/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include #include "Benchmark.h" #include "CrashHandler.h" #include "ResultsWriter.h" #include "Stats.h" #include "Timer.h" #include "SkCanvas.h" #include "SkCommandLineFlags.h" #include "SkForceLinking.h" #include "SkGraphics.h" #include "SkString.h" #include "SkSurface.h" #if SK_SUPPORT_GPU #include "GrContextFactory.h" GrContextFactory gGrFactory; #endif __SK_FORCE_IMAGE_DECODER_LINKING; #if SK_DEBUG DEFINE_bool(runOnce, true, "Run each benchmark just once?"); #else DEFINE_bool(runOnce, false, "Run each benchmark just once?"); #endif DEFINE_int32(samples, 10, "Number of samples to measure for each bench."); DEFINE_int32(overheadLoops, 100000, "Loops to estimate timer overhead."); DEFINE_double(overheadGoal, 0.0001, "Loop until timer overhead is at most this fraction of our measurments."); DEFINE_string(match, "", "The usual filters on file names of benchmarks to measure."); DEFINE_bool2(quiet, q, false, "Print only bench name and minimum sample."); DEFINE_bool2(verbose, v, false, "Print all samples."); DEFINE_string(config, "nonrendering 8888 gpu", "Configs to measure. Options: " "565 8888 gpu nonrendering debug nullgpu msaa4 msaa16 nvprmsaa4 nvprmsaa16 angle"); DEFINE_double(gpuMs, 5, "Target bench time in millseconds for GPU."); DEFINE_int32(gpuFrameLag, 5, "Overestimate of maximum number of frames GPU allows to lag."); DEFINE_bool(cpu, true, "Master switch for CPU-bound work."); DEFINE_bool(gpu, true, "Master switch for GPU-bound work."); DEFINE_string(outResultsFile, "", "If given, write results here as JSON."); DEFINE_bool(resetGpuContext, true, "Reset the GrContext before running each bench."); static SkString humanize(double ms) { if (ms > 1e+3) return SkStringPrintf("%.3gs", ms/1e3); if (ms < 1e-3) return SkStringPrintf("%.3gns", ms*1e6); #ifdef SK_BUILD_FOR_WIN if (ms < 1) return SkStringPrintf("%.3gus", ms*1e3); #else if (ms < 1) return SkStringPrintf("%.3gµs", ms*1e3); #endif return SkStringPrintf("%.3gms", ms); } static double time(int loops, Benchmark* bench, SkCanvas* canvas, SkGLContextHelper* gl) { WallTimer timer; timer.start(); if (bench) { bench->draw(loops, canvas); } if (canvas) { canvas->flush(); } #if SK_SUPPORT_GPU if (gl) { SK_GL(*gl, Flush()); gl->swapBuffers(); } #endif timer.end(); return timer.fWall; } static double estimate_timer_overhead() { double overhead = 0; for (int i = 0; i < FLAGS_overheadLoops; i++) { overhead += time(1, NULL, NULL, NULL); } return overhead / FLAGS_overheadLoops; } static int cpu_bench(const double overhead, Benchmark* bench, SkCanvas* canvas, double* samples) { // First figure out approximately how many loops of bench it takes to make overhead negligible. double bench_plus_overhead; do { bench_plus_overhead = time(1, bench, canvas, NULL); } while (bench_plus_overhead < overhead); // Shouldn't normally happen. // Later we'll just start and stop the timer once but loop N times. // We'll pick N to make timer overhead negligible: // // overhead // ------------------------- < FLAGS_overheadGoal // overhead + N * Bench Time // // where bench_plus_overhead ≈ overhead + Bench Time. // // Doing some math, we get: // // (overhead / FLAGS_overheadGoal) - overhead // ------------------------------------------ < N // bench_plus_overhead - overhead) // // Luckily, this also works well in practice. :) const double numer = overhead / FLAGS_overheadGoal - overhead; const double denom = bench_plus_overhead - overhead; const int loops = FLAGS_runOnce ? 1 : (int)ceil(numer / denom); for (int i = 0; i < FLAGS_samples; i++) { samples[i] = time(loops, bench, canvas, NULL) / loops; } return loops; } #if SK_SUPPORT_GPU static int gpu_bench(SkGLContextHelper* gl, Benchmark* bench, SkCanvas* canvas, double* samples) { // Make sure we're done with whatever came before. SK_GL(*gl, Finish()); // First, figure out how many loops it'll take to get a frame up to FLAGS_gpuMs. int loops = 1; if (!FLAGS_runOnce) { double elapsed = 0; do { loops *= 2; // If the GPU lets frames lag at all, we need to make sure we're timing // _this_ round, not still timing last round. We force this by looping // more times than any reasonable GPU will allow frames to lag. for (int i = 0; i < FLAGS_gpuFrameLag; i++) { elapsed = time(loops, bench, canvas, gl); } } while (elapsed < FLAGS_gpuMs); // We've overshot at least a little. Scale back linearly. loops = (int)ceil(loops * FLAGS_gpuMs / elapsed); // Might as well make sure we're not still timing our calibration. SK_GL(*gl, Finish()); } // Pretty much the same deal as the calibration: do some warmup to make // sure we're timing steady-state pipelined frames. for (int i = 0; i < FLAGS_gpuFrameLag; i++) { time(loops, bench, canvas, gl); } // Now, actually do the timing! for (int i = 0; i < FLAGS_samples; i++) { samples[i] = time(loops, bench, canvas, gl) / loops; } return loops; } #endif static SkString to_lower(const char* str) { SkString lower(str); for (size_t i = 0; i < lower.size(); i++) { lower[i] = tolower(lower[i]); } return lower; } struct Target { const char* config; Benchmark::Backend backend; SkAutoTDelete surface; #if SK_SUPPORT_GPU SkGLContextHelper* gl; #endif }; // If bench is enabled for backend/config, returns a Target* for them, otherwise NULL. static Target* is_enabled(Benchmark* bench, Benchmark::Backend backend, const char* config) { if (!bench->isSuitableFor(backend)) { return NULL; } for (int i = 0; i < FLAGS_config.count(); i++) { if (to_lower(FLAGS_config[i]).equals(config)) { Target* target = new Target; target->config = config; target->backend = backend; return target; } } return NULL; } // Append all targets that are suitable for bench. static void create_targets(Benchmark* bench, SkTDArray* targets) { const int w = bench->getSize().fX, h = bench->getSize().fY; const SkImageInfo _8888 = { w, h, kN32_SkColorType, kPremul_SkAlphaType }, _565 = { w, h, kRGB_565_SkColorType, kOpaque_SkAlphaType }; #define CPU_TARGET(config, backend, code) \ if (Target* t = is_enabled(bench, Benchmark::backend, #config)) { \ t->surface.reset(code); \ targets->push(t); \ } if (FLAGS_cpu) { CPU_TARGET(nonrendering, kNonRendering_Backend, NULL) CPU_TARGET(8888, kRaster_Backend, SkSurface::NewRaster(_8888)) CPU_TARGET(565, kRaster_Backend, SkSurface::NewRaster(_565)) } #if SK_SUPPORT_GPU #define GPU_TARGET(config, ctxType, info, samples) \ if (Target* t = is_enabled(bench, Benchmark::kGPU_Backend, #config)) { \ t->surface.reset(SkSurface::NewRenderTarget(gGrFactory.get(ctxType), info, samples)); \ t->gl = gGrFactory.getGLContext(ctxType); \ targets->push(t); \ } if (FLAGS_gpu) { GPU_TARGET(gpu, GrContextFactory::kNative_GLContextType, _8888, 0) GPU_TARGET(msaa4, GrContextFactory::kNative_GLContextType, _8888, 4) GPU_TARGET(msaa16, GrContextFactory::kNative_GLContextType, _8888, 16) GPU_TARGET(nvprmsaa4, GrContextFactory::kNVPR_GLContextType, _8888, 4) GPU_TARGET(nvprmsaa16, GrContextFactory::kNVPR_GLContextType, _8888, 16) GPU_TARGET(debug, GrContextFactory::kDebug_GLContextType, _8888, 0) GPU_TARGET(nullgpu, GrContextFactory::kNull_GLContextType, _8888, 0) #if SK_ANGLE GPU_TARGET(angle, GrContextFactory::kANGLE_GLContextType, _8888, 0) #endif } #endif } static void fill_static_options(ResultsWriter* log) { #if defined(SK_BUILD_FOR_WIN32) log->option("system", "WIN32"); #elif defined(SK_BUILD_FOR_MAC) log->option("system", "MAC"); #elif defined(SK_BUILD_FOR_ANDROID) log->option("system", "ANDROID"); #elif defined(SK_BUILD_FOR_UNIX) log->option("system", "UNIX"); #else log->option("system", "other"); #endif #if defined(SK_DEBUG) log->option("build", "DEBUG"); #else log->option("build", "RELEASE"); #endif } int tool_main(int argc, char** argv); int tool_main(int argc, char** argv) { SetupCrashHandler(); SkAutoGraphics ag; SkCommandLineFlags::Parse(argc, argv); if (FLAGS_runOnce) { FLAGS_samples = 1; FLAGS_gpuFrameLag = 0; } MultiResultsWriter log; SkAutoTDelete json; if (!FLAGS_outResultsFile.isEmpty()) { json.reset(SkNEW(JSONResultsWriter(FLAGS_outResultsFile[0]))); log.add(json.get()); } CallEnd ender(log); fill_static_options(&log); const double overhead = estimate_timer_overhead(); SkAutoTMalloc samples(FLAGS_samples); if (FLAGS_runOnce) { SkDebugf("--runOnce is true; times would only be misleading so we won't print them.\n"); } else if (FLAGS_verbose) { // No header. } else if (FLAGS_quiet) { SkDebugf("median\tbench\tconfig\n"); } else { SkDebugf("loops\tmin\tmedian\tmean\tmax\tstddev\tsamples\tconfig\tbench\n"); } for (const BenchRegistry* r = BenchRegistry::Head(); r != NULL; r = r->next()) { SkAutoTDelete bench(r->factory()(NULL)); if (SkCommandLineFlags::ShouldSkip(FLAGS_match, bench->getName())) { continue; } log.bench(bench->getName(), bench->getSize().fX, bench->getSize().fY); SkTDArray targets; create_targets(bench.get(), &targets); bench->preDraw(); for (int j = 0; j < targets.count(); j++) { SkCanvas* canvas = targets[j]->surface.get() ? targets[j]->surface->getCanvas() : NULL; const int loops = #if SK_SUPPORT_GPU Benchmark::kGPU_Backend == targets[j]->backend ? gpu_bench(targets[j]->gl, bench.get(), canvas, samples.get()) : #endif cpu_bench( overhead, bench.get(), canvas, samples.get()); Stats stats(samples.get(), FLAGS_samples); const char* config = targets[j]->config; log.config(config); log.timer("min_ms", stats.min); log.timer("median_ms", stats.median); log.timer("mean_ms", stats.mean); log.timer("max_ms", stats.max); log.timer("stddev_ms", sqrt(stats.var)); if (FLAGS_runOnce) { if (targets.count() == 1) { config = ""; // Only print the config if we run the same bench on more than one. } SkDebugf("%s\t%s\n", bench->getName(), config); } else if (FLAGS_verbose) { for (int i = 0; i < FLAGS_samples; i++) { SkDebugf("%s ", humanize(samples[i]).c_str()); } SkDebugf("%s\n", bench->getName()); } else if (FLAGS_quiet) { if (targets.count() == 1) { config = ""; // Only print the config if we run the same bench on more than one. } SkDebugf("%s\t%s\t%s\n", humanize(stats.median).c_str(), bench->getName(), config); } else { const double stddev_percent = 100 * sqrt(stats.var) / stats.mean; SkDebugf("%d\t%s\t%s\t%s\t%s\t%.0f%%\t%s\t%s\t%s\n" , loops , humanize(stats.min).c_str() , humanize(stats.median).c_str() , humanize(stats.mean).c_str() , humanize(stats.max).c_str() , stddev_percent , stats.plot.c_str() , config , bench->getName() ); } } targets.deleteAll(); #if SK_SUPPORT_GPU if (FLAGS_resetGpuContext) { gGrFactory.destroyContexts(); } #endif } return 0; } #if !defined SK_BUILD_FOR_IOS int main(int argc, char * const argv[]) { return tool_main(argc, (char**) argv); } #endif