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authorGravatar joshualitt <joshualitt@chromium.org>2015-06-26 14:20:41 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-06-26 14:20:41 -0700
commit6cd70ffa98e91e9802810ca1066aad74892c147e (patch)
tree54fd6a29a2a8cbf94ebc49ad2aa67b2ace406e97 /bench
parent2c56ba5cde25a5cdbeca2afd660b497b428e8f07 (diff)
Benchmark to test native perf of GL Instanced Ararys
Diffstat (limited to 'bench')
-rw-r--r--bench/GLInstancedArraysBench.cpp711
1 files changed, 711 insertions, 0 deletions
diff --git a/bench/GLInstancedArraysBench.cpp b/bench/GLInstancedArraysBench.cpp
new file mode 100644
index 0000000000..f75b094e3e
--- /dev/null
+++ b/bench/GLInstancedArraysBench.cpp
@@ -0,0 +1,711 @@
+/*
+ * 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 "GrTest.h"
+#include "gl/GrGLGLSL.h"
+#include "gl/GrGLInterface.h"
+#include "gl/GrGLShaderVar.h"
+#include "gl/GrGLUtil.h"
+#include "glsl/GrGLSLCaps.h"
+#include <stdio.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 GLInstancedArraysBench : public Benchmark {
+protected:
+ void onPerCanvasPreDraw(SkCanvas* canvas) override;
+ virtual void setup(const GrGLContext*)=0;
+ void onPerCanvasPostDraw(SkCanvas* canvas) override;
+ virtual void teardown(const GrGLInterface*)=0;
+
+ 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;
+
+private:
+ GrGLuint fTexture;
+ typedef Benchmark INHERITED;
+};
+
+#if 0
+class GLGpuPosInstancedArraysBench : public GLInstancedArraysBench {
+protected:
+ const char* onGetName() override {
+ return "GLInstancedArraysBench_gpupos";
+ }
+
+ void setup(const GrGLContext*) override;
+ void onDraw(const int loops, SkCanvas* canvas) override;
+};
+#endif
+
+class GLCpuPosInstancedArraysBench : public GLInstancedArraysBench {
+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) {
+ fName = VboSetupToStr(vboSetup, fDrawDiv);
+ }
+
+protected:
+ const char* onGetName() override {
+ return fName.c_str();
+ }
+
+ void setup(const GrGLContext*) override;
+ void onDraw(const int loops, SkCanvas* canvas) 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*);
+
+ 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;
+ }
+
+ SkString fName;
+ VboSetup fVboSetup;
+ uint32_t fDrawDiv;
+ SkTArray<GrGLuint> fBuffers;
+ GrGLuint fProgram;
+ GrGLuint fVAO;
+};
+
+static const GrGLContext* get_gl_context(SkCanvas* canvas) {
+ // This bench exclusively tests GL calls directly
+ if (NULL == canvas->getGrContext()) {
+ return NULL;
+ }
+ GrContext* context = canvas->getGrContext();
+
+ GrTestTarget tt;
+ context->getTestTarget(&tt);
+ if (!tt.target()) {
+ SkDebugf("Couldn't get Gr test target.");
+ return NULL;
+ }
+
+ const GrGLContext* ctx = tt.glContext();
+ if (!ctx) {
+ SkDebugf("Couldn't get an interface\n");
+ return NULL;
+ }
+
+ // We only care about gpus with drawArraysInstanced support
+ if (!ctx->interface()->fFunctions.fDrawArraysInstanced) {
+ return NULL;
+ }
+ return ctx;
+}
+
+void GLInstancedArraysBench::onPerCanvasPreDraw(SkCanvas* canvas) {
+ // This bench exclusively tests GL calls directly
+ const GrGLContext* ctx = get_gl_context(canvas);
+ if (!ctx) {
+ return;
+ }
+ this->setup(ctx);
+}
+
+void GLInstancedArraysBench::onPerCanvasPostDraw(SkCanvas* canvas) {
+ // This bench exclusively tests GL calls directly
+ const GrGLContext* ctx = get_gl_context(canvas);
+ if (!ctx) {
+ return;
+ }
+
+ const GrGLInterface* gl = ctx->interface();
+
+ // teardown
+ 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));
+
+ this->teardown(gl);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+// TODO move all of the gpu positioning stuff to a new file
+#ifdef GPU_POS
+static const char* gpu_vertex_shader =
+ "layout (location = 0) in vec2 position;\n"
+ "layout (location = 1) in vec3 color;\n"
+ "layout (location = 2) in mat3 offset;\n"
+
+ "out vec3 fColor;\n"
+
+ "void main()\n"
+ "{\n"
+ "gl_Position = vec4(offset * vec3(position, 1.0f), 1.f);\n"
+ "fColor = color;\n"
+ "}\n";
+#endif
+
+static GrGLuint load_shader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
+ GrGLuint shader;
+ // Create the shader object
+ GR_GL_CALL_RET(gl, shader, CreateShader(type));
+
+ // Load the shader source
+ GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, NULL));
+
+ // Compile the shader
+ GR_GL_CALL(gl, CompileShader(shader));
+
+ // Check for compile time errors
+ GrGLint success;
+ GrGLchar infoLog[512];
+ GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
+ if (!success)
+ {
+ GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, NULL, infoLog));
+ SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog);
+ }
+
+ return shader;
+}
+
+static GrGLuint compile_shader(const GrGLContext* ctx) {
+ const char* version = GrGLGetGLSLVersionDecl(*ctx);
+
+ // setup vertex shader
+ GrGLShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
+ GrGLShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kAttribute_TypeModifier);
+ GrGLShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kVaryingOut_TypeModifier);
+
+ SkString vshaderTxt(version);
+ aPosition.appendDecl(*ctx, &vshaderTxt);
+ vshaderTxt.append(";\n");
+ aColor.appendDecl(*ctx, &vshaderTxt);
+ vshaderTxt.append(";\n");
+ oColor.appendDecl(*ctx, &vshaderTxt);
+ vshaderTxt.append(";\n");
+
+ vshaderTxt.append(
+ "void main()\n"
+ "{\n"
+ "gl_Position = vec4(a_position, 0.f, 1.f);\n"
+ "o_color = a_color;\n"
+ "}\n");
+
+ const GrGLInterface* gl = ctx->interface();
+ GrGLuint vertexShader = load_shader(gl, vshaderTxt.c_str(), GR_GL_VERTEX_SHADER);
+
+ // setup fragment shader
+ GrGLShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
+ SkString fshaderTxt(version);
+ GrGLAppendGLSLDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, gl->fStandard,
+ &fshaderTxt);
+ oColor.setTypeModifier(GrShaderVar::kVaryingIn_TypeModifier);
+ oColor.appendDecl(*ctx, &fshaderTxt);
+ fshaderTxt.append(";\n");
+
+ const char* fsOutName;
+ if (ctx->caps()->glslCaps()->mustDeclareFragmentShaderOutput()) {
+ oFragColor.appendDecl(*ctx, &fshaderTxt);
+ fshaderTxt.append(";\n");
+ fsOutName = oFragColor.c_str();
+ } else {
+ fsOutName = "gl_FragColor";
+ }
+
+ fshaderTxt.appendf(
+ "void main()\n"
+ "{\n"
+ "%s = vec4(o_color, 1.0f);\n"
+ "}\n", fsOutName);
+
+ GrGLuint fragmentShader = load_shader(gl, fshaderTxt.c_str(), GR_GL_FRAGMENT_SHADER);
+
+ GrGLint 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;
+ GrGLchar infoLog[512];
+ GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success));
+ if (!success) {
+ GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, NULL, infoLog));
+ SkDebugf("Linker Error: %s\n", infoLog);
+ }
+ GR_GL_CALL(gl, DeleteShader(vertexShader));
+ GR_GL_CALL(gl, DeleteShader(fragmentShader));
+
+ return shaderProgram;
+}
+
+//#define DUMP_IMAGES
+#ifdef DUMP_IMAGES
+static void dump_image(const GrGLInterface* gl, uint32_t screenWidth, uint32_t screenHeight,
+ const char* filename) {
+ // read back pixels
+ 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));
+
+ // dump png
+ SkBitmap bm;
+ if (!bm.tryAllocPixels(SkImageInfo::MakeN32Premul(screenWidth, screenHeight))) {
+ SkDebugf("couldn't allocate bitmap\n");
+ return;
+ }
+
+ bm.setPixels(readback);
+
+ if (!SkImageEncoder::EncodeFile(filename, bm, SkImageEncoder::kPNG_Type, 100)) {
+ SkDebugf("------ failed to encode %s\n", filename);
+ remove(filename); // remove any partial file
+ return;
+ }
+}
+#endif
+
+static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) {
+ //Setup framebuffer
+ GrGLuint texture;
+ GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0));
+ GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0));
+ GR_GL_CALL(gl, GenTextures(1, &texture));
+ GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15));
+ 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_RGBA8, //internal format
+ screenWidth, // width
+ screenHeight, // height
+ 0, //border
+ GR_GL_RGBA, //format
+ GR_GL_UNSIGNED_BYTE, // type
+ NULL));
+
+ // 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));
+}
+
+template<typename Func>
+static void setup_matrices(int numQuads, Func f) {
+#if 0
+ float max = sqrt(numQuads);
+ float pos = 1.f / (2 * max);
+ GrGLfloat offset = pos * 2;
+ for(GrGLint row = 0; row < max; row++) {
+ for(GrGLint col = 0; col < max; col++) {
+ SkScalar xOffset = col / max * 2.f - 1.f + offset;
+ SkScalar yOffset = row / max * 2.f - 1.f + offset;
+ SkMatrix translation;
+ SkRandom random;
+ translation.setScale(pos, pos);
+ translation.postTranslate(xOffset, yOffset);
+ f(translation);
+ }
+ }
+#endif
+ // 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);
+ }
+}
+
+#ifdef GPU_POS
+void GLGpuPosInstancedArraysBench::setup(const GrGLInterface* gl) {
+ setup_framebuffer(gl, kScreenWidth, kScreenHeight);
+
+ // compile and use shaders
+ GrGLint shaderProgram = compile_shader(gl, gpu_vertex_shader, fragment_shader);
+
+ // translations
+ int index = 0;
+ GrGLfloat viewMatrices[fNumQuads * fSkMatrixNumCells];
+ setup_matrices(fNumQuads, [&index, &viewMatrices](const SkMatrix& m) {
+ GrGLGetMatrix<3>(&viewMatrices[index], m);
+ index += fSkMatrixNumCells;
+ });
+
+ // Constants for our various shader programs
+ GrGLfloat quad_vertices[] = {
+ // Positions // Colors
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f
+ };
+
+ // update vertex data
+ GrGLuint quadVAO, quadVBO;
+ GR_GL_CALL(gl, GenVertexArrays(1, &quadVAO));
+ GR_GL_CALL(gl, GenBuffers(1, &quadVBO));
+ GR_GL_CALL(gl, BindVertexArray(quadVAO));
+ GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, quadVBO));
+ GR_GL_CALL(gl, EnableVertexAttribArray(0));
+ GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)0));
+ GR_GL_CALL(gl, EnableVertexAttribArray(1));
+ GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, 5 * sizeof(GrGLfloat), (GrGLvoid*)(2 * sizeof(GrGLfloat))));
+ GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GR_GL_STATIC_DRAW));
+
+ // Also set instance data
+ 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(GrGLfloat) * fSkMatrixNumCells * fNumQuads,
+ &viewMatrices[0], GR_GL_STATIC_DRAW));
+ GR_GL_CALL(gl, EnableVertexAttribArray(2));
+ GR_GL_CALL(gl, EnableVertexAttribArray(3));
+ GR_GL_CALL(gl, EnableVertexAttribArray(4));
+ GR_GL_CALL(gl, VertexAttribPointer(2, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)0));
+ GR_GL_CALL(gl, VertexAttribPointer(3, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(3 * sizeof(GrGLfloat))));
+ GR_GL_CALL(gl, VertexAttribPointer(4, 3, GR_GL_FLOAT, GR_GL_FALSE, 9 * sizeof(GrGLfloat), (GrGLvoid*)(6 * sizeof(GrGLfloat))));
+ GR_GL_CALL(gl, VertexAttribDivisor(2, 1));
+ GR_GL_CALL(gl, VertexAttribDivisor(3, 1));
+ GR_GL_CALL(gl, VertexAttribDivisor(4, 1));
+
+ // draw
+ 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(shaderProgram));
+ GR_GL_CALL(gl, BindVertexArray(quadVAO));
+}
+
+void GLGpuPosInstancedArraysBench::onDraw(const int loops, SkCanvas* canvas) {
+ const GrGLInterface* gl = get_interface(canvas);
+ if (!gl) {
+ return;
+ }
+
+ GR_GL_CALL(gl, DrawArraysInstanced(GR_GL_TRIANGLES, 0, 6, fNumQuads));
+
+#ifdef DUMP_IMAGES
+ const char* filename = "out.png";
+ dump_image(gl, kScreenWidth, kScreenHeight, filename);
+#endif
+ SkFAIL("done\n");
+}
+
+static uint32_t setup_quad_index_buffer(const GrGLInterface* gl) {
+ static const int kMaxQuads = 1;//1 << 12; // max possible: (1 << 14) - 1;
+ GR_STATIC_ASSERT(4 * kMaxQuads <= 65535);
+ static const uint16_t kPattern[] = { 0, 1, 2, 0, 2, 3 };
+ static const int kPatternSize = 6;
+ static const int kVertCount = 4;
+ static const int kIndicesCount = kPatternSize * kMaxQuads;
+ int size = kPatternSize * kMaxQuads * sizeof(uint16_t);
+
+ uint16_t* data = SkNEW_ARRAY(uint16_t, kMaxQuads * kPatternSize);
+
+ for (int i = 0; i < kMaxQuads; ++i) {
+ int baseIdx = i * kPatternSize;
+ uint16_t baseVert = (uint16_t)(i * kVertCount);
+ for (int j = 0; j < kPatternSize; ++j) {
+ data[baseIdx+j] = baseVert + kPattern[j];
+ }
+ }
+
+ GrGLuint quadIBO;
+ GR_GL_CALL(gl, GenBuffers(1, &quadIBO));
+ GR_GL_CALL(gl, BindBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, quadIBO));
+ GR_GL_CALL(gl, BufferData(GR_GL_ELEMENT_ARRAY_BUFFER, size, data, GR_GL_STATIC_DRAW));
+
+ SkDELETE_ARRAY(data);
+ return kIndicesCount;
+}
+#endif
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+
+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();
+ setup_framebuffer(gl, kScreenWidth, kScreenHeight);
+
+ fProgram = compile_shader(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::onDraw(const int loops, SkCanvas* canvas) {
+ const GrGLContext* ctx = get_gl_context(canvas);
+ if (!ctx) {
+ return;
+ }
+
+ 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;
+ }
+ }
+
+#ifdef DUMP_IMAGES
+ //const char* filename = "/data/local/tmp/out.png";
+ SkString filename("out");
+ filename.appendf("_%s.png", this->getName());
+ dump_image(gl, kScreenWidth, kScreenHeight, filename.c_str());
+#endif
+}
+
+void GLCpuPosInstancedArraysBench::teardown(const GrGLInterface* gl) {
+ GR_GL_CALL(gl, DeleteProgram(fProgram));
+ GR_GL_CALL(gl, DeleteBuffers(fBuffers.count(), fBuffers.begin()));
+ GR_GL_CALL(gl, DeleteVertexArrays(1, &fVAO));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+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