// Copyright (c) 2010 The Chromium OS Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include #include #include #include #include #include "filepath.h" #include "glinterface.h" #include "md5.h" #include "png_helper.h" #include "testbase.h" #include "utils.h" extern bool g_hasty; extern bool g_notemp; DEFINE_bool(save, false, "save images after each test case"); DEFINE_string(outdir, "", "directory to save images"); namespace glbench { uint64_t TimeTest(TestBase* test, uint64_t iterations) { g_main_gl_interface->SwapBuffers(); glFinish(); uint64_t time1 = GetUTime(); if (!test->TestFunc(iterations)) return ~0; glFinish(); uint64_t time2 = GetUTime(); return time2 - time1; } // Target minimum iteration duration of 1s. This means the final/longest // iteration is between 1s and 2s and the machine is active for 2s to 4s. // Notice as of March 2014 the BVT suite has a hard limit per job of 20 minutes. #define MIN_ITERATION_DURATION_US 1000000 #define MAX_TESTNAME 46 // Benchmark some draw commands, by running it many times. We want to measure // the marginal cost, so we try more and more iterations until we reach the // minimum specified iteration time. double Bench(TestBase* test) { // Try to wait a bit to let machine cool down for next test. We allow for a // bit of hysteresis as it might take too long to do a perfect job, which is // probably not required. But these parameters could be tuned. double initial_temperature = GetInitialMachineTemperature(); double cooldown_temperature = std::max(45.0, initial_temperature + 6.0); double temperature = 0; double wait = 0; // By default we try to cool to initial + 6'C (don't bother below 45'C), but // don't wait longer than 30s. In hasty mode we really don't want to spend // too much time to get the numbers right, so we don't wait at all. if (!::g_notemp) { wait = WaitForCoolMachine(cooldown_temperature, 30.0, &temperature); printf( "Bench: Cooled down to %.1f'C (initial=%.1f'C) after waiting %.1fs.\n", temperature, initial_temperature, wait); if (temperature > cooldown_temperature + 5.0) printf("Warning: Machine did not cool down enough for next test!"); } // Do two iterations because initial timings can vary wildly. TimeTest(test, 2); // We average the times for the last two runs to reduce noise. We could // sum up all runs but the initial measurements have high CPU overhead, // while the last two runs are both on the order of MIN_ITERATION_DURATION_US. uint64_t iterations = 1; uint64_t iterations_prev = 0; uint64_t time = 0; uint64_t time_prev = 0; do { time = TimeTest(test, iterations); dbg_printf("iterations: %llu: time: %llu time/iter: %llu\n", iterations, time, time / iterations); // If we are running in hasty mode we will stop after a fraction of the // testing time and return much more noisy performance numbers. The MD5s // of the images should stay the same though. if (time > MIN_ITERATION_DURATION_US / (::g_hasty ? 20.0 : 1.0)) return (static_cast(time + time_prev) / (iterations + iterations_prev)); time_prev = time; iterations_prev = iterations; iterations *= 2; } while (iterations < (1ULL << 40)); return 0.0; } void SaveImage(const char* name, const int width, const int height) { const int size = width * height * 4; std::unique_ptr pixels(new char[size]); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get()); // I really think we want to use outdir as a straight argument FilePath dirname = FilePath(FLAGS_outdir); CreateDirectory(dirname); FilePath filename = dirname.Append(name); write_png_file(filename.value().c_str(), pixels.get(), width, height); } void ComputeMD5(unsigned char digest[16], const int width, const int height) { MD5Context ctx; MD5Init(&ctx); const int size = width * height * 4; std::unique_ptr pixels(new char[size]); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.get()); MD5Update(&ctx, (unsigned char*)pixels.get(), size); MD5Final(digest, &ctx); } void RunTest(TestBase* test, const char* testname, const double coefficient, const int width, const int height, bool inverse) { double value; char name_png[512] = ""; GLenum error = glGetError(); if (error != GL_NO_ERROR) { value = -1.0; printf("# Error: %s aborted, glGetError returned 0x%02x.\n", testname, error); sprintf(name_png, "glGetError=0x%02x", error); } else { value = Bench(test); // Bench returns 0.0 if it ran max iterations in less than a min test time. if (value == 0.0) { strcpy(name_png, "no_score"); } else { value = coefficient * (inverse ? 1.0 / value : value); if (!test->IsDrawTest()) { strcpy(name_png, "none"); } else { // save as png with MD5 as hex string attached char pixmd5[33]; unsigned char d[16]; ComputeMD5(d, width, height); // translate to hexadecimal ASCII of MD5 sprintf( pixmd5, "%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x", d[0], d[1], d[2], d[3], d[4], d[5], d[6], d[7], d[8], d[9], d[10], d[11], d[12], d[13], d[14], d[15]); sprintf(name_png, "%s.pixmd5-%s.png", testname, pixmd5); if (FLAGS_save) SaveImage(name_png, width, height); } } } // TODO(ihf) adjust string length based on longest test name int name_length = strlen(testname); if (name_length > MAX_TESTNAME) printf("# Warning: adjust string formatting to length = %d\n", name_length); // Results are marked using a leading '@RESULT: ' to allow parsing. printf("@RESULT: %-*s = %10.2f %-15s [%s]\n", MAX_TESTNAME, testname, value, test->Unit(), name_png); } bool DrawArraysTestFunc::TestFunc(uint64_t iterations) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glFlush(); for (uint64_t i = 0; i < iterations - 1; ++i) { glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } return true; } void DrawArraysTestFunc::FillRateTestNormal(const char* name) { FillRateTestNormalSubWindow(name, g_width, g_height); } void DrawArraysTestFunc::FillRateTestNormalSubWindow(const char* name, const int width, const int height) { RunTest(this, name, width * height, width, height, true); } void DrawArraysTestFunc::FillRateTestBlendDepth(const char* name) { const int buffer_len = 64; char buffer[buffer_len]; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); snprintf(buffer, buffer_len, "%s_blended", name); RunTest(this, buffer, g_width * g_height, g_width, g_height, true); glDisable(GL_BLEND); // We are relying on the default depth clear value of 1 here. // Fragments should have depth 0. glEnable(GL_DEPTH_TEST); glDepthFunc(GL_NOTEQUAL); snprintf(buffer, buffer_len, "%s_depth_neq", name); RunTest(this, buffer, g_width * g_height, g_width, g_height, true); // The DrawArrays call invoked by this test shouldn't render anything // because every fragment will fail the depth test. Therefore we // should see the clear color. glDepthFunc(GL_NEVER); snprintf(buffer, buffer_len, "%s_depth_never", name); RunTest(this, buffer, g_width * g_height, g_width, g_height, true); glDisable(GL_DEPTH_TEST); } bool DrawElementsTestFunc::TestFunc(uint64_t iterations) { glClearColor(0, 1.f, 0, 1.f); glClear(GL_COLOR_BUFFER_BIT); glDrawElements(GL_TRIANGLES, count_, GL_UNSIGNED_SHORT, 0); glFlush(); for (uint64_t i = 0; i < iterations - 1; ++i) { glDrawElements(GL_TRIANGLES, count_, GL_UNSIGNED_SHORT, 0); } return true; } } // namespace glbench