| // Copyright 2019 The Dawn Authors |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "tests/perf_tests/DawnPerfTest.h" |
| |
| #include "common/Assert.h" |
| #include "common/Constants.h" |
| #include "common/Math.h" |
| #include "tests/ParamGenerator.h" |
| #include "utils/ComboRenderPipelineDescriptor.h" |
| #include "utils/WGPUHelpers.h" |
| |
| 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"( |
| [[location(0)]] var<in> pos : vec4<f32>; |
| [[builtin(position)]] var<out> Position : vec4<f32>; |
| [[stage(vertex)]] fn main() -> void { |
| Position = pos; |
| })"; |
| |
| constexpr char kFragmentShaderA[] = R"( |
| [[block]] struct Uniforms { |
| color : vec3<f32>; |
| }; |
| [[group(0), binding(0)]] var<uniform> uniforms : Uniforms; |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = vec4<f32>(uniforms.color * (1.0 / 5000.0), 1.0); |
| })"; |
| |
| constexpr char kFragmentShaderB[] = R"( |
| [[block]] struct Constants { |
| color : vec3<f32>; |
| }; |
| [[block]] struct Uniforms { |
| color : vec3<f32>; |
| }; |
| [[group(0), binding(0)]] var<uniform> constants : Constants; |
| [[group(1), binding(0)]] var<uniform> uniforms : Uniforms; |
| |
| [[location(0)]] var<out> fragColor : vec4<f32>; |
| |
| [[stage(fragment)]] fn main() -> void { |
| fragColor = vec4<f32>((constants.color + uniforms.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}; |
| |
| unsigned int unused[] = { |
| 0, // Avoid making a 0-sized array. |
| AssignParam(std::get<Ts>(paramTuple), args)..., |
| }; |
| DAWN_UNUSED(unused); |
| |
| 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; |
| } |
| |
| } // anonymous namespace |
| |
| // 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, kMinDynamicBufferOffsetAlignment); |
| 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: |
| UNREACHABLE(); |
| break; |
| } |
| |
| // Setup the base render pipeline descriptor. |
| utils::ComboRenderPipelineDescriptor2 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.CreateRenderPipeline2(&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. |
| wgpu::BindGroupLayout bindGroupLayouts[2] = { |
| mConstantBindGroupLayout, |
| mUniformBindGroupLayout, |
| }; |
| pipelineLayoutDesc.bindGroupLayouts = bindGroupLayouts, |
| pipelineLayoutDesc.bindGroupLayoutCount = 2; |
| wgpu::PipelineLayout pipelineLayout = device.CreatePipelineLayout(&pipelineLayoutDesc); |
| |
| // Create the fragment shader module. This shader matches the pipeline layout described |
| // above. |
| wgpu::ShaderModule fsModule = utils::CreateShaderModule(device, kFragmentShaderB); |
| |
| // Create the pipeline. |
| renderPipelineDesc.layout = pipelineLayout; |
| renderPipelineDesc.cFragment.module = fsModule; |
| mPipelines[1] = device.CreateRenderPipeline2(&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: |
| UNREACHABLE(); |
| break; |
| } |
| |
| // If using render bundles, record the render commands now. |
| if (GetParam().withRenderBundle == RenderBundle::Yes) { |
| wgpu::RenderBundleEncoderDescriptor descriptor = {}; |
| descriptor.colorFormatsCount = 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. |
| 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: |
| 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: |
| UNREACHABLE(); |
| break; |
| } |
| |
| pass.EndPass(); |
| wgpu::CommandBuffer commandBuffer = commands.Finish(); |
| queue.Submit(1, &commandBuffer); |
| } |
| |
| TEST_P(DrawCallPerf, Run) { |
| RunTest(); |
| } |
| |
| DAWN_INSTANTIATE_PERF_TEST_SUITE_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 |
| }); |