From: Marek Olšák <marek.ol...@amd.com> --- tests/perf/drawoverhead.c | 206 +++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 185 insertions(+), 21 deletions(-)
diff --git a/tests/perf/drawoverhead.c b/tests/perf/drawoverhead.c index 4e04a05..fa6e1bb 100644 --- a/tests/perf/drawoverhead.c +++ b/tests/perf/drawoverhead.c @@ -84,71 +84,85 @@ get_vs_text(char *s, unsigned num_vbos, unsigned num_tbos, bool is_second) " gl_Position = vec4(0.0)"); for (i = 0; i < num_vbos; i++) sprintf(s + strlen(s), " + v%u", i); if (is_second) strcat(s, " + vec4(0.5)"); strcat(s, ";\n}\n"); } static void get_fs_text(char *s, unsigned num_ubos, unsigned num_textures, - unsigned num_tbos, bool is_second) + unsigned num_tbos, unsigned num_images, unsigned num_imgbos, + bool is_second) { unsigned i; sprintf(s, "#version %u\n", num_tbos ? 140 : 130); strcat(s, "#extension GL_ARB_uniform_buffer_object : require\n"); + if (num_images || num_imgbos) + strcat(s, "#extension GL_ARB_shader_image_load_store : require\n"); sprintf(s + strlen(s), "uniform int index = 0;\n" "uniform vec4 u[%u];\n", is_second ? 240 : 1); for (i = 0; i < num_textures; i++) sprintf(s + strlen(s), "uniform sampler2D s%u;\n", i); for (i = 0; i < num_tbos; i++) sprintf(s + strlen(s), "uniform samplerBuffer sb%u;\n", i); + for (i = 0; i < num_images; i++) + sprintf(s + strlen(s), "layout(rgba8) readonly uniform image2D i%u;\n", i); + for (i = 0; i < num_imgbos; i++) + sprintf(s + strlen(s), "layout(rgba8) readonly uniform imageBuffer ib%u;\n", i); for (i = 0; i < num_ubos; i++) sprintf(s + strlen(s), "uniform ub%u { vec4 ubu%u[10]; };\n", i, i); strcat(s, "void main() {\n"); strcat(s, " gl_FragData[0] = u[index]"); for (i = 0; i < num_textures; i++) sprintf(s + strlen(s), " + texture(s%u, u[0].xy)", i); for (i = 0; i < num_tbos; i++) sprintf(s + strlen(s), " + texelFetch(sb%u, int(u[0].x))", i); + for (i = 0; i < num_images; i++) + sprintf(s + strlen(s), " + imageLoad(i%u, ivec2(u[0].xy))", i); + for (i = 0; i < num_imgbos; i++) + sprintf(s + strlen(s), " + imageLoad(ib%u, int(u[0].x))", i); for (i = 0; i < num_ubos; i++) sprintf(s + strlen(s), " + ubu%u[index]", i); if (is_second) strcat(s, " + vec4(0.5)"); strcat(s, ";\n}\n"); } static void setup_shaders_and_resources(unsigned num_vbos, unsigned num_ubos, unsigned num_textures, - unsigned num_tbos) + unsigned num_tbos, + unsigned num_images, + unsigned num_imgbos) { const unsigned max = 16; char vs[4096], fs[4096]; unsigned p, i; assert(num_vbos <= max); assert(num_ubos <= max); assert(num_textures <= max); assert(num_tbos <= max); for (i = 0; i < max; i++) glDisableVertexAttribArray(i); /* Create two programs in case we want to test program changes. */ for (p = 0; p < 2; p++) { get_vs_text(vs, num_vbos, num_tbos, p); - get_fs_text(fs, num_ubos, num_textures, num_tbos, p); + get_fs_text(fs, num_ubos, num_textures, num_tbos, num_images, + num_imgbos, p); prog[p] = piglit_build_simple_program(vs, fs); /* Assign texture units to samplers. */ glUseProgram(prog[p]); for (i = 0; i < num_textures; i++) { char sampler[20]; int loc; snprintf(sampler, sizeof(sampler), "s%u", i); loc = glGetUniformLocation(prog[p], sampler); @@ -158,20 +172,38 @@ setup_shaders_and_resources(unsigned num_vbos, /* Assign texture units to samplers. */ for (i = 0; i < num_tbos; i++) { char sampler[20]; int loc; snprintf(sampler, sizeof(sampler), "sb%u", i); loc = glGetUniformLocation(prog[p], sampler); assert(loc >= 0); glUniform1i(loc, num_textures + i); } + for (i = 0; i < num_images; i++) { + char name[20]; + int loc; + + snprintf(name, sizeof(name), "i%u", i); + loc = glGetUniformLocation(prog[p], name); + assert(loc >= 0); + glUniform1i(loc, i); + } + for (i = 0; i < num_imgbos; i++) { + char name[20]; + int loc; + + snprintf(name, sizeof(name), "ib%u", i); + loc = glGetUniformLocation(prog[p], name); + assert(loc >= 0); + glUniform1i(loc, num_images + i); + } /* Assign UBO slots to uniform blocks. */ for (i = 0; i < num_ubos; i++) { char block[20]; int index; snprintf(block, sizeof(block), "ub%u", i); index = glGetUniformBlockIndex(prog[p], block); assert(index != GL_INVALID_INDEX); glUniformBlockBinding(prog[p], index, i); } @@ -201,27 +233,27 @@ setup_shaders_and_resources(unsigned num_vbos, glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(i, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(float), NULL); glEnableVertexAttribArray(i); } - for (i = 0; i < num_textures; i++) { + for (i = 0; i < MAX2(num_textures, num_images); i++) { glActiveTexture(GL_TEXTURE0 + i); /* Save the last texture IDs for testing texture changes. */ tex[i % 8] = piglit_rgbw_texture(GL_RGBA8, 4, 4, false, true, GL_UNSIGNED_BYTE); } - for (i = 0; i < num_tbos; i++) { + for (i = 0; i < MAX2(num_tbos, num_imgbos); i++) { static const float data[10*4]; GLuint buf, tb; glGenBuffers(1, &buf); glBindBuffer(GL_TEXTURE_BUFFER, buf); glBufferData(GL_TEXTURE_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glActiveTexture(GL_TEXTURE0 + num_textures + i); glGenTextures(1, &tb); @@ -360,20 +392,103 @@ draw_many_tbo_change(unsigned count) glActiveTexture(GL_TEXTURE0 + j); glBindTexture(GL_TEXTURE_BUFFER, tbo[(i + j) % 8]); } glActiveTexture(GL_TEXTURE0); glDrawArrays(GL_TRIANGLES, 0, 3); } } } static void +draw_one_img_change(unsigned count) +{ + unsigned i; + if (indexed) { + for (i = 0; i < count; i++) { + glBindImageTexture(0, tex[i & 1], 0, false, 0, + GL_READ_ONLY, GL_RGBA8); + glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); + } + } else { + for (i = 0; i < count; i++) { + glBindImageTexture(0, tex[i & 1], 0, false, 0, + GL_READ_ONLY, GL_RGBA8); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + } +} + +static void +draw_many_img_change(unsigned count) +{ + unsigned i,j; + if (indexed) { + for (i = 0; i < count; i++) { + for (j = 0; j < 8; j++) + glBindImageTexture(0, tex[(i + j) % 8], 0, false, + 0, GL_READ_ONLY, GL_RGBA8); + glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); + } + } else { + for (i = 0; i < count; i++) { + for (j = 0; j < 8; j++) + glBindImageTexture(0, tex[(i + j) % 8], 0, false, + 0, GL_READ_ONLY, GL_RGBA8); + glActiveTexture(GL_TEXTURE0); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + } +} + +static void +draw_one_imgbo_change(unsigned count) +{ + unsigned i; + if (indexed) { + for (i = 0; i < count; i++) { + glBindImageTexture(0, tbo[i & 1], 0, false, 0, + GL_READ_ONLY, GL_RGBA8); + glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); + } + } else { + for (i = 0; i < count; i++) { + glBindImageTexture(0, tbo[i & 1], 0, false, 0, + GL_READ_ONLY, GL_RGBA8); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + } +} + +static void +draw_many_imgbo_change(unsigned count) +{ + unsigned i,j; + if (indexed) { + for (i = 0; i < count; i++) { + for (j = 0; j < 8; j++) + glBindImageTexture(0, tbo[(i + j) % 8], 0, false, + 0, GL_READ_ONLY, GL_RGBA8); + glActiveTexture(GL_TEXTURE0); + glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); + } + } else { + for (i = 0; i < count; i++) { + for (j = 0; j < 8; j++) + glBindImageTexture(0, tbo[(i + j) % 8], 0, false, + 0, GL_READ_ONLY, GL_RGBA8); + glActiveTexture(GL_TEXTURE0); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + } +} + +static void draw_one_ubo_change(unsigned count) { unsigned i; if (indexed) { for (i = 0; i < count; i++) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo[i & 1]); glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, NULL); } } else { for (i = 0; i < count; i++) { @@ -513,34 +628,40 @@ draw_vertex_attrib_change(unsigned count) } #define COLOR_RESET "\033[0m" #define COLOR_RED "\033[31m" #define COLOR_GREEN "\033[1;32m" #define COLOR_YELLOW "\033[1;33m" #define COLOR_CYAN "\033[1;36m" static double perf_run(const char *call, unsigned num_vbos, unsigned num_ubos, - unsigned num_textures, unsigned num_tbos, + unsigned num_textures, unsigned num_tbos, unsigned num_images, + unsigned num_imgbos, const char *change, perf_rate_func f, double base_rate) { static unsigned test_index; test_index++; double rate = perf_measure_rate(f); double ratio = base_rate ? rate / base_rate : 1; printf(" %3u: %s (%2u VBO, %u UBO, %2u %s) w/ %s change:%*s" COLOR_CYAN "%s" COLOR_RESET " %s(%.1f%%)" COLOR_RESET "\n", test_index, call, num_vbos, num_ubos, - num_textures ? num_textures : num_tbos, - num_textures ? "Tex" : num_tbos ? "TBO" : " ", + num_textures ? num_textures : + num_tbos ? num_tbos : + num_images ? num_images : num_imgbos, + num_textures ? "Tex" : + num_tbos ? "TBO" : + num_images ? "Img" : + num_imgbos ? "ImB" : " ", change, MAX2(36 - (int)strlen(change) - (int)strlen(call), 0), "", perf_human_float(rate), base_rate == 0 ? COLOR_RESET : ratio > 0.7 ? COLOR_GREEN : ratio > 0.4 ? COLOR_YELLOW : COLOR_RED, 100 * ratio); return rate; } @@ -561,103 +682,146 @@ static struct enable_state_t enable_states[] = { {GL_SAMPLE_ALPHA_TO_COVERAGE, "alpha-to-coverage enable"}, {GL_SAMPLE_SHADING, "sample shading enable"}, {GL_CULL_FACE, "cull face enable"}, {GL_CLIP_DISTANCE0, "clip distance enable"}, }; static void perf_draw_variant(const char *call, bool is_indexed) { double base_rate = 0; - unsigned num_vbos, num_ubos, num_textures, num_tbos; indexed = is_indexed; /* Test different shader resource usage without state changes. */ - num_ubos = 0; - num_textures = 0; - num_tbos = 0; + unsigned num_ubos = 0; + unsigned num_textures = 0; + unsigned num_tbos = 0; + unsigned num_images = 0; + unsigned num_imgbos = 0; + unsigned num_vbos; + for (num_vbos = 1; num_vbos <= 16; num_vbos *= 4) { setup_shaders_and_resources(num_vbos, num_ubos, num_textures, - num_tbos); + num_tbos, num_images, num_imgbos); double rate = perf_run(call, num_vbos, num_ubos, num_textures, - num_tbos, "no state", draw, base_rate); + num_tbos, num_images, num_imgbos, + "no state", draw, base_rate); if (num_vbos == 1) base_rate = rate; } num_vbos = 1; num_ubos = 0; num_textures = 16; - setup_shaders_and_resources(num_vbos, num_ubos, num_textures, num_tbos); - perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, "no state", - draw, base_rate); + setup_shaders_and_resources(num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos); + perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, num_images, + num_imgbos, "no state", draw, base_rate); /* Test state changes. */ num_ubos = 4; num_textures = 8; for (num_vbos = 1; num_vbos <= 16; num_vbos *= 16) { setup_shaders_and_resources(num_vbos, num_ubos, num_textures, - num_tbos); + num_tbos, num_images, num_imgbos); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "no state", draw, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "shader program", draw_shader_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "vertex attrib", draw_vertex_attrib_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "1 texture", draw_one_texture_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "8 textures", draw_many_texture_change, base_rate); if (!is_compat) { num_textures = 0; + num_tbos = 8; setup_shaders_and_resources(num_vbos, num_ubos, num_textures, - num_tbos); + num_tbos, num_images, num_imgbos); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "1 TBO", draw_one_tbo_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "8 TBOs", draw_many_tbo_change, base_rate); + num_tbos = 0; + + num_images = 8; + setup_shaders_and_resources(num_vbos, num_ubos, num_textures, + num_tbos, num_images, num_imgbos); + perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, + "1 image", draw_one_img_change, base_rate); + perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, + "8 images", draw_many_img_change, base_rate); + num_images = 0; + + num_imgbos = 8; + setup_shaders_and_resources(num_vbos, num_ubos, num_textures, + num_tbos, num_images, num_imgbos); + perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, + "1 image buffer", draw_one_imgbo_change, base_rate); + perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, + "8 image buffers", draw_many_imgbo_change, base_rate); + num_imgbos = 0; + num_textures = 8; num_tbos = 0; setup_shaders_and_resources(num_vbos, num_ubos, num_textures, - num_tbos); + num_tbos, num_images, num_imgbos); } perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "1 UBO", draw_one_ubo_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "4 UBOs", draw_many_ubo_change, base_rate); glUseProgram(prog[0]); uniform_loc = glGetUniformLocation(prog[0], "u"); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "few uniforms / 1", draw_uniform_change, base_rate); glUseProgram(prog[1]); uniform_loc = glGetUniformLocation(prog[1], "u"); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "many uniforms / 1", draw_uniform_change, base_rate); glUseProgram(prog[0]); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "scissor", draw_scissor_change, base_rate); perf_run(call, num_vbos, num_ubos, num_textures, num_tbos, + num_images, num_imgbos, "viewport", draw_viewport_change, base_rate); for (int state = 0; state < ARRAY_SIZE(enable_states); state++) { enable_enum = enable_states[state].enable; perf_run(call, num_vbos, num_ubos, num_textures, - num_tbos, + num_tbos, num_images, num_imgbos, enable_states[state].name, draw_state_change, base_rate); } } } /** Called from test harness/main */ enum piglit_result piglit_display(void) { -- 2.7.4 _______________________________________________ Piglit mailing list Piglit@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/piglit