| // Copyright 2019 The Dawn & Tint Authors | |
| // | |
| // Redistribution and use in source and binary forms, with or without | |
| // modification, are permitted provided that the following conditions are met: | |
| // | |
| // 1. Redistributions of source code must retain the above copyright notice, this | |
| // list of conditions and the following disclaimer. | |
| // | |
| // 2. Redistributions in binary form must reproduce the above copyright notice, | |
| // this list of conditions and the following disclaimer in the documentation | |
| // and/or other materials provided with the distribution. | |
| // | |
| // 3. Neither the name of the copyright holder nor the names of its | |
| // contributors may be used to endorse or promote products derived from | |
| // this software without specific prior written permission. | |
| // | |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE | |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR | |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER | |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, | |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| #include <tuple> | |
| #include <vector> | |
| #include "dawn/common/Assert.h" | |
| #include "dawn/common/Constants.h" | |
| #include "dawn/common/Math.h" | |
| #include "dawn/tests/perf_tests/DawnPerfTest.h" | |
| #include "dawn/utils/ComboRenderPipelineDescriptor.h" | |
| #include "dawn/utils/WGPUHelpers.h" | |
| namespace dawn { | |
| namespace { | |
| constexpr unsigned int kNumDraws = 2000; | |
| constexpr uint32_t kTextureSize = 64; | |
| constexpr size_t kUniformSize = 3 * sizeof(float); | |
| constexpr float kVertexData[12] = { | |
| 0.0f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.0f, 1.0f, | |
| }; | |
| constexpr char kVertexShader[] = R"( | |
| @vertex fn main( | |
| @location(0) pos : vec4f | |
| ) -> @builtin(position) vec4f { | |
| return pos; | |
| })"; | |
| constexpr char kFragmentShaderA[] = R"( | |
| @group(0) @binding(0) var<uniform> color : vec3f; | |
| @fragment fn main() -> @location(0) vec4f { | |
| return vec4f(color * (1.0 / 5000.0), 1.0); | |
| })"; | |
| constexpr char kFragmentShaderB[] = R"( | |
| @group(0) @binding(0) var<uniform> constant_color : vec3f; | |
| @group(1) @binding(0) var<uniform> uniform_color : vec3f; | |
| @fragment fn main() -> @location(0) vec4f { | |
| return vec4f((constant_color + uniform_color) * (1.0 / 5000.0), 1.0); | |
| })"; | |
| enum class Pipeline { | |
| Static, // Keep the same pipeline for all draws. | |
| Redundant, // Use the same pipeline, but redundantly set it. | |
| Dynamic, // Change the pipeline between draws. | |
| }; | |
| enum class UniformData { | |
| Static, // Don't update per-draw uniform data. | |
| Dynamic, // Update the per-draw uniform data once per frame. | |
| }; | |
| enum class BindGroup { | |
| NoChange, // Use one bind group for all draws. | |
| Redundant, // Use the same bind group, but redundantly set it. | |
| NoReuse, // Create a new bind group every time. | |
| Multiple, // Use multiple static bind groups. | |
| Dynamic, // Use bind groups with dynamic offsets. | |
| }; | |
| enum class VertexBuffer { | |
| NoChange, // Use one vertex buffer for all draws. | |
| Multiple, // Use multiple static vertex buffers. | |
| Dynamic, // Switch vertex buffers between draws. | |
| }; | |
| enum class RenderBundle { | |
| No, // Record commands in a render pass | |
| Yes, // Record commands in a render bundle | |
| }; | |
| struct DrawCallParam { | |
| Pipeline pipelineType; | |
| VertexBuffer vertexBufferType; | |
| BindGroup bindGroupType; | |
| UniformData uniformDataType; | |
| RenderBundle withRenderBundle; | |
| }; | |
| using DrawCallParamTuple = std::tuple<Pipeline, VertexBuffer, BindGroup, UniformData, RenderBundle>; | |
| template <typename T> | |
| unsigned int AssignParam(T& lhs, T rhs) { | |
| lhs = rhs; | |
| return 0u; | |
| } | |
| // This helper function allows creating a DrawCallParam from a list of arguments | |
| // without specifying all of the members. Provided members can be passed once in an arbitrary | |
| // order. Unspecified members default to: | |
| // - Pipeline::Static | |
| // - VertexBuffer::NoChange | |
| // - BindGroup::NoChange | |
| // - UniformData::Static | |
| // - RenderBundle::No | |
| template <typename... Ts> | |
| DrawCallParam MakeParam(Ts... args) { | |
| // Baseline param | |
| DrawCallParamTuple paramTuple{Pipeline::Static, VertexBuffer::NoChange, BindGroup::NoChange, | |
| UniformData::Static, RenderBundle::No}; | |
| [[maybe_unused]] unsigned int unused[] = { | |
| 0, // Avoid making a 0-sized array. | |
| AssignParam(std::get<Ts>(paramTuple), args)..., | |
| }; | |
| return DrawCallParam{ | |
| std::get<Pipeline>(paramTuple), std::get<VertexBuffer>(paramTuple), | |
| std::get<BindGroup>(paramTuple), std::get<UniformData>(paramTuple), | |
| std::get<RenderBundle>(paramTuple), | |
| }; | |
| } | |
| struct DrawCallParamForTest : AdapterTestParam { | |
| DrawCallParamForTest(const AdapterTestParam& backendParam, DrawCallParam param) | |
| : AdapterTestParam(backendParam), param(param) {} | |
| DrawCallParam param; | |
| }; | |
| std::ostream& operator<<(std::ostream& ostream, const DrawCallParamForTest& testParams) { | |
| ostream << static_cast<const AdapterTestParam&>(testParams); | |
| const DrawCallParam& param = testParams.param; | |
| switch (param.pipelineType) { | |
| case Pipeline::Static: | |
| break; | |
| case Pipeline::Redundant: | |
| ostream << "_RedundantPipeline"; | |
| break; | |
| case Pipeline::Dynamic: | |
| ostream << "_DynamicPipeline"; | |
| break; | |
| } | |
| switch (param.vertexBufferType) { | |
| case VertexBuffer::NoChange: | |
| break; | |
| case VertexBuffer::Multiple: | |
| ostream << "_MultipleVertexBuffers"; | |
| break; | |
| case VertexBuffer::Dynamic: | |
| ostream << "_DynamicVertexBuffer"; | |
| } | |
| switch (param.bindGroupType) { | |
| case BindGroup::NoChange: | |
| break; | |
| case BindGroup::Redundant: | |
| ostream << "_RedundantBindGroups"; | |
| break; | |
| case BindGroup::NoReuse: | |
| ostream << "_NoReuseBindGroups"; | |
| break; | |
| case BindGroup::Multiple: | |
| ostream << "_MultipleBindGroups"; | |
| break; | |
| case BindGroup::Dynamic: | |
| ostream << "_DynamicBindGroup"; | |
| break; | |
| } | |
| switch (param.uniformDataType) { | |
| case UniformData::Static: | |
| break; | |
| case UniformData::Dynamic: | |
| ostream << "_DynamicData"; | |
| break; | |
| } | |
| switch (param.withRenderBundle) { | |
| case RenderBundle::No: | |
| break; | |
| case RenderBundle::Yes: | |
| ostream << "_RenderBundle"; | |
| break; | |
| } | |
| return ostream; | |
| } | |
| // DrawCallPerf is an uber-benchmark with supports many parameterizations. | |
| // The specific parameterizations we care about are explicitly instantiated at the bottom | |
| // of this test file. | |
| // DrawCallPerf tests drawing a simple triangle with many ways of encoding commands, | |
| // binding, and uploading data to the GPU. The rationale for this is the following: | |
| // - Static/Multiple/Dynamic vertex buffers: Tests switching buffer bindings. This has | |
| // a state tracking cost as well as a GPU driver cost. | |
| // - Static/Multiple/Dynamic bind groups: Same rationale as vertex buffers | |
| // - Static/Dynamic pipelines: In addition to a change to GPU state, changing the pipeline | |
| // layout incurs additional state tracking costs in Dawn. | |
| // - With/Without render bundles: All of the above can have lower validation costs if | |
| // precomputed in a render bundle. | |
| // - Static/Dynamic data: Updating data for each draw is a common use case. It also tests | |
| // the efficiency of resource transitions. | |
| class DrawCallPerf : public DawnPerfTestWithParams<DrawCallParamForTest> { | |
| public: | |
| DrawCallPerf() : DawnPerfTestWithParams(kNumDraws, 3) {} | |
| ~DrawCallPerf() override = default; | |
| void SetUp() override; | |
| protected: | |
| DrawCallParam GetParam() const { return DawnPerfTestWithParams::GetParam().param; } | |
| template <typename Encoder> | |
| void RecordRenderCommands(Encoder encoder); | |
| private: | |
| void Step() override; | |
| // One large dynamic vertex buffer, or multiple separate vertex buffers. | |
| wgpu::Buffer mVertexBuffers[kNumDraws]; | |
| size_t mAlignedVertexDataSize; | |
| std::vector<float> mUniformBufferData; | |
| // One large dynamic uniform buffer, or multiple separate uniform buffers. | |
| wgpu::Buffer mUniformBuffers[kNumDraws]; | |
| wgpu::BindGroupLayout mUniformBindGroupLayout; | |
| // One dynamic bind group or multiple bind groups. | |
| wgpu::BindGroup mUniformBindGroups[kNumDraws]; | |
| size_t mAlignedUniformSize; | |
| size_t mNumUniformFloats; | |
| wgpu::BindGroupLayout mConstantBindGroupLayout; | |
| wgpu::BindGroup mConstantBindGroup; | |
| // If the pipeline is static, only the first is used. | |
| // Otherwise, the test alternates between two pipelines for each draw. | |
| wgpu::RenderPipeline mPipelines[2]; | |
| wgpu::TextureView mColorAttachment; | |
| wgpu::TextureView mDepthStencilAttachment; | |
| wgpu::RenderBundle mRenderBundle; | |
| }; | |
| void DrawCallPerf::SetUp() { | |
| DawnPerfTestWithParams::SetUp(); | |
| // Compute aligned uniform / vertex data sizes. | |
| mAlignedUniformSize = | |
| Align(kUniformSize, GetSupportedLimits().limits.minUniformBufferOffsetAlignment); | |
| mAlignedVertexDataSize = Align(sizeof(kVertexData), 4); | |
| // Initialize uniform buffer data. | |
| mNumUniformFloats = mAlignedUniformSize / sizeof(float); | |
| mUniformBufferData = std::vector<float>(kNumDraws * mNumUniformFloats, 0.0); | |
| // Create the color / depth stencil attachments. | |
| { | |
| wgpu::TextureDescriptor descriptor = {}; | |
| descriptor.dimension = wgpu::TextureDimension::e2D; | |
| descriptor.size.width = kTextureSize; | |
| descriptor.size.height = kTextureSize; | |
| descriptor.size.depthOrArrayLayers = 1; | |
| descriptor.usage = wgpu::TextureUsage::RenderAttachment; | |
| descriptor.format = wgpu::TextureFormat::RGBA8Unorm; | |
| mColorAttachment = device.CreateTexture(&descriptor).CreateView(); | |
| descriptor.format = wgpu::TextureFormat::Depth24PlusStencil8; | |
| mDepthStencilAttachment = device.CreateTexture(&descriptor).CreateView(); | |
| } | |
| // Create vertex buffer(s) | |
| switch (GetParam().vertexBufferType) { | |
| case VertexBuffer::NoChange: | |
| mVertexBuffers[0] = utils::CreateBufferFromData( | |
| device, kVertexData, sizeof(kVertexData), wgpu::BufferUsage::Vertex); | |
| break; | |
| case VertexBuffer::Multiple: { | |
| for (uint32_t i = 0; i < kNumDraws; ++i) { | |
| mVertexBuffers[i] = utils::CreateBufferFromData( | |
| device, kVertexData, sizeof(kVertexData), wgpu::BufferUsage::Vertex); | |
| } | |
| break; | |
| } | |
| case VertexBuffer::Dynamic: { | |
| std::vector<char> data(mAlignedVertexDataSize * kNumDraws); | |
| for (uint32_t i = 0; i < kNumDraws; ++i) { | |
| memcpy(data.data() + mAlignedVertexDataSize * i, kVertexData, sizeof(kVertexData)); | |
| } | |
| mVertexBuffers[0] = utils::CreateBufferFromData(device, data.data(), data.size(), | |
| wgpu::BufferUsage::Vertex); | |
| break; | |
| } | |
| } | |
| // Create the bind group layout. | |
| switch (GetParam().bindGroupType) { | |
| case BindGroup::NoChange: | |
| case BindGroup::Redundant: | |
| case BindGroup::NoReuse: | |
| case BindGroup::Multiple: | |
| mUniformBindGroupLayout = utils::MakeBindGroupLayout( | |
| device, | |
| { | |
| {0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, false}, | |
| }); | |
| break; | |
| case BindGroup::Dynamic: | |
| mUniformBindGroupLayout = utils::MakeBindGroupLayout( | |
| device, | |
| { | |
| {0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, true}, | |
| }); | |
| break; | |
| default: | |
| DAWN_UNREACHABLE(); | |
| break; | |
| } | |
| // Setup the base render pipeline descriptor. | |
| utils::ComboRenderPipelineDescriptor renderPipelineDesc; | |
| renderPipelineDesc.vertex.bufferCount = 1; | |
| renderPipelineDesc.cBuffers[0].arrayStride = 4 * sizeof(float); | |
| renderPipelineDesc.cBuffers[0].attributeCount = 1; | |
| renderPipelineDesc.cAttributes[0].format = wgpu::VertexFormat::Float32x4; | |
| renderPipelineDesc.EnableDepthStencil(wgpu::TextureFormat::Depth24PlusStencil8); | |
| renderPipelineDesc.cTargets[0].format = wgpu::TextureFormat::RGBA8Unorm; | |
| // Create the pipeline layout for the first pipeline. | |
| wgpu::PipelineLayoutDescriptor pipelineLayoutDesc = {}; | |
| pipelineLayoutDesc.bindGroupLayouts = &mUniformBindGroupLayout; | |
| pipelineLayoutDesc.bindGroupLayoutCount = 1; | |
| wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); | |
| // Create the shaders for the first pipeline. | |
| wgpu::ShaderModule vsModule = utils::CreateShaderModule(device, kVertexShader); | |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, kFragmentShaderA); | |
| // Create the first pipeline. | |
| renderPipelineDesc.layout = pipelineLayout; | |
| renderPipelineDesc.vertex.module = vsModule; | |
| renderPipelineDesc.cFragment.module = fsModule; | |
| mPipelines[0] = device.CreateRenderPipeline(&renderPipelineDesc); | |
| // If the test is using a dynamic pipeline, create the second pipeline. | |
| if (GetParam().pipelineType == Pipeline::Dynamic) { | |
| // Create another bind group layout. The data for this binding point will be the same for | |
| // all draws. | |
| mConstantBindGroupLayout = utils::MakeBindGroupLayout( | |
| device, { | |
| {0, wgpu::ShaderStage::Fragment, wgpu::BufferBindingType::Uniform, false}, | |
| }); | |
| // Create the pipeline layout for the second pipeline. | |
| wgpu::BindGroupLayout bindGroupLayouts[2] = { | |
| mConstantBindGroupLayout, | |
| mUniformBindGroupLayout, | |
| }; | |
| pipelineLayoutDesc.bindGroupLayouts = bindGroupLayouts, | |
| pipelineLayoutDesc.bindGroupLayoutCount = 2; | |
| pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); | |
| // Create the fragment shader module. This shader matches the pipeline layout described | |
| // above. | |
| fsModule = utils::CreateShaderModule(device, kFragmentShaderB); | |
| // Create the pipeline. | |
| renderPipelineDesc.layout = pipelineLayout; | |
| renderPipelineDesc.cFragment.module = fsModule; | |
| mPipelines[1] = device.CreateRenderPipeline(&renderPipelineDesc); | |
| // Create the buffer and bind group to bind to the constant bind group layout slot. | |
| constexpr float kConstantData[] = {0.01, 0.02, 0.03}; | |
| wgpu::Buffer constantBuffer = utils::CreateBufferFromData( | |
| device, kConstantData, sizeof(kConstantData), wgpu::BufferUsage::Uniform); | |
| mConstantBindGroup = utils::MakeBindGroup(device, mConstantBindGroupLayout, | |
| {{0, constantBuffer, 0, sizeof(kConstantData)}}); | |
| } | |
| // Create the buffers and bind groups for the per-draw uniform data. | |
| switch (GetParam().bindGroupType) { | |
| case BindGroup::NoChange: | |
| case BindGroup::Redundant: | |
| mUniformBuffers[0] = utils::CreateBufferFromData( | |
| device, mUniformBufferData.data(), 3 * sizeof(float), wgpu::BufferUsage::Uniform); | |
| mUniformBindGroups[0] = utils::MakeBindGroup( | |
| device, mUniformBindGroupLayout, {{0, mUniformBuffers[0], 0, kUniformSize}}); | |
| break; | |
| case BindGroup::NoReuse: | |
| for (uint32_t i = 0; i < kNumDraws; ++i) { | |
| mUniformBuffers[i] = utils::CreateBufferFromData( | |
| device, mUniformBufferData.data() + i * mNumUniformFloats, 3 * sizeof(float), | |
| wgpu::BufferUsage::Uniform); | |
| } | |
| // Bind groups are created on-the-fly. | |
| break; | |
| case BindGroup::Multiple: | |
| for (uint32_t i = 0; i < kNumDraws; ++i) { | |
| mUniformBuffers[i] = utils::CreateBufferFromData( | |
| device, mUniformBufferData.data() + i * mNumUniformFloats, 3 * sizeof(float), | |
| wgpu::BufferUsage::Uniform); | |
| mUniformBindGroups[i] = utils::MakeBindGroup( | |
| device, mUniformBindGroupLayout, {{0, mUniformBuffers[i], 0, kUniformSize}}); | |
| } | |
| break; | |
| case BindGroup::Dynamic: | |
| mUniformBuffers[0] = utils::CreateBufferFromData( | |
| device, mUniformBufferData.data(), mUniformBufferData.size() * sizeof(float), | |
| wgpu::BufferUsage::Uniform); | |
| mUniformBindGroups[0] = utils::MakeBindGroup( | |
| device, mUniformBindGroupLayout, {{0, mUniformBuffers[0], 0, kUniformSize}}); | |
| break; | |
| default: | |
| DAWN_UNREACHABLE(); | |
| break; | |
| } | |
| // If using render bundles, record the render commands now. | |
| if (GetParam().withRenderBundle == RenderBundle::Yes) { | |
| wgpu::RenderBundleEncoderDescriptor descriptor = {}; | |
| descriptor.colorFormatCount = 1; | |
| descriptor.colorFormats = &renderPipelineDesc.cTargets[0].format; | |
| descriptor.depthStencilFormat = wgpu::TextureFormat::Depth24PlusStencil8; | |
| wgpu::RenderBundleEncoder encoder = device.CreateRenderBundleEncoder(&descriptor); | |
| RecordRenderCommands(encoder); | |
| mRenderBundle = encoder.Finish(); | |
| } | |
| } | |
| template <typename Encoder> | |
| void DrawCallPerf::RecordRenderCommands(Encoder pass) { | |
| uint32_t uniformBindGroupIndex = 0; | |
| if (GetParam().pipelineType == Pipeline::Static) { | |
| // Static pipeline can be set now. | |
| pass.SetPipeline(mPipelines[0]); | |
| } | |
| if (GetParam().vertexBufferType == VertexBuffer::NoChange) { | |
| // Static vertex buffer can be set now. | |
| pass.SetVertexBuffer(0, mVertexBuffers[0]); | |
| } | |
| if (GetParam().bindGroupType == BindGroup::NoChange) { | |
| // Incompatible. Can't change pipeline without changing bind groups. | |
| DAWN_ASSERT(GetParam().pipelineType == Pipeline::Static); | |
| // Static bind group can be set now. | |
| pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0]); | |
| } | |
| for (unsigned int i = 0; i < kNumDraws; ++i) { | |
| switch (GetParam().pipelineType) { | |
| case Pipeline::Static: | |
| break; | |
| case Pipeline::Redundant: | |
| pass.SetPipeline(mPipelines[0]); | |
| break; | |
| case Pipeline::Dynamic: { | |
| // If the pipeline is dynamic, ping pong between two pipelines. | |
| pass.SetPipeline(mPipelines[i % 2]); | |
| // The pipelines have different layouts so we change the binding index here. | |
| uniformBindGroupIndex = i % 2; | |
| if (uniformBindGroupIndex == 1) { | |
| // Because of the pipeline layout change, we need to rebind bind group index 0. | |
| pass.SetBindGroup(0, mConstantBindGroup); | |
| } | |
| break; | |
| } | |
| } | |
| // Set the vertex buffer, if it changes. | |
| switch (GetParam().vertexBufferType) { | |
| case VertexBuffer::NoChange: | |
| break; | |
| case VertexBuffer::Multiple: | |
| pass.SetVertexBuffer(0, mVertexBuffers[i]); | |
| break; | |
| case VertexBuffer::Dynamic: | |
| pass.SetVertexBuffer(0, mVertexBuffers[0], i * mAlignedVertexDataSize); | |
| break; | |
| } | |
| // Set the bind group, if it changes. | |
| switch (GetParam().bindGroupType) { | |
| case BindGroup::NoChange: | |
| break; | |
| case BindGroup::Redundant: | |
| pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0]); | |
| break; | |
| case BindGroup::NoReuse: { | |
| wgpu::BindGroup bindGroup = utils::MakeBindGroup( | |
| device, mUniformBindGroupLayout, {{0, mUniformBuffers[i], 0, kUniformSize}}); | |
| pass.SetBindGroup(uniformBindGroupIndex, bindGroup); | |
| break; | |
| } | |
| case BindGroup::Multiple: | |
| pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[i]); | |
| break; | |
| case BindGroup::Dynamic: { | |
| uint32_t dynamicOffset = static_cast<uint32_t>(i * mAlignedUniformSize); | |
| pass.SetBindGroup(uniformBindGroupIndex, mUniformBindGroups[0], 1, &dynamicOffset); | |
| break; | |
| } | |
| default: | |
| DAWN_UNREACHABLE(); | |
| break; | |
| } | |
| pass.Draw(3); | |
| } | |
| } | |
| void DrawCallPerf::Step() { | |
| if (GetParam().uniformDataType == UniformData::Dynamic) { | |
| // Update uniform data if it's dynamic. | |
| std::fill(mUniformBufferData.begin(), mUniformBufferData.end(), | |
| mUniformBufferData[0] + 1.0); | |
| switch (GetParam().bindGroupType) { | |
| case BindGroup::NoChange: | |
| case BindGroup::Redundant: | |
| queue.WriteBuffer(mUniformBuffers[0], 0, mUniformBufferData.data(), | |
| 3 * sizeof(float)); | |
| break; | |
| case BindGroup::NoReuse: | |
| case BindGroup::Multiple: | |
| for (uint32_t i = 0; i < kNumDraws; ++i) { | |
| queue.WriteBuffer(mUniformBuffers[i], 0, | |
| mUniformBufferData.data() + i * mNumUniformFloats, | |
| 3 * sizeof(float)); | |
| } | |
| break; | |
| case BindGroup::Dynamic: | |
| queue.WriteBuffer(mUniformBuffers[0], 0, mUniformBufferData.data(), | |
| mUniformBufferData.size() * sizeof(float)); | |
| break; | |
| } | |
| } | |
| wgpu::CommandEncoder commands = device.CreateCommandEncoder(); | |
| utils::ComboRenderPassDescriptor renderPass({mColorAttachment}, mDepthStencilAttachment); | |
| wgpu::RenderPassEncoder pass = commands.BeginRenderPass(&renderPass); | |
| switch (GetParam().withRenderBundle) { | |
| case RenderBundle::No: | |
| RecordRenderCommands(pass); | |
| break; | |
| case RenderBundle::Yes: | |
| pass.ExecuteBundles(1, &mRenderBundle); | |
| break; | |
| default: | |
| DAWN_UNREACHABLE(); | |
| break; | |
| } | |
| pass.End(); | |
| wgpu::CommandBuffer commandBuffer = commands.Finish(); | |
| queue.Submit(1, &commandBuffer); | |
| } | |
| TEST_P(DrawCallPerf, Run) { | |
| RunTest(); | |
| } | |
| DAWN_INSTANTIATE_TEST_P( | |
| DrawCallPerf, | |
| {D3D12Backend(), MetalBackend(), OpenGLBackend(), VulkanBackend(), | |
| VulkanBackend({"skip_validation"})}, | |
| { | |
| // Baseline | |
| MakeParam(), | |
| // Change vertex buffer binding | |
| MakeParam(VertexBuffer::Multiple), // Multiple vertex buffers | |
| MakeParam(VertexBuffer::Dynamic), // Dynamic vertex buffer | |
| // Change bind group binding | |
| MakeParam(BindGroup::Multiple), // Multiple bind groups | |
| MakeParam(BindGroup::Dynamic), // Dynamic bind groups | |
| MakeParam(BindGroup::NoReuse), // New bind group per-draw | |
| // Redundantly set pipeline / bind groups | |
| MakeParam(Pipeline::Redundant, BindGroup::Redundant), | |
| // Switch the pipeline every draw to test state tracking and updates to binding points | |
| MakeParam(Pipeline::Dynamic, | |
| BindGroup::Multiple), // Multiple bind groups w/ dynamic pipeline | |
| MakeParam(Pipeline::Dynamic, | |
| BindGroup::Dynamic), // Dynamic bind groups w/ dynamic pipeline | |
| // ----------- Render Bundles ----------- | |
| // Command validation / state tracking can be futher optimized / precomputed. | |
| // Use render bundles with varying vertex buffer binding | |
| MakeParam(VertexBuffer::Multiple, | |
| RenderBundle::Yes), // Multiple vertex buffers w/ render bundle | |
| MakeParam(VertexBuffer::Dynamic, | |
| RenderBundle::Yes), // Dynamic vertex buffer w/ render bundle | |
| // Use render bundles with varying bind group binding | |
| MakeParam(BindGroup::Multiple, RenderBundle::Yes), // Multiple bind groups w/ render bundle | |
| MakeParam(BindGroup::Dynamic, RenderBundle::Yes), // Dynamic bind groups w/ render bundle | |
| // Use render bundles with dynamic pipeline | |
| MakeParam(Pipeline::Dynamic, | |
| BindGroup::Multiple, | |
| RenderBundle::Yes), // Multiple bind groups w/ dynamic pipeline w/ render bundle | |
| MakeParam(Pipeline::Dynamic, | |
| BindGroup::Dynamic, | |
| RenderBundle::Yes), // Dynamic bind groups w/ dynamic pipeline w/ render bundle | |
| // ----------- Render Bundles (end)------- | |
| // Update per-draw data in the bind group(s). This will cause resource transitions between | |
| // updating and drawing. | |
| MakeParam(BindGroup::Multiple, | |
| UniformData::Dynamic), // Update per-draw data: Multiple bind groups | |
| MakeParam(BindGroup::Dynamic, | |
| UniformData::Dynamic), // Update per-draw data: Dynamic bind groups | |
| }); | |
| } // anonymous namespace | |
| } // namespace dawn |