// // Copyright 2014 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Based on Hello_Triangle.c from // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com #include "SampleApplication.h" #include "texture_utils.h" #include "util/shader_utils.h" #include #include // This sample demonstrates the differences in rendering efficiency when // drawing with already-created textures whose dimensions have been altered // versus drawing with newly created textures. // // In order to support GL's per-level texture creation semantics over the // D3D API in particular, which requires textures' full mip chains to be // created at texture object creation time, ANGLE maintains copies of the // constituent texture images in system memory until the texture is used in // a draw call, at which time, if the texture passes GL's mip completeness // rules, the D3D texture is created and the contents of the texture are // uploaded. Once the texture is created, redefinition of the dimensions or // format of the texture is costly-- a new D3D texture needs to be created, // and ANGLE may need to read the contents back into system memory. // // Creating an entirely new texture also requires that a new D3D texture be // created, but any overhead associated with tracking the already-present // texture images is eliminated, as it's a novel texture. This sample // demonstrates the contrast in draw call time between these two situations. // // The resizing & creation of a new texture is delayed until several frames // after startup, to eliminate draw time differences caused by caching of // rendering state subsequent to the first frame. class TexRedefBenchSample : public SampleApplication { public: TexRedefBenchSample(int argc, char **argv) : SampleApplication("Microbench", argc, argv, 2, 0, 1280, 1280), mPixelsResize(nullptr), mPixelsNewTex(nullptr), mTimeFrame(false), mFrameCount(0) {} void defineSquareTexture2D(GLuint texId, GLsizei baseDimension, GLenum format, GLenum type, void *data) { glBindTexture(GL_TEXTURE_2D, texId); GLsizei curDim = baseDimension; GLuint level = 0; while (curDim >= 1) { glTexImage2D(GL_TEXTURE_2D, level, format, curDim, curDim, 0, format, type, data); curDim /= 2; level++; } } void createPixelData() { mPixelsResize = new GLubyte[512 * 512 * 4]; mPixelsNewTex = new GLubyte[512 * 512 * 4]; GLubyte *pixPtr0 = mPixelsResize; GLubyte *pixPtr1 = mPixelsNewTex; GLubyte zeroPix[] = {0, 192, 192, 255}; GLubyte onePix[] = {192, 0, 0, 255}; for (int i = 0; i < 512 * 512; ++i) { memcpy(pixPtr0, zeroPix, 4 * sizeof(GLubyte)); memcpy(pixPtr1, onePix, 4 * sizeof(GLubyte)); pixPtr0 += 4; pixPtr1 += 4; } } bool initialize() override { constexpr char kVS[] = R"(attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { gl_Position = a_position; v_texCoord = a_texCoord; })"; constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); })"; mProgram = CompileProgram(kVS, kFS); if (!mProgram) { return false; } // Get the attribute locations mPositionLoc = glGetAttribLocation(mProgram, "a_position"); mTexCoordLoc = glGetAttribLocation(mProgram, "a_texCoord"); // Get the sampler location mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); // Generate texture IDs, and create texture 0 glGenTextures(3, mTextureIds); createPixelData(); defineSquareTexture2D(mTextureIds[0], 256, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); return true; } void destroy() override { glDeleteProgram(mProgram); delete[] mPixelsResize; delete[] mPixelsNewTex; } void draw() override { GLfloat vertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = {0, 1, 2, 0, 2, 3}; // Set the viewport glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use the program object glUseProgram(mProgram); // Load the vertex position glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices); // Load the texture coordinate glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vertices + 3); glEnableVertexAttribArray(mPositionLoc); glEnableVertexAttribArray(mTexCoordLoc); // Bind the texture glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTextureIds[0]); // Set the texture sampler to texture unit to 0 glUniform1i(mSamplerLoc, 0); // We delay timing of texture resize/creation until after the first frame, as // caching optimizations will reduce draw time for subsequent frames for reasons // unreleated to texture creation. mTimeFrame is set to true on the fifth frame. if (mTimeFrame) { mOrigTimer.start(); } glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); if (mTimeFrame) { mOrigTimer.stop(); // This timer indicates draw time for an already-created texture resident on the GPU, // which needs no updates. It will be faster than the other draws. std::cout << "Original texture draw: " << mOrigTimer.getElapsedTime() * 1000 << "msec" << std::endl; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Now, change the texture dimensions of the original texture mResizeDefineTimer.start(); defineSquareTexture2D(mTextureIds[0], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsResize); mResizeDefineTimer.stop(); mResizeDrawTimer.start(); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); mResizeDrawTimer.stop(); // This timer indicates draw time for a texture which has already been used in a draw, // causing the underlying resource to be allocated, and then resized, requiring resource // reallocation and related overhead. std::cout << "Resized texture definition: " << mResizeDefineTimer.getElapsedTime() * 1000 << "msec" << std::endl; std::cout << "Resized texture draw: " << mResizeDrawTimer.getElapsedTime() * 1000 << "msec" << std::endl; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Create texure at same dimensions we resized previous texture to mNewTexDefineTimer.start(); defineSquareTexture2D(mTextureIds[1], 512, GL_RGBA, GL_UNSIGNED_BYTE, mPixelsNewTex); mNewTexDefineTimer.stop(); mNewTexDrawTimer.start(); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); mNewTexDrawTimer.stop(); // This timer indicates draw time for a texture newly created this frame. The underlying // resource will need to be created, but because it has not previously been used, there // is no already-resident texture object to manage. This draw is expected to be faster // than the resized texture draw. std::cout << "Newly created texture definition: " << mNewTexDefineTimer.getElapsedTime() * 1000 << "msec" << std::endl; std::cout << "Newly created texture draw: " << mNewTexDrawTimer.getElapsedTime() * 1000 << "msec" << std::endl; } if (mFrameCount == 5) mTimeFrame = true; else mTimeFrame = false; mFrameCount++; } private: // Handle to a program object GLuint mProgram; // Attribute locations GLint mPositionLoc; GLint mTexCoordLoc; // Sampler location GLint mSamplerLoc; // Texture handle GLuint mTextureIds[2]; // 0: texture created, then resized // 1: texture newly created with TexImage // Texture pixel data GLubyte *mPixelsResize; GLubyte *mPixelsNewTex; Timer mOrigTimer; Timer mResizeDrawTimer; Timer mResizeDefineTimer; Timer mNewTexDrawTimer; Timer mNewTexDefineTimer; bool mTimeFrame; unsigned int mFrameCount; }; int main(int argc, char **argv) { TexRedefBenchSample app(argc, argv); return app.run(); }