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 37using tcu::Vec4; 38using std::string; 39using std::vector; 40using tcu::TestLog; 41using namespace glw; // GL types 42 43namespace deqp 44{ 45namespace gls 46{ 47 48static 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 53static 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 62static inline int getNumVertices (int gridSizeX, int gridSizeY) 63{ 64 return (gridSizeX + 1) * (gridSizeY + 1); 65} 66 67static inline int getNumIndices (int gridSizeX, int gridSizeY) 68{ 69 return gridSizeX*gridSizeY*6; 70} 71 72static inline deUint16 getVtxIndex (int x, int y, int gridSizeX) 73{ 74 return (deUint16)(y*(gridSizeX+1) + x); 75} 76 77static 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 98static 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 121ShaderPerformanceMeasurer::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_isFirstIteration (false) 129 , m_prevRenderStartTime (0) 130 , m_result (-1.0f, -1.0f) 131 , m_indexBuffer (0) 132 , m_vao (0) 133{ 134} 135 136void ShaderPerformanceMeasurer::logParameters (TestLog& log) const 137{ 138 log << TestLog::Message << "Grid size: " << m_gridSizeX << "x" << m_gridSizeY << TestLog::EndMessage 139 << TestLog::Message << "Viewport: " << m_viewportWidth << "x" << m_viewportHeight << TestLog::EndMessage; 140} 141 142void ShaderPerformanceMeasurer::init (deUint32 program, const vector<AttribSpec>& attributes, int calibratorInitialNumCalls) 143{ 144 DE_ASSERT(m_state == STATE_UNINITIALIZED); 145 146 const glw::Functions& gl = m_renderCtx.getFunctions(); 147 const bool useVAO = glu::isContextTypeGLCore(m_renderCtx.getType()); 148 149 if (useVAO) 150 { 151 DE_ASSERT(!m_vao); 152 gl.genVertexArrays(1, &m_vao); 153 gl.bindVertexArray(m_vao); 154 GLU_EXPECT_NO_ERROR(gl.getError(), "Create VAO"); 155 } 156 157 // Validate that we have sane grid and viewport setup. 158 159 DE_ASSERT(de::inBounds(m_gridSizeX, 1, 256) && de::inBounds(m_gridSizeY, 1, 256)); 160 161 { 162 bool widthTooSmall = m_renderCtx.getRenderTarget().getWidth() < m_viewportWidth; 163 bool heightTooSmall = m_renderCtx.getRenderTarget().getHeight() < m_viewportHeight; 164 165 if (widthTooSmall || heightTooSmall) 166 throw tcu::NotSupportedError("Render target too small (" + 167 (widthTooSmall ? "width must be at least " + de::toString(m_viewportWidth) : "") + 168 (heightTooSmall ? string(widthTooSmall ? ", " : "") + "height must be at least " + de::toString(m_viewportHeight) : "") + 169 ")"); 170 } 171 172 TCU_CHECK_INTERNAL(de::inRange(m_viewportWidth, 1, m_renderCtx.getRenderTarget().getWidth()) && 173 de::inRange(m_viewportHeight, 1, m_renderCtx.getRenderTarget().getHeight())); 174 175 // Insert a_position to attributes. 176 m_attributes = attributes; 177 m_attributes.push_back(AttribSpec("a_position", 178 Vec4(-1.0f, -1.0f, 0.0f, 1.0f), 179 Vec4( 1.0f, -1.0f, 0.0f, 1.0f), 180 Vec4(-1.0f, 1.0f, 0.0f, 1.0f), 181 Vec4( 1.0f, 1.0f, 0.0f, 1.0f))); 182 183 // Generate indices. 184 { 185 std::vector<deUint16> indices; 186 generateIndices(indices, m_gridSizeX, m_gridSizeY); 187 188 gl.genBuffers(1, &m_indexBuffer); 189 gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer); 190 gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(indices.size()*sizeof(deUint16)), &indices[0], GL_STATIC_DRAW); 191 192 GLU_EXPECT_NO_ERROR(gl.getError(), "Upload index data"); 193 } 194 195 // Generate vertices. 196 m_attribBuffers.resize(m_attributes.size(), 0); 197 gl.genBuffers((GLsizei)m_attribBuffers.size(), &m_attribBuffers[0]); 198 199 for (int attribNdx = 0; attribNdx < (int)m_attributes.size(); attribNdx++) 200 { 201 std::vector<float> vertices; 202 generateVertices(vertices, m_gridSizeX, m_gridSizeY, m_attributes[attribNdx]); 203 204 gl.bindBuffer(GL_ARRAY_BUFFER, m_attribBuffers[attribNdx]); 205 gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(vertices.size()*sizeof(float)), &vertices[0], GL_STATIC_DRAW); 206 } 207 208 GLU_EXPECT_NO_ERROR(gl.getError(), "Upload vertex data"); 209 210 // Setup attribute bindings. 211 for (int attribNdx = 0; attribNdx < (int)m_attributes.size(); attribNdx++) 212 { 213 int location = gl.getAttribLocation(program, m_attributes[attribNdx].name.c_str()); 214 215 if (location >= 0) 216 { 217 gl.enableVertexAttribArray(location); 218 gl.bindBuffer(GL_ARRAY_BUFFER, m_attribBuffers[attribNdx]); 219 gl.vertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); 220 } 221 222 GLU_EXPECT_NO_ERROR(gl.getError(), "Setup vertex attribute state"); 223 } 224 225 gl.useProgram(program); 226 GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram()"); 227 228 m_state = STATE_MEASURING; 229 m_isFirstIteration = true; 230 231 m_calibrator.clear(CalibratorParameters(calibratorInitialNumCalls, 10 /* calibrate iteration frames */, 2000.0f /* calibrate iteration shortcut threshold (ms) */, 16 /* max calibrate iterations */, 232 1000.0f/30.0f /* frame time (ms) */, 1000.0f/60.0f /* frame time cap (ms) */, 1000.0f /* target measure duration (ms) */)); 233} 234 235void ShaderPerformanceMeasurer::deinit (void) 236{ 237 const glw::Functions& gl = m_renderCtx.getFunctions(); 238 239 if (m_indexBuffer) 240 { 241 gl.deleteBuffers(1, &m_indexBuffer); 242 m_indexBuffer = 0; 243 } 244 245 if (m_vao) 246 { 247 gl.deleteVertexArrays(1, &m_vao); 248 m_vao = 0; 249 } 250 251 if (!m_attribBuffers.empty()) 252 { 253 gl.deleteBuffers((GLsizei)m_attribBuffers.size(), &m_attribBuffers[0]); 254 m_attribBuffers.clear(); 255 } 256 257 m_state = STATE_UNINITIALIZED; 258} 259 260void ShaderPerformanceMeasurer::render (int numDrawCalls) 261{ 262 const glw::Functions& gl = m_renderCtx.getFunctions(); 263 GLsizei numIndices = (GLsizei)getNumIndices(m_gridSizeX, m_gridSizeY); 264 265 gl.viewport(0, 0, m_viewportWidth, m_viewportHeight); 266 267 for (int callNdx = 0; callNdx < numDrawCalls; callNdx++) 268 gl.drawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, DE_NULL); 269} 270 271void ShaderPerformanceMeasurer::iterate (void) 272{ 273 DE_ASSERT(m_state == STATE_MEASURING); 274 275 deUint64 renderStartTime = deGetMicroseconds(); 276 render(m_calibrator.getCallCount()); // Always render. This gives more stable performance behavior. 277 278 TheilSenCalibrator::State calibratorState = m_calibrator.getState(); 279 280 if (calibratorState == TheilSenCalibrator::STATE_RECOMPUTE_PARAMS) 281 { 282 m_calibrator.recomputeParameters(); 283 284 m_isFirstIteration = true; 285 m_prevRenderStartTime = renderStartTime; 286 } 287 else if (calibratorState == TheilSenCalibrator::STATE_MEASURE) 288 { 289 if (!m_isFirstIteration) 290 m_calibrator.recordIteration(renderStartTime - m_prevRenderStartTime); 291 292 m_isFirstIteration = false; 293 m_prevRenderStartTime = renderStartTime; 294 } 295 else 296 { 297 DE_ASSERT(calibratorState == TheilSenCalibrator::STATE_FINISHED); 298 299 GLU_EXPECT_NO_ERROR(m_renderCtx.getFunctions().getError(), "End of rendering"); 300 301 const MeasureState& measureState = m_calibrator.getMeasureState(); 302 303 // Compute result. 304 deUint64 totalTime = measureState.getTotalTime(); 305 int numFrames = (int)measureState.frameTimes.size(); 306 deInt64 numQuadGrids = measureState.numDrawCalls * numFrames; 307 deInt64 numPixels = (deInt64)m_viewportWidth * (deInt64)m_viewportHeight * numQuadGrids; 308 deInt64 numVertices = (deInt64)getNumVertices(m_gridSizeX, m_gridSizeY) * numQuadGrids; 309 double mfragPerSecond = (double)numPixels / (double)totalTime; 310 double mvertPerSecond = (double)numVertices / (double)totalTime; 311 312 m_result = Result((float)mvertPerSecond, (float)mfragPerSecond); 313 m_state = STATE_FINISHED; 314 } 315} 316 317void ShaderPerformanceMeasurer::logMeasurementInfo (TestLog& log) const 318{ 319 DE_ASSERT(m_state == STATE_FINISHED); 320 321 const MeasureState& measureState(m_calibrator.getMeasureState()); 322 323 // Compute totals. 324 deUint64 totalTime = measureState.getTotalTime(); 325 int numFrames = (int)measureState.frameTimes.size(); 326 deInt64 numQuadGrids = measureState.numDrawCalls * numFrames; 327 deInt64 numPixels = (deInt64)m_viewportWidth * (deInt64)m_viewportHeight * numQuadGrids; 328 deInt64 numVertices = (deInt64)getNumVertices(m_gridSizeX, m_gridSizeY) * numQuadGrids; 329 double mfragPerSecond = (double)numPixels / (double)totalTime; 330 double mvertPerSecond = (double)numVertices / (double)totalTime; 331 double framesPerSecond = (double)numFrames / ((double)totalTime / 1000000.0); 332 333 logCalibrationInfo(log, m_calibrator); 334 335 log << TestLog::Float("FramesPerSecond", "Frames per second in measurement", "Frames/s", QP_KEY_TAG_PERFORMANCE, (float)framesPerSecond) 336 << TestLog::Float("FragmentsPerVertices", "Vertex-fragment ratio", "Fragments/Vertices", QP_KEY_TAG_NONE, (float)numPixels / (float)numVertices) 337 << TestLog::Float("FragmentPerf", "Fragment performance", "MPix/s", QP_KEY_TAG_PERFORMANCE, (float)mfragPerSecond) 338 << TestLog::Float("VertexPerf", "Vertex performance", "MVert/s", QP_KEY_TAG_PERFORMANCE, (float)mvertPerSecond); 339} 340 341void ShaderPerformanceMeasurer::setGridSize (int gridW, int gridH) 342{ 343 DE_ASSERT(m_state == STATE_UNINITIALIZED); 344 DE_ASSERT(de::inBounds(gridW, 1, 256) && de::inBounds(gridH, 1, 256)); 345 m_gridSizeX = gridW; 346 m_gridSizeY = gridH; 347} 348 349void ShaderPerformanceMeasurer::setViewportSize (int width, int height) 350{ 351 DE_ASSERT(m_state == STATE_UNINITIALIZED); 352 DE_ASSERT(de::inRange(width, 1, m_renderCtx.getRenderTarget().getWidth()) && 353 de::inRange(height, 1, m_renderCtx.getRenderTarget().getHeight())); 354 m_viewportWidth = width; 355 m_viewportHeight = height; 356} 357 358} // gls 359} // deqp 360