1 /*
2  * Copyright 2015 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "SkMatrix.h"
9 #include "SkPoint.h"
10 #include "SkString.h"
11 
12 #if SK_SUPPORT_GPU
13 #include "GLBench.h"
14 #include "GrShaderCaps.h"
15 #include "GrShaderVar.h"
16 #include "gl/GrGLContext.h"
17 #include "gl/GrGLInterface.h"
18 #include "gl/GrGLUtil.h"
19 #include "../private/GrGLSL.h"
20 
21 #include <stdio.h>
22 
23 /**
24  * This is a GL benchmark for comparing the performance of using vec4 or float for coverage in GLSL.
25  * The generated shader code from this bench will draw several overlapping circles, one in each
26  * stage, to simulate coverage calculations.  The number of circles (i.e. the number of stages) can
27  * be set as a parameter.
28  */
29 
30 class GLVec4ScalarBench : public GLBench {
31 public:
32     /*
33      * Use float or vec4 as GLSL data type for the output coverage
34      */
35     enum CoverageSetup {
36         kUseScalar_CoverageSetup,
37         kUseVec4_CoverageSetup,
38     };
39 
40     /*
41      * numStages determines the number of shader stages before the XP,
42      * which consequently determines how many circles are drawn
43      */
GLVec4ScalarBench(CoverageSetup coverageSetup,uint32_t numStages)44     GLVec4ScalarBench(CoverageSetup coverageSetup, uint32_t numStages)
45         : fCoverageSetup(coverageSetup)
46         , fNumStages(numStages)
47         , fVboId(0)
48         , fProgram(0) {
49         fName = NumStagesSetupToStr(coverageSetup, numStages);
50     }
51 
52 protected:
onGetName()53     const char* onGetName() override {
54         return fName.c_str();
55     }
56 
57     void setup(const GrGLContext*) override;
58     void glDraw(int loops, const GrGLContext*) override;
59     void teardown(const GrGLInterface*) override;
60 
61 private:
62     void setupSingleVbo(const GrGLInterface*, const SkMatrix*);
63     GrGLuint setupShader(const GrGLContext*);
64 
65 
NumStagesSetupToStr(CoverageSetup coverageSetup,uint32_t numStages)66     static SkString NumStagesSetupToStr(CoverageSetup coverageSetup, uint32_t numStages) {
67         SkString name("GLVec4ScalarBench");
68         switch (coverageSetup) {
69             default:
70             case kUseScalar_CoverageSetup:
71                 name.appendf("_scalar_%u_stage", numStages);
72                 break;
73             case kUseVec4_CoverageSetup:
74                 name.appendf("_vec4_%u_stage", numStages);
75                 break;
76         }
77         return name;
78     }
79 
80     static const GrGLuint kScreenWidth = 800;
81     static const GrGLuint kScreenHeight = 600;
82     static const uint32_t kNumTriPerDraw = 512;
83     static const uint32_t kVerticesPerTri = 3;
84 
85     SkString fName;
86     CoverageSetup fCoverageSetup;
87     uint32_t fNumStages;
88     GrGLuint fVboId;
89     GrGLuint fProgram;
90     GrGLuint fFboTextureId;
91 };
92 
93 ///////////////////////////////////////////////////////////////////////////////////////////////////
94 
setupShader(const GrGLContext * ctx)95 GrGLuint GLVec4ScalarBench::setupShader(const GrGLContext* ctx) {
96     const GrShaderCaps* shaderCaps = ctx->caps()->shaderCaps();
97     const char* version = shaderCaps->versionDeclString();
98 
99     // this shader draws fNumStages overlapping circles of increasing opacity (coverage) and
100     // decreasing size, with the center of each subsequent circle closer to the bottom-right
101     // corner of the screen than the previous circle.
102 
103     // set up vertex shader; this is a trivial vertex shader that passes through position and color
104     GrShaderVar aPosition("a_position", kVec2f_GrSLType, GrShaderVar::kIn_TypeModifier);
105     GrShaderVar oPosition("o_position", kVec2f_GrSLType, GrShaderVar::kOut_TypeModifier);
106     GrShaderVar aColor("a_color", kVec3f_GrSLType, GrShaderVar::kIn_TypeModifier);
107     GrShaderVar oColor("o_color", kVec3f_GrSLType, GrShaderVar::kOut_TypeModifier);
108 
109     SkString vshaderTxt(version);
110     aPosition.appendDecl(shaderCaps, &vshaderTxt);
111     vshaderTxt.append(";\n");
112     aColor.appendDecl(shaderCaps, &vshaderTxt);
113     vshaderTxt.append(";\n");
114     oPosition.appendDecl(shaderCaps, &vshaderTxt);
115     vshaderTxt.append(";\n");
116     oColor.appendDecl(shaderCaps, &vshaderTxt);
117     vshaderTxt.append(";\n");
118 
119     vshaderTxt.append(
120             "void main()\n"
121             "{\n"
122             "    gl_Position = vec4(a_position, 0.0, 1.0);\n"
123             "    o_position = a_position;\n"
124             "    o_color = a_color;\n"
125             "}\n");
126 
127     // set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
128     // XP stage at the end.  Each coverage stage computes the pixel's distance from some hard-
129     // coded center and compare that to some hard-coded circle radius to compute a coverage.
130     // Then, this coverage is mixed with the coverage from the previous stage and passed to the
131     // next stage.
132     GrShaderVar oFragColor("o_FragColor", kVec4f_GrSLType, GrShaderVar::kOut_TypeModifier);
133     SkString fshaderTxt(version);
134     GrGLSLAppendDefaultFloatPrecisionDeclaration(kDefault_GrSLPrecision, *shaderCaps, &fshaderTxt);
135     oPosition.setTypeModifier(GrShaderVar::kIn_TypeModifier);
136     oPosition.appendDecl(shaderCaps, &fshaderTxt);
137     fshaderTxt.append(";\n");
138     oColor.setTypeModifier(GrShaderVar::kIn_TypeModifier);
139     oColor.appendDecl(shaderCaps, &fshaderTxt);
140     fshaderTxt.append(";\n");
141 
142     const char* fsOutName;
143     if (shaderCaps->mustDeclareFragmentShaderOutput()) {
144         oFragColor.appendDecl(shaderCaps, &fshaderTxt);
145         fshaderTxt.append(";\n");
146         fsOutName = oFragColor.c_str();
147     } else {
148         fsOutName = "sk_FragColor";
149     }
150 
151 
152     fshaderTxt.appendf(
153             "void main()\n"
154             "{\n"
155             "    vec4 outputColor;\n"
156             "    %s outputCoverage;\n"
157             "    outputColor = vec4(%s, 1.0);\n"
158             "    outputCoverage = %s;\n",
159             fCoverageSetup == kUseVec4_CoverageSetup ? "vec4" : "float",
160             oColor.getName().c_str(),
161             fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(1.0)" : "1.0"
162             );
163 
164     float radius = 1.0f;
165     for (uint32_t i = 0; i < fNumStages; i++) {
166         float centerX = 1.0f - radius;
167         float centerY = 1.0f - radius;
168         fshaderTxt.appendf(
169             "    {\n"
170             "        float d = length(%s - vec2(%f, %f));\n"
171             "        float edgeAlpha = clamp(100.0 * (%f - d), 0.0, 1.0);\n"
172             "        outputCoverage = 0.5 * outputCoverage + 0.5 * %s;\n"
173             "    }\n",
174             oPosition.getName().c_str(), centerX, centerY,
175             radius,
176             fCoverageSetup == kUseVec4_CoverageSetup ? "vec4(edgeAlpha)" : "edgeAlpha"
177             );
178         radius *= 0.8f;
179     }
180     fshaderTxt.appendf(
181             "    {\n"
182             "        %s = outputColor * outputCoverage;\n"
183             "    }\n"
184             "}\n",
185             fsOutName);
186 
187     return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
188 }
189 
190 template<typename Func>
setup_matrices(int numQuads,Func f)191 static void setup_matrices(int numQuads, Func f) {
192     // We draw a really small triangle so we are not fill rate limited
193     for (int i = 0 ; i < numQuads; i++) {
194         SkMatrix m = SkMatrix::I();
195         m.setScale(0.01f, 0.01f);
196         f(m);
197     }
198 }
199 
200 ///////////////////////////////////////////////////////////////////////////////////////////////////
201 
202 struct Vertex {
203     SkPoint fPositions;
204     GrGLfloat fColors[3];
205 };
206 
setupSingleVbo(const GrGLInterface * gl,const SkMatrix * viewMatrices)207 void GLVec4ScalarBench::setupSingleVbo(const GrGLInterface* gl, const SkMatrix* viewMatrices) {
208     // triangles drawn will alternate between the top-right half of the screen and the bottom-left
209     // half of the screen
210     Vertex vertices[kVerticesPerTri * kNumTriPerDraw];
211     for (uint32_t i = 0; i < kNumTriPerDraw; i++) {
212         Vertex* v = &vertices[i * kVerticesPerTri];
213         if (i % 2 == 0) {
214             v[0].fPositions.set(-1.0f, -1.0f);
215             v[1].fPositions.set( 1.0f, -1.0f);
216             v[2].fPositions.set( 1.0f,  1.0f);
217         } else {
218             v[0].fPositions.set(-1.0f, -1.0f);
219             v[1].fPositions.set( 1.0f, 1.0f);
220             v[2].fPositions.set( -1.0f, 1.0f);
221         }
222         SkPoint* position = reinterpret_cast<SkPoint*>(v);
223         viewMatrices[i].mapPointsWithStride(position, sizeof(Vertex), kVerticesPerTri);
224 
225         GrGLfloat color[3] = {1.0f, 0.0f, 1.0f};
226         for (uint32_t j = 0; j < kVerticesPerTri; j++) {
227             v->fColors[0] = color[0];
228             v->fColors[1] = color[1];
229             v->fColors[2] = color[2];
230             v++;
231         }
232     }
233 
234     GR_GL_CALL(gl, GenBuffers(1, &fVboId));
235     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, fVboId));
236     GR_GL_CALL(gl, EnableVertexAttribArray(0));
237     GR_GL_CALL(gl, EnableVertexAttribArray(1));
238     GR_GL_CALL(gl, VertexAttribPointer(0, 2, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
239                                        (GrGLvoid*)0));
240     GR_GL_CALL(gl, VertexAttribPointer(1, 3, GR_GL_FLOAT, GR_GL_FALSE, sizeof(Vertex),
241                                        (GrGLvoid*)(sizeof(SkPoint))));
242     GR_GL_CALL(gl, BufferData(GR_GL_ARRAY_BUFFER, sizeof(vertices), vertices, GR_GL_STATIC_DRAW));
243 }
244 
setup(const GrGLContext * ctx)245 void GLVec4ScalarBench::setup(const GrGLContext* ctx) {
246     const GrGLInterface* gl = ctx->interface();
247     if (!gl) {
248         SkFAIL("GL interface is nullptr in setup()!\n");
249     }
250     fFboTextureId = SetupFramebuffer(gl, kScreenWidth, kScreenHeight);
251 
252     fProgram = this->setupShader(ctx);
253 
254     int index = 0;
255     SkMatrix viewMatrices[kNumTriPerDraw];
256     setup_matrices(kNumTriPerDraw, [&index, &viewMatrices](const SkMatrix& m) {
257         viewMatrices[index++] = m;
258     });
259     this->setupSingleVbo(gl, viewMatrices);
260 
261     GR_GL_CALL(gl, UseProgram(fProgram));
262 }
263 
glDraw(int loops,const GrGLContext * ctx)264 void GLVec4ScalarBench::glDraw(int loops, const GrGLContext* ctx) {
265     const GrGLInterface* gl = ctx->interface();
266 
267     for (int i = 0; i < loops; i++) {
268         GR_GL_CALL(gl, DrawArrays(GR_GL_TRIANGLES, 0, kVerticesPerTri * kNumTriPerDraw));
269     }
270 
271 // using -w when running nanobench will not produce correct images;
272 // changing this to #if 1 will write the correct images to the Skia folder.
273 #if 0
274     SkString filename("out");
275     filename.appendf("_%s.png", this->getName());
276     DumpImage(gl, kScreenWidth, kScreenHeight, filename.c_str());
277 #endif
278 }
279 
teardown(const GrGLInterface * gl)280 void GLVec4ScalarBench::teardown(const GrGLInterface* gl) {
281     GR_GL_CALL(gl, BindBuffer(GR_GL_ARRAY_BUFFER, 0));
282     GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0));
283     GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, 0));
284     GR_GL_CALL(gl, DeleteTextures(1, &fFboTextureId));
285     GR_GL_CALL(gl, DeleteProgram(fProgram));
286     GR_GL_CALL(gl, DeleteBuffers(1, &fVboId));
287 }
288 
289 ///////////////////////////////////////////////////////////////////////////////
290 
291 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 1) )
292 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 1) )
293 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 2) )
294 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 2) )
295 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 4) )
296 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 4) )
297 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 6) )
298 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 6) )
299 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseScalar_CoverageSetup, 8) )
300 DEF_BENCH( return new GLVec4ScalarBench(GLVec4ScalarBench::kUseVec4_CoverageSetup, 8) )
301 
302 #endif
303