reinterpret_cast<SkPoint*>(ptr + fStride); - p->set( 1.0f, -1.0f); p++; p->set( 0.0f, 1.0f); - p = reinterpret_cast<SkPoint*>(ptr + fStride * 2); - p->set( 1.0f, 1.0f); p++; p->set( 0.0f, 1.0f); - - SkPoint* position = reinterpret_cast<SkPoint*>(ptr); - viewMatrices[i].mapPointsWithStride(position, fStride, kVerticesPerTri); - - // set colors - for (uint32_t j = 0; j < kVerticesPerTri; j++) { - GrGLfloat* f = reinterpret_cast<GrGLfloat*>(ptr + 2 * sizeof(SkPoint) + fStride * j); - for (uint32_t k = 0; k < fAttribs * 4; k += 4) { - f[k] = colorContribution; - f[k + 1] = colorContribution; - f[k + 2] = colorContribution; - f[k + 3] = 1.0f; - } - } - } - - GR_GL_CALL(gl, GenBuffers(1, &fVBO)); - fBuffers.push_back(fVBO); - - // clear screen - GR_GL_CALL(gl, ClearColor(0.03f, 0.03f, 0.03f, 1.0f)); - GR_GL_CALL(gl, Clear(GR_GL_COLOR_BUFFER_BIT)); - - // set us up to draw - GR_GL_CALL(gl, UseProgram(fProgram)); -} - -void GLVertexAttributesBench::glDraw(int loops, const GrGLContext* ctx) { - const GrGLInterface* gl = ctx->interface(); - - // upload vertex attributes - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVBO)); - GR_GL_CALL(gl, EnableVertexAttribArray(0)); - GR_GL_CALL(gl, VertexAttribPointer(0, 4, GR_GL_FLOAT, GR_GL_FALSE, (GrGLsizei)fStride, - (GrGLvoid*)0)); - - size_t runningStride = 2 * sizeof(SkPoint); - for (uint32_t i = 0; i < fAttribs; i++) { - int attribId = i + 1; - GR_GL_CALL(gl, EnableVertexAttribArray(attribId)); - GR_GL_CALL(gl, VertexAttribPointer(attribId, 4, GR_GL_FLOAT, GR_GL_FALSE, - (GrGLsizei)fStride, (GrGLvoid*)(runningStride))); - runningStride += sizeof(GrGLfloat) * 4; - } - - GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, fVertices.count(), fVertices.begin(), - GR_GL_STREAM_DRAW)); - - uint32_t maxTrianglesPerFlush = kNumTri; - uint32_t trianglesToDraw = loops * kDrawMultiplier; - - while (trianglesToDraw > 0) { - uint32_t triangles = SkTMin(trianglesToDraw, maxTrianglesPerFlush); - GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * triangles)); - trianglesToDraw -= triangles; - } - -#if 0 - //const char* filename = "/data/local/tmp/out.png"; - SkString filename("out"); - filename.appendf("_%s.png", this->getName()); - DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str()); -#endif -} - -void GLVertexAttributesBench::teardown(const GrGLInterface* gl) { - // teardown - GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0)); - GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); - GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0)); - GR_GL_CALL(gl, DeleteTextures(1, &fTexture)); - GR_GL_CALL(gl, DeleteProgram(fProgram)); - GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin())); - fBuffers.reset(); -} - -/////////////////////////////////////////////////////////////////////////////// - -DEF_BENCH( return new GLVertexAttributesBench(0) ) -DEF_BENCH( return new GLVertexAttributesBench(1) ) -DEF_BENCH( return new GLVertexAttributesBench(2) ) -DEF_BENCH( return new GLVertexAttributesBench(3) ) -DEF_BENCH( return new GLVertexAttributesBench(4) ) -DEF_BENCH( return new GLVertexAttributesBench(5) ) -DEF_BENCH( return new GLVertexAttributesBench(6) ) -DEF_BENCH( return new GLVertexAttributesBench(7) ) -#endif |