1 //
2 // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // CompilerPerfTest:
7 //   Performance test for the shader translator. The test initializes the compiler once and then
8 //   compiles the same shader repeatedly. There are different variations of the tests using
9 //   different shaders.
10 //
11 
12 #include "ANGLEPerfTest.h"
13 
14 #include "GLSLANG/ShaderLang.h"
15 #include "compiler/translator/Compiler.h"
16 #include "compiler/translator/InitializeGlobals.h"
17 #include "compiler/translator/PoolAlloc.h"
18 
19 namespace
20 {
21 
22 const char *kSimpleESSL100FragSource = R"(
23 precision mediump float;
24 void main()
25 {
26     gl_FragColor = vec4(0, 1, 0, 1);
27 }
28 )";
29 
30 const char *kSimpleESSL100Id = "SimpleESSL100";
31 
32 const char *kSimpleESSL300FragSource = R"(#version 300 es
33 precision highp float;
34 out vec4 outColor;
35 void main()
36 {
37     outColor = vec4(0, 1, 0, 1);
38 }
39 )";
40 
41 const char *kSimpleESSL300Id = "SimpleESSL300";
42 
43 const char *kRealWorldESSL100FragSource = R"(precision highp float;
44 precision highp sampler2D;
45 precision highp int;
46 varying vec2 vPixelCoords; // in pixels
47 uniform int uCircleCount;
48 uniform sampler2D uCircleParameters;
49 uniform sampler2D uBrushTex;
50 void main(void)
51 {
52     float destAlpha = 0.0;
53     for (int i = 0; i < 32; ++i)
54     {
55         vec4 parameterColor = texture2D(uCircleParameters,vec2(0.25, (float(i) + 0.5) / 32.0));
56         vec2 center = parameterColor.xy;
57         float circleRadius = parameterColor.z;
58         float circleFlowAlpha = parameterColor.w;
59         vec4 parameterColor2 = texture2D(uCircleParameters,vec2(0.75, (float(i) + 0.5) / 32.0));
60         float circleRotation = parameterColor2.x;
61         vec2 centerDiff = vPixelCoords - center;
62         float radius = max(circleRadius, 0.5);
63         float flowAlpha = (circleRadius < 0.5) ? circleFlowAlpha * circleRadius * circleRadius * 4.0: circleFlowAlpha;
64         float antialiasMult = clamp((radius + 1.0 - length(centerDiff)) * 0.5, 0.0, 1.0);
65         mat2 texRotation = mat2(cos(circleRotation), -sin(circleRotation), sin(circleRotation), cos(circleRotation));
66         vec2 texCoords = texRotation * centerDiff / radius * 0.5 + 0.5;
67         float texValue = texture2D(uBrushTex, texCoords).r;
68         float circleAlpha = flowAlpha * antialiasMult * texValue;
69         if (i < uCircleCount)
70         {
71             destAlpha = clamp(circleAlpha + (1.0 - circleAlpha) * destAlpha, 0.0, 1.0);
72         }
73     }
74     gl_FragColor = vec4(0.0, 0.0, 0.0, destAlpha);
75 })";
76 
77 const char *kRealWorldESSL100Id = "RealWorldESSL100";
78 
79 // This shader is intended to trigger many AST transformations, particularly on the HLSL backend.
80 const char *kTrickyESSL300FragSource = R"(#version 300 es
81 precision highp float;
82 precision highp sampler2D;
83 precision highp isampler2D;
84 precision highp int;
85 
86 float globalF;
87 
88 uniform ivec4 uivec;
89 uniform int ui;
90 
91 struct SS
92 {
93     int iField;
94     float fField;
95     vec2 f2Field;
96     sampler2D sField;
97     isampler2D isField;
98 };
99 uniform SS us;
100 
101 out vec4 my_FragColor;
102 
103 float[3] sideEffectArray()
104 {
105     globalF += 1.0;
106     return float[3](globalF, globalF * 2.0, globalF * 3.0);
107 }
108 
109 // This struct is unused and can be pruned.
110 struct SUnused
111 {
112     vec2 fField;
113 };
114 
115 void main()
116 {
117     struct S2
118     {
119         float fField;
120     } s2;
121     vec4 foo = vec4(ui);
122     mat4 fooM = mat4(foo.x);
123 
124     // Some unused variables that can be pruned.
125     float fUnused, fUnused2;
126     ivec4 iUnused, iUnused2;
127 
128     globalF = us.fField;
129     s2.fField = us.fField;
130 
131     float[3] fa = sideEffectArray();
132 
133     globalF -= us.fField;
134     if (fa == sideEffectArray())
135     {
136         globalF += us.fField * sin(2.0);
137     }
138 
139     // Switch with fall-through.
140     switch (ui)
141     {
142       case 0:
143         // Sequence operator and matrix and vector dynamic indexing.
144         (globalF += 1.0, fooM[ui][ui] += fooM[ui - 1][uivec[ui] + 1]);
145       case 1:
146         // Built-in emulation.
147         foo[3] = tanh(foo[1]);
148       default:
149         // Sequence operator and length of an array expression with side effects.
150         foo[2] += (globalF -= 1.0, float((sideEffectArray()).length() * 2));
151     }
152     int i = 0;
153     do
154     {
155         s2.fField = us.fField * us.f2Field.x;
156         // Sequence operator and short-circuiting operator with side effects on the right hand side.
157     } while ((++i, i < int(us.fField) && ++i <= ui || ++i < ui * 2 - 3));
158     // Samplers in structures and integer texture sampling.
159     foo += texture(us.sField, us.f2Field) + intBitsToFloat(texture(us.isField, us.f2Field + 4.0));
160     my_FragColor = foo * s2.fField * globalF + fooM[ui];
161 })";
162 
163 const char *kTrickyESSL300Id = "TrickyESSL300";
164 
165 constexpr int kNumIterationsPerStep = 4;
166 
167 struct CompilerParameters
168 {
CompilerParameters__anon648ba9470111::CompilerParameters169     CompilerParameters() { output = SH_HLSL_4_1_OUTPUT; }
170 
CompilerParameters__anon648ba9470111::CompilerParameters171     CompilerParameters(ShShaderOutput output) : output(output) {}
172 
str__anon648ba9470111::CompilerParameters173     const char *str() const
174     {
175         switch (output)
176         {
177             case SH_HLSL_4_1_OUTPUT:
178                 return "HLSL_4_1";
179             case SH_GLSL_450_CORE_OUTPUT:
180                 return "GLSL_4_50";
181             case SH_ESSL_OUTPUT:
182                 return "ESSL";
183             default:
184                 UNREACHABLE();
185                 return "unk";
186         }
187     }
188 
189     ShShaderOutput output;
190 };
191 
IsPlatformAvailable(const CompilerParameters & param)192 bool IsPlatformAvailable(const CompilerParameters &param)
193 {
194     switch (param.output)
195     {
196         case SH_HLSL_4_1_OUTPUT:
197         case SH_HLSL_4_0_FL9_3_OUTPUT:
198         case SH_HLSL_3_0_OUTPUT:
199         {
200             angle::PoolAllocator allocator;
201             InitializePoolIndex();
202             allocator.push();
203             SetGlobalPoolAllocator(&allocator);
204             ShHandle translator =
205                 sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL2_SPEC, param.output);
206             bool success = translator != nullptr;
207             SetGlobalPoolAllocator(nullptr);
208             allocator.pop();
209             FreePoolIndex();
210             if (!success)
211             {
212                 return false;
213             }
214             break;
215         }
216         default:
217             break;
218     }
219     return true;
220 }
221 
222 struct CompilerPerfParameters final : public CompilerParameters
223 {
CompilerPerfParameters__anon648ba9470111::CompilerPerfParameters224     CompilerPerfParameters(ShShaderOutput output,
225                            const char *shaderSource,
226                            const char *shaderSourceId)
227         : CompilerParameters(output), shaderSource(shaderSource)
228     {
229         testId = shaderSourceId;
230         testId += "_";
231         testId += CompilerParameters::str();
232     }
233 
234     const char *shaderSource;
235     std::string testId;
236 };
237 
operator <<(std::ostream & stream,const CompilerPerfParameters & p)238 std::ostream &operator<<(std::ostream &stream, const CompilerPerfParameters &p)
239 {
240     stream << p.testId;
241     return stream;
242 }
243 
244 class CompilerPerfTest : public ANGLEPerfTest,
245                          public ::testing::WithParamInterface<CompilerPerfParameters>
246 {
247   public:
248     CompilerPerfTest();
249 
250     void step() override;
251 
252     void SetUp() override;
253     void TearDown() override;
254 
255   protected:
setTestShader(const char * str)256     void setTestShader(const char *str) { mTestShader = str; }
257 
258   private:
259     const char *mTestShader;
260 
261     ShBuiltInResources mResources;
262     angle::PoolAllocator mAllocator;
263     sh::TCompiler *mTranslator;
264 };
265 
CompilerPerfTest()266 CompilerPerfTest::CompilerPerfTest()
267     : ANGLEPerfTest("CompilerPerf", "", GetParam().testId, kNumIterationsPerStep)
268 {}
269 
SetUp()270 void CompilerPerfTest::SetUp()
271 {
272     ANGLEPerfTest::SetUp();
273 
274     InitializePoolIndex();
275     mAllocator.push();
276     SetGlobalPoolAllocator(&mAllocator);
277 
278     const auto &params = GetParam();
279 
280     mTranslator = sh::ConstructCompiler(GL_FRAGMENT_SHADER, SH_WEBGL2_SPEC, params.output);
281     sh::InitBuiltInResources(&mResources);
282     mResources.FragmentPrecisionHigh = true;
283     if (!mTranslator->Init(mResources))
284     {
285         SafeDelete(mTranslator);
286     }
287 
288     setTestShader(params.shaderSource);
289 }
290 
TearDown()291 void CompilerPerfTest::TearDown()
292 {
293     SafeDelete(mTranslator);
294 
295     SetGlobalPoolAllocator(nullptr);
296     mAllocator.pop();
297 
298     FreePoolIndex();
299 
300     ANGLEPerfTest::TearDown();
301 }
302 
step()303 void CompilerPerfTest::step()
304 {
305     const char *shaderStrings[] = {mTestShader};
306 
307     ShCompileOptions compileOptions = SH_OBJECT_CODE | SH_VARIABLES |
308                                       SH_INITIALIZE_UNINITIALIZED_LOCALS | SH_INIT_OUTPUT_VARIABLES;
309 
310 #if !defined(NDEBUG)
311     // Make sure that compilation succeeds and print the info log if it doesn't in debug mode.
312     if (!mTranslator->compile(shaderStrings, 1, compileOptions))
313     {
314         std::cout << "Compiling perf test shader failed with log:\n"
315                   << mTranslator->getInfoSink().info.c_str();
316     }
317 #endif
318 
319     for (unsigned int iteration = 0; iteration < kNumIterationsPerStep; ++iteration)
320     {
321         mTranslator->compile(shaderStrings, 1, compileOptions);
322     }
323 }
324 
TEST_P(CompilerPerfTest,Run)325 TEST_P(CompilerPerfTest, Run)
326 {
327     run();
328 }
329 
330 ANGLE_INSTANTIATE_TEST(
331     CompilerPerfTest,
332     CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
333     CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
334     CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kRealWorldESSL100FragSource, kRealWorldESSL100Id),
335     CompilerPerfParameters(SH_HLSL_4_1_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id),
336     CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
337     CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
338     CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT,
339                            kRealWorldESSL100FragSource,
340                            kRealWorldESSL100Id),
341     CompilerPerfParameters(SH_GLSL_450_CORE_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id),
342     CompilerPerfParameters(SH_ESSL_OUTPUT, kSimpleESSL100FragSource, kSimpleESSL100Id),
343     CompilerPerfParameters(SH_ESSL_OUTPUT, kSimpleESSL300FragSource, kSimpleESSL300Id),
344     CompilerPerfParameters(SH_ESSL_OUTPUT, kRealWorldESSL100FragSource, kRealWorldESSL100Id),
345     CompilerPerfParameters(SH_ESSL_OUTPUT, kTrickyESSL300FragSource, kTrickyESSL300Id));
346 
347 }  // anonymous namespace
348