Demos (master): perf/glslstateschange: evaluate shader/ texture state change performance

Jerome Glisse glisse at kemper.freedesktop.org
Thu Jan 13 21:38:39 UTC 2011


Module: Demos
Branch: master
Commit: 014a0c44bd7656446df1b1f8f485bc14b7fd68eb
URL:    http://cgit.freedesktop.org/mesa/demos/commit/?id=014a0c44bd7656446df1b1f8f485bc14b7fd68eb

Author: Jerome Glisse <jglisse at redhat.com>
Date:   Tue Jan 11 16:45:14 2011 -0500

perf/glslstateschange: evaluate shader/texture state change performance

Many GL applications change shader & bound texture btw draw operation,
this test try to evaluate the speed of such change in the stack.

Signed-off-by: Jerome Glisse <jglisse at redhat.com>

---

 src/perf/Makefile.am            |    4 +-
 src/perf/glslstateschange.c     |  272 +++++++++++++++++++++++++++++++++++++++
 src/perf/glslstateschange1.frag |   19 +++
 src/perf/glslstateschange1.vert |   14 ++
 src/perf/glslstateschange2.frag |   17 +++
 src/perf/glslstateschange2.vert |   14 ++
 6 files changed, 339 insertions(+), 1 deletions(-)

diff --git a/src/perf/Makefile.am b/src/perf/Makefile.am
index 789aeef..5b00c11 100644
--- a/src/perf/Makefile.am
+++ b/src/perf/Makefile.am
@@ -50,7 +50,8 @@ bin_PROGRAMS = \
 	swapbuffers \
 	teximage \
 	vbo \
-	vertexrate
+	vertexrate \
+	glslstateschange
 endif
 
 copytex_LDADD = libperf.la
@@ -63,3 +64,4 @@ swapbuffers_LDADD = libperf.la
 teximage_LDADD = libperf.la
 vbo_LDADD = libperf.la
 vertexrate_LDADD = libperf.la
+glslstateschange_LDADD = libperf.la ../util/libutil.la
diff --git a/src/perf/glslstateschange.c b/src/perf/glslstateschange.c
new file mode 100644
index 0000000..0ea8a7b
--- /dev/null
+++ b/src/perf/glslstateschange.c
@@ -0,0 +1,272 @@
+/**
+ * Test states change when using shaders & textures.
+ *
+ * Copyright (C) 2008  Brian Paul   All Rights Reserved.
+ * Copyright (C) 2011  Red Hat      All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "readtex.h"
+#include "shaderutil.h"
+#include "glmain.h"
+#include "common.h"
+
+static const char *VertFile1 = "glslstateschange1.vert";
+static const char *FragFile1 = "glslstateschange1.frag";
+static const char *VertFile2 = "glslstateschange2.vert";
+static const char *FragFile2 = "glslstateschange2.frag";
+static struct uniform_info Uniforms1[] = {
+   { "tex1",  1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
+   { "tex2",  1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
+   { "UniV1", 1, GL_FLOAT_VEC4, { 0.8, 0.2, 0.2, 0 }, -1 },
+   { "UniV2", 1, GL_FLOAT_VEC4, { 0.6, 0.6, 0.6, 0 }, -1 },
+   END_OF_UNIFORMS
+};
+static struct uniform_info Uniforms2[] = {
+   { "tex1",  1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
+   { "tex2",  1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
+   { "UniV1", 1, GL_FLOAT_VEC4, { 0.8, 0.2, 0.2, 0 }, -1 },
+   { "UniV2", 1, GL_FLOAT_VEC4, { 0.6, 0.6, 0.6, 0 }, -1 },
+   END_OF_UNIFORMS
+};
+static GLuint Program1;
+static GLuint Program2;
+static GLint P1VertCoord_attr = -1;
+static GLint P1TexCoord0_attr = -1, P1TexCoord1_attr = -1;
+static GLint P2VertCoord_attr = -1;
+static GLint P2TexCoord0_attr = -1, P2TexCoord1_attr = -1;
+
+static const char *TexFiles[4] =
+   {
+      "../images/tile.rgb",
+      "../images/tree2.rgba",
+      "../images/tile.rgb",
+      "../images/tree2.rgba"
+   };
+GLuint texObj[4];
+
+
+int WinWidth = 500, WinHeight = 500;
+
+static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
+static GLfloat EyeDist = 10;
+
+
+
+static const GLfloat Tex0Coords[4][2] = {
+   { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 }
+};
+
+static const GLfloat Tex1Coords[4][2] = {
+   { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 }
+};
+
+static const GLfloat VertCoords[4][2] = {
+   { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 }
+};
+
+static void
+DrawPolygonArray(GLint VertCoord_attr,
+                 GLint TexCoord0_attr,
+                 GLint TexCoord1_attr)
+{
+   void *vertPtr, *tex0Ptr, *tex1Ptr;
+
+   vertPtr = VertCoords;
+   tex0Ptr = Tex0Coords;
+   tex1Ptr = Tex1Coords;
+
+   if (VertCoord_attr >= 0) {
+      glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE, 0, vertPtr);
+      glEnableVertexAttribArray(VertCoord_attr);
+   } else {
+      glVertexPointer(2, GL_FLOAT, 0, vertPtr);
+      glEnableClientState(GL_VERTEX_ARRAY);
+   }
+
+   glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE, 0, tex0Ptr);
+   glEnableVertexAttribArray(TexCoord0_attr);
+
+   glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE, 0, tex1Ptr);
+   glEnableVertexAttribArray(TexCoord1_attr);
+
+   glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+static void
+Draw(unsigned count)
+{
+   unsigned i;
+
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+   for (i = 0; i < count; i++) {
+      Yrot = 0.05 * i;
+      glPushMatrix(); /* modelview matrix */
+      glTranslatef(0.0, 0.0, -EyeDist);
+      glRotatef(Zrot, 0, 0, 1);
+      glRotatef(Yrot, 0, 1, 0);
+      glRotatef(Xrot, 1, 0, 0);
+
+      glUseProgram(Program1);
+      glActiveTexture(GL_TEXTURE0 + 0);
+      glBindTexture(GL_TEXTURE_2D, texObj[0]);
+      glActiveTexture(GL_TEXTURE0 + 1);
+      glBindTexture(GL_TEXTURE_2D, texObj[1]);
+      glUniform4fARB(Uniforms1[2].location, Xrot, Yrot, Zrot, 1.000000);
+      glUniform4fARB(Uniforms1[3].location, Xrot, Yrot, Zrot, 1.000000);
+      DrawPolygonArray(P1VertCoord_attr, P1TexCoord0_attr, P1TexCoord1_attr);
+
+      glUseProgram(Program2);
+      glActiveTexture(GL_TEXTURE0 + 0);
+      glBindTexture(GL_TEXTURE_2D, texObj[2]);
+      glActiveTexture(GL_TEXTURE0 + 1);
+      glBindTexture(GL_TEXTURE_2D, texObj[3]);
+      glUniform4fARB(Uniforms2[2].location, Xrot, Yrot, Zrot, 1.000000);
+      glUniform4fARB(Uniforms2[3].location, Xrot, Yrot, Zrot, 1.000000);
+      DrawPolygonArray(P2VertCoord_attr, P2TexCoord0_attr, P2TexCoord1_attr);
+
+      glPopMatrix();
+
+   }
+   glutSwapBuffers();
+}
+
+void
+PerfDraw(void)
+{
+   double rate;
+
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+   perf_printf("GLSL texture/program change rate\n");
+
+   rate = PerfMeasureRate(Draw);
+   perf_printf("  Immediate mode: %s change/sec\n", PerfHumanFloat(rate));
+
+   exit(0);
+}
+
+void
+PerfNextRound(void)
+{
+}
+
+static void
+InitTextures(void)
+{
+   GLenum filter = GL_LINEAR;
+   int i;
+
+   /* allocate 4 texture objects */
+   glGenTextures(4, texObj);
+
+   for (i = 0; i < 4; i++) {
+      GLint imgWidth, imgHeight;
+      GLenum imgFormat;
+      GLubyte *image = NULL;
+
+      image = LoadRGBImage(TexFiles[i], &imgWidth, &imgHeight, &imgFormat);
+      if (!image) {
+         printf("Couldn't read %s\n", TexFiles[i]);
+         exit(0);
+      }
+
+      glActiveTexture(GL_TEXTURE0 + i);
+      glBindTexture(GL_TEXTURE_2D, texObj[i]);
+      gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight,
+                        imgFormat, GL_UNSIGNED_BYTE, image);
+      free(image);
+
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+   }
+}
+
+static GLuint
+CreateAProgram(const char *vertProgFile, const char *fragProgFile,
+               struct uniform_info *uniforms, GLint *VertCoord_attr,
+               GLint *TexCoord0_attr, GLint *TexCoord1_attr)
+{
+   GLuint fragShader, vertShader, program;
+
+   vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
+   fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
+   assert(vertShader);
+   program = LinkShaders(vertShader, fragShader);
+
+   glUseProgram(program);
+
+   SetUniformValues(program, uniforms);
+
+   assert(ValidateShaderProgram(program));
+
+   *VertCoord_attr = glGetAttribLocation(program, "VertCoord");
+   if (*VertCoord_attr > 0) {
+      /* We want the VertCoord attrib to have position zero so that
+       * the call to glVertexAttrib(0, xyz) triggers vertex processing.
+       * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have
+       * to set that attribute last (which is a PITA to manage).
+       */
+      glBindAttribLocation(program, 0, "VertCoord");
+      /* re-link */
+      glLinkProgram(program);
+      /* VertCoord_attr should be zero now */
+      *VertCoord_attr = glGetAttribLocation(program, "VertCoord");
+      assert(*VertCoord_attr == 0);
+   }
+
+   *TexCoord0_attr = glGetAttribLocation(program, "TexCoord0");
+   *TexCoord1_attr = glGetAttribLocation(program, "TexCoord1");
+
+   return program;
+}
+
+static void
+InitPrograms(void)
+{
+   Program1 = CreateAProgram(VertFile1, FragFile1, Uniforms1,
+                             &P1VertCoord_attr,
+                             &P1TexCoord0_attr, &P1TexCoord1_attr);
+   Program2 = CreateAProgram(VertFile2, FragFile2, Uniforms2,
+                             &P2VertCoord_attr,
+                             &P2TexCoord0_attr, &P2TexCoord1_attr);
+}
+
+void
+PerfInit(void)
+{
+   if (!ShadersSupported())
+      exit(1);
+
+   InitTextures();
+   InitPrograms();
+
+   glEnable(GL_DEPTH_TEST);
+
+   glClearColor(.6, .6, .9, 0);
+   glColor3f(1.0, 1.0, 1.0);
+}
diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag
new file mode 100644
index 0000000..0839436
--- /dev/null
+++ b/src/perf/glslstateschange1.frag
@@ -0,0 +1,19 @@
+// Multi-texture fragment shader
+// Brian Paul
+
+// Composite second texture over first.
+// We're assuming the 2nd texture has a meaningful alpha channel.
+
+uniform sampler2D tex1;
+uniform sampler2D tex2;
+uniform vec4 UniV1;
+uniform vec4 UniV2;
+
+void main()
+{
+   vec4 t3;
+   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
+   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
+   t3 = mix(t1, t2, t2.w);
+   gl_FragColor = t3 + UniV1 + UniV2;
+}
diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert
new file mode 100644
index 0000000..cef50db
--- /dev/null
+++ b/src/perf/glslstateschange1.vert
@@ -0,0 +1,14 @@
+// Multi-texture vertex shader
+// Brian Paul
+
+
+attribute vec4 TexCoord0, TexCoord1;
+attribute vec4 VertCoord;
+
+void main()
+{
+   gl_TexCoord[0] = TexCoord0;
+   gl_TexCoord[1] = TexCoord1;
+   // note: may use gl_Vertex or VertCoord here for testing:
+   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag
new file mode 100644
index 0000000..0df0319
--- /dev/null
+++ b/src/perf/glslstateschange2.frag
@@ -0,0 +1,17 @@
+// Multi-texture fragment shader
+// Brian Paul
+
+// Composite second texture over first.
+// We're assuming the 2nd texture has a meaningful alpha channel.
+
+uniform sampler2D tex1;
+uniform sampler2D tex2;
+uniform vec4 UniV1;
+uniform vec4 UniV2;
+
+void main()
+{
+   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
+   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
+   gl_FragColor = t1 + t2 + UniV1 + UniV2;
+}
diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert
new file mode 100644
index 0000000..cef50db
--- /dev/null
+++ b/src/perf/glslstateschange2.vert
@@ -0,0 +1,14 @@
+// Multi-texture vertex shader
+// Brian Paul
+
+
+attribute vec4 TexCoord0, TexCoord1;
+attribute vec4 VertCoord;
+
+void main()
+{
+   gl_TexCoord[0] = TexCoord0;
+   gl_TexCoord[1] = TexCoord1;
+   // note: may use gl_Vertex or VertCoord here for testing:
+   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}




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