// Copyright 2015 The Chromium 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 "base/containers/small_map.h" #include "base/memory/ref_counted.h" #include "base/memory/scoped_ptr.h" #include "base/time/time.h" #include "base/timer/elapsed_timer.h" #include "testing/gtest/include/gtest/gtest.h" #include "testing/perf/perf_test.h" #include "ui/gfx/geometry/size.h" #include "ui/gl/gl_bindings.h" #include "ui/gl/gl_context.h" #include "ui/gl/gl_surface.h" #include "ui/gl/scoped_make_current.h" namespace gpu { namespace { const int kUploadPerfWarmupRuns = 10; const int kUploadPerfTestRuns = 100; #define SHADER(Src) #Src // clang-format off const char kVertexShader[] = SHADER( attribute vec2 a_position; varying vec2 v_texCoord; void main() { gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); v_texCoord = vec2((a_position.x + 1) * 0.5, (a_position.y + 1) * 0.5); } ); const char kFragmentShader[] = SHADER( uniform sampler2D a_texture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D(a_texture, v_texCoord.xy); } ); // clang-format on void CheckNoGlError() { CHECK_EQ(static_cast(GL_NO_ERROR), glGetError()); } // Utility function to compile a shader from a string. GLuint LoadShader(const GLenum type, const char* const src) { GLuint shader = 0; shader = glCreateShader(type); CHECK_NE(0u, shader); glShaderSource(shader, 1, &src, NULL); glCompileShader(shader); GLint compiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (compiled == 0) { GLint len = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); if (len > 1) { scoped_ptr error_log(new char[len]); glGetShaderInfoLog(shader, len, NULL, error_log.get()); LOG(ERROR) << "Error compiling shader: " << error_log.get(); } } CHECK_NE(0, compiled); return shader; } void GenerateTextureData(const gfx::Size& size, const int seed, std::vector* const pixels) { pixels->resize(size.GetArea() * 4); for (int y = 0; y < size.height(); ++y) { for (int x = 0; x < size.width(); ++x) { const size_t offset = (y * size.width() + x) * 4; pixels->at(offset) = (y + seed) % 256; pixels->at(offset + 1) = (x + seed) % 256; pixels->at(offset + 2) = (y + x + seed) % 256; pixels->at(offset + 3) = 255; } } } // PerfTest to check costs of texture upload at different stages // on different platforms. class TextureUploadPerfTest : public testing::Test { public: TextureUploadPerfTest() : size_(512, 512) {} // Overridden from testing::Test void SetUp() override { // Initialize an offscreen surface and a gl context. gfx::GLSurface::InitializeOneOff(); surface_ = gfx::GLSurface::CreateOffscreenGLSurface(size_); gl_context_ = gfx::GLContext::CreateGLContext(NULL, // share_group surface_.get(), gfx::PreferIntegratedGpu); // Prepare a simple program and a vertex buffer that will be // used to draw a quad on the offscreen surface. ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); vertex_shader_ = LoadShader(GL_VERTEX_SHADER, kVertexShader); fragment_shader_ = LoadShader(GL_FRAGMENT_SHADER, kFragmentShader); program_object_ = glCreateProgram(); CHECK_NE(0u, program_object_); glAttachShader(program_object_, vertex_shader_); glAttachShader(program_object_, fragment_shader_); glBindAttribLocation(program_object_, 0, "a_position"); glLinkProgram(program_object_); GLint linked = -1; glGetProgramiv(program_object_, GL_LINK_STATUS, &linked); CHECK_NE(0, linked); sampler_location_ = glGetUniformLocation(program_object_, "a_texture"); CHECK_NE(-1, sampler_location_); glGenBuffersARB(1, &vertex_buffer_); CHECK_NE(0u, vertex_buffer_); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); static GLfloat positions[] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, }; glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW); CheckNoGlError(); } void TearDown() override { ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); if (program_object_ != 0) { glDeleteProgram(program_object_); } if (vertex_shader_ != 0) { glDeleteShader(vertex_shader_); } if (fragment_shader_ != 0) { glDeleteShader(fragment_shader_); } if (vertex_buffer_ != 0) { glDeleteShader(vertex_buffer_); } gl_context_ = nullptr; surface_ = nullptr; } protected: struct Measurement { Measurement() : name(), wall_time(){}; Measurement(const std::string& name, const base::TimeDelta wall_time) : name(name), wall_time(wall_time){}; std::string name; base::TimeDelta wall_time; }; // Upload and draw on the offscren surface. // Return a list of pair. Each pair describe a gl operation and the wall // time elapsed in milliseconds. std::vector UploadAndDraw(const std::vector& pixels, const GLenum format, const GLenum type) { std::vector measurements; ui::ScopedMakeCurrent smc(gl_context_.get(), surface_.get()); base::ElapsedTimer total_timer; GLuint texture_id = 0; base::ElapsedTimer tex_timer; glActiveTexture(GL_TEXTURE0); glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); glTexImage2D(GL_TEXTURE_2D, 0, format, size_.width(), size_.height(), 0, format, type, &pixels[0]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CheckNoGlError(); measurements.push_back(Measurement("teximage2d", tex_timer.Elapsed())); base::ElapsedTimer draw_timer; glUseProgram(program_object_); glUniform1i(sampler_location_, 0); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); measurements.push_back(Measurement("drawarrays", draw_timer.Elapsed())); base::ElapsedTimer finish_timer; glFinish(); CheckNoGlError(); measurements.push_back(Measurement("finish", finish_timer.Elapsed())); measurements.push_back(Measurement("total", total_timer.Elapsed())); glDeleteTextures(1, &texture_id); std::vector pixels_rendered(size_.GetArea() * 4); glReadPixels(0, 0, size_.width(), size_.height(), GL_RGBA, type, &pixels_rendered[0]); CheckNoGlError(); // TODO(dcastagna): don't assume the format of the texture and do // the appropriate format conversion. EXPECT_EQ(static_cast(GL_RGBA), format); EXPECT_EQ(pixels, pixels_rendered); return measurements; } const gfx::Size size_; // for the offscreen surface and the texture scoped_refptr gl_context_; scoped_refptr surface_; GLuint vertex_shader_ = 0; GLuint fragment_shader_ = 0; GLuint program_object_ = 0; GLint sampler_location_ = -1; GLuint vertex_buffer_ = 0; }; // Perf test that generates, uploads and draws a texture on a surface repeatedly // and prints out aggregated measurements for all the runs. TEST_F(TextureUploadPerfTest, glTexImage2d) { std::vector pixels; base::SmallMap> aggregates; // indexed by name for (int i = 0; i < kUploadPerfWarmupRuns + kUploadPerfTestRuns; ++i) { GenerateTextureData(size_, i + 1, &pixels); auto run = UploadAndDraw(pixels, GL_RGBA, GL_UNSIGNED_BYTE); if (i >= kUploadPerfWarmupRuns) { for (const Measurement& m : run) { auto& agg = aggregates[m.name]; agg.name = m.name; agg.wall_time += m.wall_time; } } } for (const auto& entry : aggregates) { const auto& m = entry.second; perf_test::PrintResult( m.name, "", "", (m.wall_time / kUploadPerfTestRuns).InMillisecondsF(), "ms", true); } } } // namespace } // namespace gpu