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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL (ES) Module
3  * -----------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief Shader performance measurer; handles calibration and measurement
22  *//*--------------------------------------------------------------------*/
23 
24 #include "glsShaderPerformanceMeasurer.hpp"
25 #include "gluDefs.hpp"
26 #include "tcuTestLog.hpp"
27 #include "tcuRenderTarget.hpp"
28 #include "deStringUtil.hpp"
29 #include "deMath.h"
30 #include "deClock.h"
31 
32 #include "glwFunctions.hpp"
33 #include "glwEnums.hpp"
34 
35 #include <algorithm>
36 
37 using tcu::Vec4;
38 using std::string;
39 using std::vector;
40 using tcu::TestLog;
41 using namespace glw; // GL types
42 
43 namespace deqp
44 {
45 namespace gls
46 {
47 
triangleInterpolate(float v0,float v1,float v2,float x,float y)48 static inline float triangleInterpolate (float v0, float v1, float v2, float x, float y)
49 {
50 	return v0 + (v2-v0)*x + (v1-v0)*y;
51 }
52 
triQuadInterpolate(float x,float y,const tcu::Vec4 & quad)53 static inline float triQuadInterpolate (float x, float y, const tcu::Vec4& quad)
54 {
55 	// \note Top left fill rule.
56 	if (x + y < 1.0f)
57 		return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
58 	else
59 		return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
60 }
61 
getNumVertices(int gridSizeX,int gridSizeY)62 static inline int getNumVertices (int gridSizeX, int gridSizeY)
63 {
64 	return (gridSizeX + 1) * (gridSizeY + 1);
65 }
66 
getNumIndices(int gridSizeX,int gridSizeY)67 static inline int getNumIndices (int gridSizeX, int gridSizeY)
68 {
69 	return gridSizeX*gridSizeY*6;
70 }
71 
getVtxIndex(int x,int y,int gridSizeX)72 static inline deUint16 getVtxIndex (int x, int y, int gridSizeX)
73 {
74 	return (deUint16)(y*(gridSizeX+1) + x);
75 }
76 
generateVertices(std::vector<float> & dst,int gridSizeX,int gridSizeY,const AttribSpec & spec)77 static void generateVertices (std::vector<float>& dst, int gridSizeX, int gridSizeY, const AttribSpec& spec)
78 {
79 	const int numComponents = 4;
80 
81 	DE_ASSERT((gridSizeX + 1)*(gridSizeY + 1) <= (1<<16)); // Must fit into 16-bit indices.
82 	DE_ASSERT(gridSizeX >= 1 && gridSizeY >= 1);
83 	dst.resize((gridSizeX + 1) * (gridSizeY + 1) * 4);
84 
85 	for (int y = 0; y <= gridSizeY; y++)
86 	{
87 		for (int x = 0; x <= gridSizeX; x++)
88 		{
89 			float	xf	= (float)x / (float)gridSizeX;
90 			float	yf	= (float)y / (float)gridSizeY;
91 
92 			for (int compNdx = 0; compNdx < numComponents; compNdx++)
93 				dst[getVtxIndex(x, y, gridSizeX)*numComponents + compNdx] = triQuadInterpolate(xf, yf, tcu::Vec4(spec.p00[compNdx], spec.p01[compNdx], spec.p10[compNdx], spec.p11[compNdx]));
94 		}
95 	}
96 }
97 
generateIndices(std::vector<deUint16> & dst,int gridSizeX,int gridSizeY)98 static void generateIndices (std::vector<deUint16>& dst, int gridSizeX, int gridSizeY)
99 {
100 	const int	numIndicesPerQuad	= 6;
101 	int			numIndices			= gridSizeX * gridSizeY * numIndicesPerQuad;
102 	dst.resize(numIndices);
103 
104 	for (int y = 0; y < gridSizeY; y++)
105 	{
106 		for (int x = 0; x < gridSizeX; x++)
107 		{
108 			int quadNdx = y*gridSizeX + x;
109 
110 			dst[quadNdx*numIndicesPerQuad + 0] = getVtxIndex(x+0, y+0, gridSizeX);
111 			dst[quadNdx*numIndicesPerQuad + 1] = getVtxIndex(x+1, y+0, gridSizeX);
112 			dst[quadNdx*numIndicesPerQuad + 2] = getVtxIndex(x+0, y+1, gridSizeX);
113 
114 			dst[quadNdx*numIndicesPerQuad + 3] = getVtxIndex(x+0, y+1, gridSizeX);
115 			dst[quadNdx*numIndicesPerQuad + 4] = getVtxIndex(x+1, y+0, gridSizeX);
116 			dst[quadNdx*numIndicesPerQuad + 5] = getVtxIndex(x+1, y+1, gridSizeX);
117 		}
118 	}
119 }
120 
ShaderPerformanceMeasurer(const glu::RenderContext & renderCtx,PerfCaseType measureType)121 ShaderPerformanceMeasurer::ShaderPerformanceMeasurer (const glu::RenderContext& renderCtx, PerfCaseType measureType)
122 	: m_renderCtx		(renderCtx)
123 	, m_gridSizeX		(measureType == CASETYPE_FRAGMENT	? 1		: 255)
124 	, m_gridSizeY		(measureType == CASETYPE_FRAGMENT	? 1		: 255)
125 	, m_viewportWidth	(measureType == CASETYPE_VERTEX		? 32	: renderCtx.getRenderTarget().getWidth())
126 	, m_viewportHeight	(measureType == CASETYPE_VERTEX		? 32	: renderCtx.getRenderTarget().getHeight())
127 	, m_state			(STATE_UNINITIALIZED)
128 	, m_result			(-1.0f, -1.0f)
129 	, m_indexBuffer		(0)
130 	, m_vao				(0)
131 {
132 }
133 
logParameters(TestLog & log) const134 void ShaderPerformanceMeasurer::logParameters (TestLog& log) const
135 {
136 	log << TestLog::Message << "Grid size: " << m_gridSizeX << "x" << m_gridSizeY << TestLog::EndMessage
137 		<< TestLog::Message << "Viewport: " << m_viewportWidth << "x" << m_viewportHeight << TestLog::EndMessage;
138 }
139 
init(deUint32 program,const vector<AttribSpec> & attributes,int calibratorInitialNumCalls)140 void ShaderPerformanceMeasurer::init (deUint32 program, const vector<AttribSpec>& attributes, int calibratorInitialNumCalls)
141 {
142 	DE_ASSERT(m_state == STATE_UNINITIALIZED);
143 
144 	const glw::Functions&	gl		= m_renderCtx.getFunctions();
145 	const bool				useVAO	= glu::isContextTypeGLCore(m_renderCtx.getType());
146 
147 	if (useVAO)
148 	{
149 		DE_ASSERT(!m_vao);
150 		gl.genVertexArrays(1, &m_vao);
151 		gl.bindVertexArray(m_vao);
152 		GLU_EXPECT_NO_ERROR(gl.getError(), "Create VAO");
153 	}
154 
155 	// Validate that we have sane grid and viewport setup.
156 
157 	DE_ASSERT(de::inBounds(m_gridSizeX, 1, 256) && de::inBounds(m_gridSizeY, 1, 256));
158 
159 	{
160 		bool widthTooSmall		= m_renderCtx.getRenderTarget().getWidth() < m_viewportWidth;
161 		bool heightTooSmall		= m_renderCtx.getRenderTarget().getHeight() < m_viewportHeight;
162 
163 		if (widthTooSmall || heightTooSmall)
164 			throw tcu::NotSupportedError("Render target too small (" +
165 											 (widthTooSmall  ?									   "width must be at least "  + de::toString(m_viewportWidth)  : "") +
166 											 (heightTooSmall ? string(widthTooSmall ? ", " : "") + "height must be at least " + de::toString(m_viewportHeight) : "") +
167 											 ")");
168 	}
169 
170 	TCU_CHECK_INTERNAL(de::inRange(m_viewportWidth,		1, m_renderCtx.getRenderTarget().getWidth()) &&
171 					   de::inRange(m_viewportHeight,	1, m_renderCtx.getRenderTarget().getHeight()));
172 
173 	// Insert a_position to attributes.
174 	m_attributes = attributes;
175 	m_attributes.push_back(AttribSpec("a_position",
176 									  Vec4(-1.0f, -1.0f, 0.0f, 1.0f),
177 									  Vec4( 1.0f, -1.0f, 0.0f, 1.0f),
178 									  Vec4(-1.0f,  1.0f, 0.0f, 1.0f),
179 									  Vec4( 1.0f,  1.0f, 0.0f, 1.0f)));
180 
181 	// Generate indices.
182 	{
183 		std::vector<deUint16> indices;
184 		generateIndices(indices, m_gridSizeX, m_gridSizeY);
185 
186 		gl.genBuffers(1, &m_indexBuffer);
187 		gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);
188 		gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(indices.size()*sizeof(deUint16)), &indices[0], GL_STATIC_DRAW);
189 
190 		GLU_EXPECT_NO_ERROR(gl.getError(), "Upload index data");
191 	}
192 
193 	// Generate vertices.
194 	m_attribBuffers.resize(m_attributes.size(), 0);
195 	gl.genBuffers((GLsizei)m_attribBuffers.size(), &m_attribBuffers[0]);
196 
197 	for (int attribNdx = 0; attribNdx < (int)m_attributes.size(); attribNdx++)
198 	{
199 		std::vector<float> vertices;
200 		generateVertices(vertices, m_gridSizeX, m_gridSizeY, m_attributes[attribNdx]);
201 
202 		gl.bindBuffer(GL_ARRAY_BUFFER, m_attribBuffers[attribNdx]);
203 		gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(vertices.size()*sizeof(float)), &vertices[0], GL_STATIC_DRAW);
204 	}
205 
206 	GLU_EXPECT_NO_ERROR(gl.getError(), "Upload vertex data");
207 
208 	// Setup attribute bindings.
209 	for (int attribNdx = 0; attribNdx < (int)m_attributes.size(); attribNdx++)
210 	{
211 		int location = gl.getAttribLocation(program, m_attributes[attribNdx].name.c_str());
212 
213 		if (location >= 0)
214 		{
215 			gl.enableVertexAttribArray(location);
216 			gl.bindBuffer(GL_ARRAY_BUFFER, m_attribBuffers[attribNdx]);
217 			gl.vertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
218 		}
219 
220 		GLU_EXPECT_NO_ERROR(gl.getError(), "Setup vertex attribute state");
221 	}
222 
223 	gl.useProgram(program);
224 	GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()");
225 
226 	m_state = STATE_MEASURING;
227 	m_isFirstIteration = true;
228 
229 	m_calibrator.clear(CalibratorParameters(calibratorInitialNumCalls, 10 /* calibrate iteration frames */, 2000.0f /* calibrate iteration shortcut threshold (ms) */, 16 /* max calibrate iterations */,
230 											1000.0f/30.0f /* frame time (ms) */, 1000.0f/60.0f /* frame time cap (ms) */, 1000.0f /* target measure duration (ms) */));
231 }
232 
deinit(void)233 void ShaderPerformanceMeasurer::deinit (void)
234 {
235 	const glw::Functions& gl = m_renderCtx.getFunctions();
236 
237 	if (m_indexBuffer)
238 	{
239 		gl.deleteBuffers(1, &m_indexBuffer);
240 		m_indexBuffer = 0;
241 	}
242 
243 	if (m_vao)
244 	{
245 		gl.deleteVertexArrays(1, &m_vao);
246 		m_vao = 0;
247 	}
248 
249 	if (!m_attribBuffers.empty())
250 	{
251 		gl.deleteBuffers((GLsizei)m_attribBuffers.size(), &m_attribBuffers[0]);
252 		m_attribBuffers.clear();
253 	}
254 
255 	m_state = STATE_UNINITIALIZED;
256 }
257 
render(int numDrawCalls)258 void ShaderPerformanceMeasurer::render (int numDrawCalls)
259 {
260 	const glw::Functions&	gl			= m_renderCtx.getFunctions();
261 	GLsizei					numIndices	= (GLsizei)getNumIndices(m_gridSizeX, m_gridSizeY);
262 
263 	gl.viewport(0, 0, m_viewportWidth, m_viewportHeight);
264 
265 	for (int callNdx = 0; callNdx < numDrawCalls; callNdx++)
266 		gl.drawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, DE_NULL);
267 }
268 
iterate(void)269 void ShaderPerformanceMeasurer::iterate (void)
270 {
271 	DE_ASSERT(m_state == STATE_MEASURING);
272 
273 	deUint64 renderStartTime = deGetMicroseconds();
274 	render(m_calibrator.getCallCount()); // Always render. This gives more stable performance behavior.
275 
276 	TheilSenCalibrator::State calibratorState = m_calibrator.getState();
277 
278 	if (calibratorState == TheilSenCalibrator::STATE_RECOMPUTE_PARAMS)
279 	{
280 		m_calibrator.recomputeParameters();
281 
282 		m_isFirstIteration = true;
283 		m_prevRenderStartTime = renderStartTime;
284 	}
285 	else if (calibratorState == TheilSenCalibrator::STATE_MEASURE)
286 	{
287 		if (!m_isFirstIteration)
288 			m_calibrator.recordIteration(renderStartTime - m_prevRenderStartTime);
289 
290 		m_isFirstIteration = false;
291 		m_prevRenderStartTime = renderStartTime;
292 	}
293 	else
294 	{
295 		DE_ASSERT(calibratorState == TheilSenCalibrator::STATE_FINISHED);
296 
297 		GLU_EXPECT_NO_ERROR(m_renderCtx.getFunctions().getError(), "End of rendering");
298 
299 		const MeasureState& measureState = m_calibrator.getMeasureState();
300 
301 		// Compute result.
302 		deUint64	totalTime			= measureState.getTotalTime();
303 		int			numFrames			= (int)measureState.frameTimes.size();
304 		deInt64		numQuadGrids		= measureState.numDrawCalls * numFrames;
305 		deInt64		numPixels			= (deInt64)m_viewportWidth * (deInt64)m_viewportHeight * numQuadGrids;
306 		deInt64		numVertices			= (deInt64)getNumVertices(m_gridSizeX, m_gridSizeY) * numQuadGrids;
307 		double		mfragPerSecond		= (double)numPixels / (double)totalTime;
308 		double		mvertPerSecond		= (double)numVertices / (double)totalTime;
309 
310 		m_result = Result((float)mvertPerSecond, (float)mfragPerSecond);
311 		m_state = STATE_FINISHED;
312 	}
313 }
314 
logMeasurementInfo(TestLog & log) const315 void ShaderPerformanceMeasurer::logMeasurementInfo (TestLog& log) const
316 {
317 	DE_ASSERT(m_state == STATE_FINISHED);
318 
319 	const MeasureState& measureState(m_calibrator.getMeasureState());
320 
321 	// Compute totals.
322 	deUint64	totalTime			= measureState.getTotalTime();
323 	int			numFrames			= (int)measureState.frameTimes.size();
324 	deInt64		numQuadGrids		= measureState.numDrawCalls * numFrames;
325 	deInt64		numPixels			= (deInt64)m_viewportWidth * (deInt64)m_viewportHeight * numQuadGrids;
326 	deInt64		numVertices			= (deInt64)getNumVertices(m_gridSizeX, m_gridSizeY) * numQuadGrids;
327 	double		mfragPerSecond		= (double)numPixels / (double)totalTime;
328 	double		mvertPerSecond		= (double)numVertices / (double)totalTime;
329 	double		framesPerSecond		= (double)numFrames / ((double)totalTime / 1000000.0);
330 
331 	logCalibrationInfo(log, m_calibrator);
332 
333 	log << TestLog::Float("FramesPerSecond",		"Frames per second in measurement",	"Frames/s",				QP_KEY_TAG_PERFORMANCE,	(float)framesPerSecond)
334 		<< TestLog::Float("FragmentsPerVertices",	"Vertex-fragment ratio",			"Fragments/Vertices",	QP_KEY_TAG_NONE,		(float)numPixels / (float)numVertices)
335 		<< TestLog::Float("FragmentPerf",			"Fragment performance",				"MPix/s",				QP_KEY_TAG_PERFORMANCE, (float)mfragPerSecond)
336 		<< TestLog::Float("VertexPerf",				"Vertex performance",				"MVert/s",				QP_KEY_TAG_PERFORMANCE, (float)mvertPerSecond);
337 }
338 
setGridSize(int gridW,int gridH)339 void ShaderPerformanceMeasurer::setGridSize (int gridW, int gridH)
340 {
341 	DE_ASSERT(m_state == STATE_UNINITIALIZED);
342 	DE_ASSERT(de::inBounds(gridW, 1, 256) && de::inBounds(gridH, 1, 256));
343 	m_gridSizeX		= gridW;
344 	m_gridSizeY		= gridH;
345 }
346 
setViewportSize(int width,int height)347 void ShaderPerformanceMeasurer::setViewportSize (int width, int height)
348 {
349 	DE_ASSERT(m_state == STATE_UNINITIALIZED);
350 	DE_ASSERT(de::inRange(width,	1, m_renderCtx.getRenderTarget().getWidth()) &&
351 			  de::inRange(height,	1, m_renderCtx.getRenderTarget().getHeight()));
352 	m_viewportWidth		= width;
353 	m_viewportHeight	= height;
354 }
355 
356 } // gls
357 } // deqp
358