glsShaderPerformanceMeasurer.cpp revision 3c827367444ee418f129b2c238299f49d3264554
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_result			(-1.0f, -1.0f)
129	, m_indexBuffer		(0)
130	, m_vao				(0)
131{
132}
133
134void 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
140void 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
233void 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
258void 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
269void 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
315void 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
339void 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
347void 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