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1 //
2 // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // UniformsBenchmark:
7 //   Performance test for setting uniform data.
8 //
9 
10 #include "ANGLEPerfTest.h"
11 
12 #include <array>
13 #include <iostream>
14 #include <random>
15 #include <sstream>
16 
17 #include "common/debug.h"
18 #include "util/Matrix.h"
19 #include "util/shader_utils.h"
20 
21 using namespace angle;
22 
23 namespace
24 {
25 constexpr unsigned int kIterationsPerStep = 4;
26 
27 // Controls when we call glUniform, if the data is the same as last frame.
28 enum DataMode
29 {
30     UPDATE,
31     REPEAT,
32 };
33 
34 // TODO(jmadill): Use an ANGLE enum for this?
35 enum DataType
36 {
37     VEC4,
38     MAT3x3,
39     MAT3x4,
40     MAT4x4,
41 };
42 
43 // Determines if we state change the program between draws.
44 // This covers a performance problem in ANGLE where calling UseProgram reuploads uniform data.
45 enum ProgramMode
46 {
47     SINGLE,
48     MULTIPLE,
49 };
50 
51 enum MatrixLayout
52 {
53     TRANSPOSE,
54     NO_TRANSPOSE,
55 };
56 
57 struct UniformsParams final : public RenderTestParams
58 {
UniformsParams__anon8d66a1390111::UniformsParams59     UniformsParams()
60     {
61         iterationsPerStep = kIterationsPerStep;
62 
63         // Common default params
64         majorVersion = 3;
65         minorVersion = 0;
66         windowWidth  = 720;
67         windowHeight = 720;
68     }
69 
70     std::string story() const override;
71     size_t numVertexUniforms   = 200;
72     size_t numFragmentUniforms = 200;
73 
74     DataType dataType         = DataType::VEC4;
75     DataMode dataMode         = DataMode::REPEAT;
76     MatrixLayout matrixLayout = MatrixLayout::NO_TRANSPOSE;
77     ProgramMode programMode   = ProgramMode::SINGLE;
78 };
79 
operator <<(std::ostream & os,const UniformsParams & params)80 std::ostream &operator<<(std::ostream &os, const UniformsParams &params)
81 {
82     os << params.backendAndStory().substr(1);
83     return os;
84 }
85 
story() const86 std::string UniformsParams::story() const
87 {
88     std::stringstream strstr;
89 
90     strstr << RenderTestParams::story();
91 
92     if (dataType == DataType::VEC4)
93     {
94         strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_vec4";
95     }
96     else if (dataType == DataType::MAT3x3)
97     {
98         strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_mat3x3";
99     }
100     else if (dataType == DataType::MAT3x4)
101     {
102         strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_mat3x4";
103     }
104     else
105     {
106         strstr << "_" << (numVertexUniforms + numFragmentUniforms) << "_mat4x4";
107     }
108 
109     if (matrixLayout == MatrixLayout::TRANSPOSE)
110     {
111         strstr << "_transpose";
112     }
113 
114     if (programMode == ProgramMode::MULTIPLE)
115     {
116         strstr << "_multiprogram";
117     }
118 
119     if (dataMode == DataMode::REPEAT)
120     {
121         strstr << "_repeating";
122     }
123 
124     return strstr.str();
125 }
126 
127 class UniformsBenchmark : public ANGLERenderTest,
128                           public ::testing::WithParamInterface<UniformsParams>
129 {
130   public:
131     UniformsBenchmark();
132 
133     void initializeBenchmark() override;
134     void destroyBenchmark() override;
135     void drawBenchmark() override;
136 
137   private:
138     void initShaders();
139 
140     template <bool MultiProgram, typename SetUniformFunc>
141     void drawLoop(const SetUniformFunc &setUniformsFunc);
142 
143     std::array<GLuint, 2> mPrograms;
144     std::vector<GLuint> mUniformLocations;
145 
146     using MatrixData = std::array<std::vector<Matrix4>, 2>;
147     MatrixData mMatrixData;
148 };
149 
GenMatrixData(size_t count,int parity)150 std::vector<Matrix4> GenMatrixData(size_t count, int parity)
151 {
152     std::vector<Matrix4> data;
153 
154     // Very simple matrix data allocation scheme.
155     for (size_t index = 0; index < count; ++index)
156     {
157         Matrix4 mat;
158         for (int row = 0; row < 4; ++row)
159         {
160             for (int col = 0; col < 4; ++col)
161             {
162                 mat.data[row * 4 + col] = (row * col + parity) % 2 == 0 ? 1.0f : -1.0f;
163             }
164         }
165 
166         data.push_back(mat);
167     }
168 
169     return data;
170 }
171 
UniformsBenchmark()172 UniformsBenchmark::UniformsBenchmark() : ANGLERenderTest("Uniforms", GetParam()), mPrograms({})
173 {
174     // Fails on Windows7 NVIDIA Vulkan, presumably due to old drivers. http://crbug.com/1096510
175     if (IsWindows7() && IsNVIDIA() &&
176         GetParam().eglParameters.renderer == EGL_PLATFORM_ANGLE_TYPE_VULKAN_ANGLE)
177     {
178         mSkipTest = true;
179     }
180 }
181 
initializeBenchmark()182 void UniformsBenchmark::initializeBenchmark()
183 {
184     const auto &params = GetParam();
185 
186     // Verify the uniform counts are within the limits
187     GLint maxVertexUniformVectors, maxFragmentUniformVectors;
188     glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &maxVertexUniformVectors);
189     glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniformVectors);
190 
191     GLint vectorCountPerUniform;
192     bool isMatrix;
193     switch (params.dataType)
194     {
195         case DataType::MAT3x3:
196             vectorCountPerUniform = 3;
197             isMatrix              = true;
198             break;
199         case DataType::MAT3x4:
200             // depends on transpose, conservatively set to 4
201             vectorCountPerUniform = 4;
202             isMatrix              = true;
203             break;
204         case DataType::MAT4x4:
205             vectorCountPerUniform = 4;
206             isMatrix              = true;
207             break;
208         default:
209             vectorCountPerUniform = 1;
210             isMatrix              = false;
211             break;
212     }
213 
214     GLint numVertexUniformVectors =
215         static_cast<GLint>(params.numVertexUniforms) * vectorCountPerUniform;
216     GLint numFragmentUniformVectors =
217         static_cast<GLint>(params.numFragmentUniforms) * vectorCountPerUniform;
218 
219     if (numVertexUniformVectors > maxVertexUniformVectors)
220     {
221         FAIL() << "Vertex uniform vector count (" << numVertexUniformVectors << ")"
222                << " exceeds maximum vertex uniform vector count: " << maxVertexUniformVectors
223                << std::endl;
224     }
225     if (numFragmentUniformVectors > maxFragmentUniformVectors)
226     {
227         FAIL() << "Fragment uniform vector count (" << numFragmentUniformVectors << ")"
228                << " exceeds maximum fragment uniform vector count: " << maxFragmentUniformVectors
229                << std::endl;
230     }
231 
232     initShaders();
233     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
234     glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
235 
236     if (isMatrix)
237     {
238         size_t count = params.numVertexUniforms + params.numFragmentUniforms;
239 
240         mMatrixData[0] = GenMatrixData(count, 0);
241         if (params.dataMode == DataMode::REPEAT)
242         {
243             mMatrixData[1] = GenMatrixData(count, 0);
244         }
245         else
246         {
247             mMatrixData[1] = GenMatrixData(count, 1);
248         }
249     }
250 
251     GLint attribLocation = glGetAttribLocation(mPrograms[0], "pos");
252     ASSERT_NE(-1, attribLocation);
253     ASSERT_EQ(attribLocation, glGetAttribLocation(mPrograms[1], "pos"));
254     glVertexAttrib4f(attribLocation, 1.0f, 0.0f, 0.0f, 1.0f);
255 
256     ASSERT_GL_NO_ERROR();
257 }
258 
GetUniformLocationName(size_t idx,bool vertexShader)259 std::string GetUniformLocationName(size_t idx, bool vertexShader)
260 {
261     std::stringstream strstr;
262     strstr << (vertexShader ? "vs" : "fs") << "_u_" << idx;
263     return strstr.str();
264 }
265 
initShaders()266 void UniformsBenchmark::initShaders()
267 {
268     const auto &params = GetParam();
269 
270     const std::string kUniformVarPlaceHolder = "%s";
271     std::string typeString;
272     std::string uniformOperationTemplate;
273     switch (params.dataType)
274     {
275         case DataType::VEC4:
276             typeString               = "vec4";
277             uniformOperationTemplate = kUniformVarPlaceHolder;
278             break;
279         case DataType::MAT3x3:
280             typeString = "mat3";
281             uniformOperationTemplate =
282                 "mat4(" + kUniformVarPlaceHolder + ") * vec4(1.0, 1.0, 1.0, 1.0)";
283             break;
284         case DataType::MAT3x4:
285             typeString = "mat3x4";
286             uniformOperationTemplate =
287                 "mat4(" + kUniformVarPlaceHolder + ") * vec4(1.0, 1.0, 1.0, 1.0)";
288             break;
289         case DataType::MAT4x4:
290             typeString               = "mat4";
291             uniformOperationTemplate = kUniformVarPlaceHolder + "* vec4(1.0, 1.0, 1.0, 1.0)";
292             break;
293         default:
294             UNREACHABLE();
295     }
296 
297     std::stringstream vstrstr;
298     vstrstr << "#version 300 es\n";
299     vstrstr << "precision mediump float;\n";
300     vstrstr << "in vec4 pos;\n";
301 
302     for (size_t i = 0; i < params.numVertexUniforms; i++)
303     {
304         vstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, true) << ";\n";
305     }
306 
307     vstrstr << "void main()\n"
308                "{\n"
309                "    gl_Position = pos;\n";
310     for (size_t i = 0; i < params.numVertexUniforms; i++)
311     {
312         std::string uniformOperation = uniformOperationTemplate;
313         std::size_t pos              = uniformOperation.find(kUniformVarPlaceHolder);
314         ASSERT(pos != std::string::npos);
315         uniformOperation.replace(pos, kUniformVarPlaceHolder.size(),
316                                  GetUniformLocationName(i, true));
317         vstrstr << "    gl_Position += ";
318         vstrstr << uniformOperation;
319         vstrstr << ";\n";
320     }
321     vstrstr << "}";
322 
323     std::stringstream fstrstr;
324     fstrstr << "#version 300 es\n";
325     fstrstr << "precision mediump float;\n";
326     fstrstr << "out vec4 fragColor;\n";
327 
328     for (size_t i = 0; i < params.numFragmentUniforms; i++)
329     {
330         fstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, false) << ";\n";
331     }
332     fstrstr << "void main()\n"
333                "{\n"
334                "    fragColor = vec4(0, 0, 0, 0);\n";
335     for (size_t i = 0; i < params.numFragmentUniforms; i++)
336     {
337         std::string uniformOperation = uniformOperationTemplate;
338         std::size_t pos              = uniformOperation.find(kUniformVarPlaceHolder);
339         ASSERT(pos != std::string::npos);
340         uniformOperation.replace(pos, kUniformVarPlaceHolder.size(),
341                                  GetUniformLocationName(i, false));
342         fstrstr << "    fragColor += ";
343         fstrstr << uniformOperation;
344         fstrstr << ";\n";
345     }
346     fstrstr << "}";
347 
348     mPrograms[0] = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
349     ASSERT_NE(0u, mPrograms[0]);
350     mPrograms[1] = CompileProgram(vstrstr.str().c_str(), fstrstr.str().c_str());
351     ASSERT_NE(0u, mPrograms[1]);
352 
353     for (size_t i = 0; i < params.numVertexUniforms; ++i)
354     {
355         std::string name = GetUniformLocationName(i, true);
356         GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
357         ASSERT_NE(-1, location);
358         ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
359         mUniformLocations.push_back(location);
360     }
361     for (size_t i = 0; i < params.numFragmentUniforms; ++i)
362     {
363         std::string name = GetUniformLocationName(i, false);
364         GLint location   = glGetUniformLocation(mPrograms[0], name.c_str());
365         ASSERT_NE(-1, location);
366         ASSERT_EQ(location, glGetUniformLocation(mPrograms[1], name.c_str()));
367         mUniformLocations.push_back(location);
368     }
369 
370     // Use the program object
371     glUseProgram(mPrograms[0]);
372 }
373 
destroyBenchmark()374 void UniformsBenchmark::destroyBenchmark()
375 {
376     glDeleteProgram(mPrograms[0]);
377     glDeleteProgram(mPrograms[1]);
378 }
379 
380 // Hopefully the compiler is smart enough to inline the lambda setUniformsFunc.
381 template <bool MultiProgram, typename SetUniformFunc>
drawLoop(const SetUniformFunc & setUniformsFunc)382 void UniformsBenchmark::drawLoop(const SetUniformFunc &setUniformsFunc)
383 {
384     const auto &params = GetParam();
385 
386     size_t frameIndex = 0;
387 
388     for (size_t it = 0; it < params.iterationsPerStep; ++it, frameIndex = (frameIndex == 0 ? 1 : 0))
389     {
390         if (MultiProgram)
391         {
392             glUseProgram(mPrograms[frameIndex]);
393         }
394         if (params.dataMode == DataMode::UPDATE)
395         {
396             for (size_t uniform = 0; uniform < mUniformLocations.size(); ++uniform)
397             {
398                 setUniformsFunc(mUniformLocations, mMatrixData, uniform, frameIndex);
399             }
400         }
401         glDrawArrays(GL_TRIANGLES, 0, 3);
402     }
403 }
404 
drawBenchmark()405 void UniformsBenchmark::drawBenchmark()
406 {
407     const auto &params = GetParam();
408 
409     GLboolean transpose = static_cast<GLboolean>(params.matrixLayout == MatrixLayout::TRANSPOSE);
410 
411     switch (params.dataType)
412     {
413         case DataType::MAT4x4:
414         {
415             auto setFunc = [=](const std::vector<GLuint> &locations, const MatrixData &matrixData,
416                                size_t uniform, size_t frameIndex) {
417                 glUniformMatrix4fv(locations[uniform], 1, transpose,
418                                    matrixData[frameIndex][uniform].data);
419             };
420 
421             drawLoop<false>(setFunc);
422             break;
423         }
424         case DataType::MAT3x4:
425         {
426             auto setFunc = [=](const std::vector<GLuint> &locations, const MatrixData &matrixData,
427                                size_t uniform, size_t frameIndex) {
428                 glUniformMatrix3x4fv(locations[uniform], 1, transpose,
429                                      matrixData[frameIndex][uniform].data);
430             };
431 
432             drawLoop<false>(setFunc);
433             break;
434         }
435         case DataType::MAT3x3:
436         {
437             auto setFunc = [=](const std::vector<GLuint> &locations, const MatrixData &matrixData,
438                                size_t uniform, size_t frameIndex) {
439                 glUniformMatrix3fv(locations[uniform], 1, transpose,
440                                    matrixData[frameIndex][uniform].data);
441             };
442 
443             drawLoop<false>(setFunc);
444             break;
445         }
446         case DataType::VEC4:
447         {
448             auto setFunc = [](const std::vector<GLuint> &locations, const MatrixData &matrixData,
449                               size_t uniform, size_t frameIndex) {
450                 float value = static_cast<float>(uniform);
451                 glUniform4f(locations[uniform], value, value, value, value);
452             };
453 
454             if (params.programMode == ProgramMode::MULTIPLE)
455             {
456                 drawLoop<true>(setFunc);
457             }
458             else
459             {
460                 drawLoop<false>(setFunc);
461             }
462             break;
463         }
464         default:
465             UNREACHABLE();
466     }
467 
468     ASSERT_GL_NO_ERROR();
469 }
470 
471 using namespace egl_platform;
472 
VectorUniforms(const EGLPlatformParameters & egl,DataMode dataMode,ProgramMode programMode=ProgramMode::SINGLE)473 UniformsParams VectorUniforms(const EGLPlatformParameters &egl,
474                               DataMode dataMode,
475                               ProgramMode programMode = ProgramMode::SINGLE)
476 {
477     UniformsParams params;
478     params.eglParameters = egl;
479     params.dataMode      = dataMode;
480     params.programMode   = programMode;
481     return params;
482 }
483 
MatrixUniforms(const EGLPlatformParameters & egl,DataMode dataMode,DataType dataType,MatrixLayout matrixLayout)484 UniformsParams MatrixUniforms(const EGLPlatformParameters &egl,
485                               DataMode dataMode,
486                               DataType dataType,
487                               MatrixLayout matrixLayout)
488 {
489     UniformsParams params;
490     params.eglParameters = egl;
491     params.dataType      = dataType;
492     params.dataMode      = dataMode;
493     params.matrixLayout  = matrixLayout;
494 
495     // Reduce the number of uniforms to fit within smaller upper limits on some configs.
496     params.numVertexUniforms   = 55;
497     params.numFragmentUniforms = 55;
498 
499     return params;
500 }
501 
502 }  // anonymous namespace
503 
TEST_P(UniformsBenchmark,Run)504 TEST_P(UniformsBenchmark, Run)
505 {
506     run();
507 }
508 
509 ANGLE_INSTANTIATE_TEST(
510     UniformsBenchmark,
511     VectorUniforms(D3D11(), DataMode::REPEAT),
512     VectorUniforms(D3D11(), DataMode::UPDATE),
513     VectorUniforms(D3D11_NULL(), DataMode::UPDATE),
514     VectorUniforms(OPENGL_OR_GLES(), DataMode::UPDATE),
515     VectorUniforms(OPENGL_OR_GLES(), DataMode::REPEAT),
516     VectorUniforms(OPENGL_OR_GLES_NULL(), DataMode::UPDATE),
517     MatrixUniforms(D3D11(), DataMode::UPDATE, DataType::MAT4x4, MatrixLayout::NO_TRANSPOSE),
518     MatrixUniforms(OPENGL_OR_GLES(),
519                    DataMode::UPDATE,
520                    DataType::MAT4x4,
521                    MatrixLayout::NO_TRANSPOSE),
522     MatrixUniforms(VULKAN_NULL(), DataMode::UPDATE, DataType::MAT4x4, MatrixLayout::NO_TRANSPOSE),
523     MatrixUniforms(VULKAN_NULL(), DataMode::UPDATE, DataType::MAT4x4, MatrixLayout::TRANSPOSE),
524     MatrixUniforms(VULKAN_NULL(), DataMode::REPEAT, DataType::MAT4x4, MatrixLayout::NO_TRANSPOSE),
525     MatrixUniforms(VULKAN_NULL(), DataMode::UPDATE, DataType::MAT3x4, MatrixLayout::NO_TRANSPOSE),
526     MatrixUniforms(VULKAN_NULL(), DataMode::UPDATE, DataType::MAT3x3, MatrixLayout::TRANSPOSE),
527     MatrixUniforms(VULKAN_NULL(), DataMode::REPEAT, DataType::MAT3x3, MatrixLayout::TRANSPOSE),
528     MatrixUniforms(VULKAN(), DataMode::UPDATE, DataType::MAT4x4, MatrixLayout::NO_TRANSPOSE),
529     MatrixUniforms(VULKAN(), DataMode::REPEAT, DataType::MAT4x4, MatrixLayout::NO_TRANSPOSE),
530     MatrixUniforms(VULKAN(), DataMode::UPDATE, DataType::MAT3x3, MatrixLayout::NO_TRANSPOSE),
531     MatrixUniforms(VULKAN(), DataMode::REPEAT, DataType::MAT3x3, MatrixLayout::NO_TRANSPOSE),
532     VectorUniforms(D3D11_NULL(), DataMode::REPEAT, ProgramMode::MULTIPLE));
533