blob: 63aef9887410afb685eacf3ab0aaef483ea40fdc [file] [log] [blame]
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES 3.0 Module
* -------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* 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.
*
*//*!
* \file
* \brief Depth buffer performance tests.
*//*--------------------------------------------------------------------*/
#include "es3pDepthTests.hpp"
#include "glsCalibration.hpp"
#include "gluShaderProgram.hpp"
#include "gluObjectWrapper.hpp"
#include "gluPixelTransfer.hpp"
#include "glwFunctions.hpp"
#include "glwEnums.hpp"
#include "tcuTestLog.hpp"
#include "tcuStringTemplate.hpp"
#include "tcuCPUWarmup.hpp"
#include "tcuCommandLine.hpp"
#include "tcuResultCollector.hpp"
#include "deClock.h"
#include "deString.h"
#include "deMath.h"
#include "deStringUtil.hpp"
#include "deRandom.hpp"
#include "deUniquePtr.hpp"
#include <vector>
#include <algorithm>
namespace deqp
{
namespace gles3
{
namespace Performance
{
namespace
{
using namespace glw;
using de::MovePtr;
using tcu::TestContext;
using tcu::TestLog;
using tcu::Vec4;
using tcu::Vec3;
using tcu::Vec2;
using glu::RenderContext;
using glu::ProgramSources;
using glu::ShaderSource;
using std::vector;
using std::string;
using std::map;
struct Sample
{
deInt64 nullTime;
deInt64 baseTime;
deInt64 testTime;
int order;
int workload;
};
struct SampleParams
{
int step;
int measurement;
SampleParams(int step_, int measurement_) : step(step_), measurement(measurement_) {}
};
typedef vector<float> Geometry;
struct ObjectData
{
ProgramSources shader;
Geometry geometry;
ObjectData (const ProgramSources& shader_, const Geometry& geometry_) : shader(shader_), geometry(geometry_) {}
};
class RenderData
{
public:
RenderData (const ObjectData& object, const glu::RenderContext& renderCtx, TestLog& log);
~RenderData (void) {};
const glu::ShaderProgram m_program;
const glu::VertexArray m_vao;
const glu::Buffer m_vbo;
const int m_numVertices;
};
RenderData::RenderData (const ObjectData& object, const glu::RenderContext& renderCtx, TestLog& log)
: m_program (renderCtx, object.shader)
, m_vao (renderCtx.getFunctions())
, m_vbo (renderCtx.getFunctions())
, m_numVertices (int(object.geometry.size())/4)
{
const glw::Functions& gl = renderCtx.getFunctions();
if (!m_program.isOk())
log << m_program;
gl.bindBuffer(GL_ARRAY_BUFFER, *m_vbo);
gl.bufferData(GL_ARRAY_BUFFER, object.geometry.size() * sizeof(float), &object.geometry[0], GL_STATIC_DRAW);
gl.bindAttribLocation(m_program.getProgram(), 0, "a_position");
gl.bindVertexArray(*m_vao);
gl.vertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
gl.enableVertexAttribArray(0);
gl.bindVertexArray(0);
}
namespace Utils
{
vector<float> getFullscreenQuad (float depth)
{
const float data[] =
{
+1.0f, +1.0f, depth, 0.0f, // .w is gl_VertexId%3 since Nexus 4&5 can't handle that on their own
+1.0f, -1.0f, depth, 1.0f,
-1.0f, -1.0f, depth, 2.0f,
-1.0f, -1.0f, depth, 0.0f,
-1.0f, +1.0f, depth, 1.0f,
+1.0f, +1.0f, depth, 2.0f,
};
return vector<float>(DE_ARRAY_BEGIN(data), DE_ARRAY_END(data));
}
vector<float> getFullscreenQuadWithGradient (float depth0, float depth1)
{
const float data[] =
{
+1.0f, +1.0f, depth0, 0.0f,
+1.0f, -1.0f, depth0, 1.0f,
-1.0f, -1.0f, depth1, 2.0f,
-1.0f, -1.0f, depth1, 0.0f,
-1.0f, +1.0f, depth1, 1.0f,
+1.0f, +1.0f, depth0, 2.0f,
};
return vector<float>(DE_ARRAY_BEGIN(data), DE_ARRAY_END(data));
}
vector<float> getPartScreenQuad (float coverage, float depth)
{
const float xMax = -1.0f + 2.0f*coverage;
const float data[] =
{
xMax, +1.0f, depth, 0.0f,
xMax, -1.0f, depth, 1.0f,
-1.0f, -1.0f, depth, 2.0f,
-1.0f, -1.0f, depth, 0.0f,
-1.0f, +1.0f, depth, 1.0f,
xMax, +1.0f, depth, 2.0f,
};
return vector<float>(DE_ARRAY_BEGIN(data), DE_ARRAY_END(data));
}
// Axis aligned grid. Depth of vertices is baseDepth +/- depthNoise
vector<float> getFullScreenGrid (int resolution, deUint32 seed, float baseDepth, float depthNoise, float xyNoise)
{
const int gridsize = resolution+1;
vector<Vec3> vertices (gridsize*gridsize);
vector<float> retval;
de::Random rng (seed);
for (int y = 0; y < gridsize; y++)
for (int x = 0; x < gridsize; x++)
{
const bool isEdge = x == 0 || y == 0 || x == resolution || y == resolution;
const float x_ = float(x)/float(resolution)*2.0f - 1.0f + (isEdge ? 0.0f : rng.getFloat(-xyNoise, +xyNoise));
const float y_ = float(y)/float(resolution)*2.0f - 1.0f + (isEdge ? 0.0f : rng.getFloat(-xyNoise, +xyNoise));
const float z_ = baseDepth + rng.getFloat(-depthNoise, +depthNoise);
vertices[y*gridsize + x] = Vec3(x_, y_, z_);
}
retval.reserve(resolution*resolution*6);
for (int y = 0; y < resolution; y++)
for (int x = 0; x < resolution; x++)
{
const Vec3& p0 = vertices[(y+0)*gridsize + (x+0)];
const Vec3& p1 = vertices[(y+0)*gridsize + (x+1)];
const Vec3& p2 = vertices[(y+1)*gridsize + (x+0)];
const Vec3& p3 = vertices[(y+1)*gridsize + (x+1)];
const float temp[6*4] =
{
p0.x(), p0.y(), p0.z(), 0.0f,
p2.x(), p2.y(), p2.z(), 1.0f,
p1.x(), p1.y(), p1.z(), 2.0f,
p3.x(), p3.y(), p3.z(), 0.0f,
p1.x(), p1.y(), p1.z(), 1.0f,
p2.x(), p2.y(), p2.z(), 2.0f,
};
retval.insert(retval.end(), DE_ARRAY_BEGIN(temp), DE_ARRAY_END(temp));
}
return retval;
}
// Outputs barycentric coordinates as v_bcoords. Otherwise a passthrough shader
string getBaseVertexShader (void)
{
return "#version 300 es\n"
"in highp vec4 a_position;\n"
"out mediump vec3 v_bcoords;\n"
"void main()\n"
"{\n"
" v_bcoords = vec3(0, 0, 0);\n"
" v_bcoords[int(a_position.w)] = 1.0;\n"
" gl_Position = vec4(a_position.xyz, 1.0);\n"
"}\n";
}
// Adds noise to coordinates based on InstanceID Outputs barycentric coordinates as v_bcoords
string getInstanceNoiseVertexShader (void)
{
return "#version 300 es\n"
"in highp vec4 a_position;\n"
"out mediump vec3 v_bcoords;\n"
"void main()\n"
"{\n"
" v_bcoords = vec3(0, 0, 0);\n"
" v_bcoords[int(a_position.w)] = 1.0;\n"
" vec3 noise = vec3(sin(float(gl_InstanceID)*1.05), sin(float(gl_InstanceID)*1.23), sin(float(gl_InstanceID)*1.71));\n"
" gl_Position = vec4(a_position.xyz + noise * 0.005, 1.0);\n"
"}\n";
}
// Renders green triangles with edges highlighted. Exact shade depends on depth.
string getDepthAsGreenFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(d,1,d,1);\n"
" else\n"
" fragColor = vec4(0,d,0,1);\n"
"}\n";
}
// Renders green triangles with edges highlighted. Exact shade depends on depth.
string getDepthAsRedFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,d,d,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
// Basic time waster. Renders red triangles with edges highlighted. Exact shade depends on depth.
string getArithmeticWorkloadFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"uniform mediump int u_iterations;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" for (int i = 0; i<u_iterations; i++)\n"
// cos(a)^2 + sin(a)^2 == 1. since d is in range [0,1] this will lose a few ULP's of precision per iteration but should not significantly change the value of d without extreme iteration counts
" d = d*sin(d)*sin(d) + d*cos(d)*cos(d);\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,d,d,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
// Arithmetic workload shader but contains discard
string getArithmeticWorkloadDiscardFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"uniform mediump int u_iterations;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" for (int i = 0; i<u_iterations; i++)\n"
" d = d*sin(d)*sin(d) + d*cos(d)*cos(d);\n"
" if (d < 0.5) discard;\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,d,d,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
// Texture fetch based time waster. Renders red triangles with edges highlighted. Exact shade depends on depth.
string getTextureWorkloadFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"uniform mediump int u_iterations;\n"
"uniform sampler2D u_texture;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" for (int i = 0; i<u_iterations; i++)\n"
" d *= texture(u_texture, (gl_FragCoord.xy+vec2(i))/512.0).r;\n" // Texture is expected to be fully white
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,1,1,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
// Discard fragments in a grid pattern
string getGridDiscardFragmentShader (int gridsize)
{
const string fragSrc = "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" if ((int(gl_FragCoord.x)/${GRIDRENDER_SIZE} + int(gl_FragCoord.y)/${GRIDRENDER_SIZE})%2 == 0)\n"
" discard;\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(d,1,d,1);\n"
" else\n"
" fragColor = vec4(0,d,0,1);\n"
"}\n";
map<string, string> params;
params["GRIDRENDER_SIZE"] = de::toString(gridsize);
return tcu::StringTemplate(fragSrc).specialize(params);
}
// A static increment to frag depth
string getStaticFragDepthFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" gl_FragDepth = gl_FragCoord.z + 0.1;\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(d,1,d,1);\n"
" else\n"
" fragColor = vec4(0,d,0,1);\n"
"}\n";
}
// A trivial dynamic change to frag depth
string getDynamicFragDepthFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" gl_FragDepth = gl_FragCoord.z + (v_bcoords.x + v_bcoords.y + v_bcoords.z)*0.05;\n" // Sum of v_bcoords components is allways 1
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(d,1,d,1);\n"
" else\n"
" fragColor = vec4(0,d,0,1);\n"
"}\n";
}
// A static increment to frag depth
string getStaticFragDepthArithmeticWorkloadFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"uniform mediump int u_iterations;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" gl_FragDepth = gl_FragCoord.z + 0.1;\n"
" for (int i = 0; i<u_iterations; i++)\n"
" d = d*sin(d)*sin(d) + d*cos(d)*cos(d);\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,d,d,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
// A trivial dynamic change to frag depth
string getDynamicFragDepthArithmeticWorkloadFragmentShader (void)
{
return "#version 300 es\n"
"in mediump vec3 v_bcoords;\n"
"out mediump vec4 fragColor;\n"
"uniform mediump int u_iterations;\n"
"void main()\n"
"{\n"
" mediump float d = gl_FragCoord.z;\n"
" gl_FragDepth = gl_FragCoord.z + (v_bcoords.x + v_bcoords.y + v_bcoords.z)*0.05;\n" // Sum of v_bcoords components is allways 1
" for (int i = 0; i<u_iterations; i++)\n"
" d = d*sin(d)*sin(d) + d*cos(d)*cos(d);\n"
" if (v_bcoords.x < 0.02 || v_bcoords.y < 0.02 || v_bcoords.z < 0.02)\n"
" fragColor = vec4(1,d,d,1);\n"
" else\n"
" fragColor = vec4(d,0,0,1);\n"
"}\n";
}
glu::ProgramSources getBaseShader (void)
{
return glu::makeVtxFragSources(getBaseVertexShader(), getDepthAsGreenFragmentShader());
}
glu::ProgramSources getArithmeticWorkloadShader (void)
{
return glu::makeVtxFragSources(getBaseVertexShader(), getArithmeticWorkloadFragmentShader());
}
glu::ProgramSources getArithmeticWorkloadDiscardShader (void)
{
return glu::makeVtxFragSources(getBaseVertexShader(), getArithmeticWorkloadDiscardFragmentShader());
}
glu::ProgramSources getTextureWorkloadShader (void)
{
return glu::makeVtxFragSources(getBaseVertexShader(), getTextureWorkloadFragmentShader());
}
glu::ProgramSources getGridDiscardShader (int gridsize)
{
return glu::makeVtxFragSources(getBaseVertexShader(), getGridDiscardFragmentShader(gridsize));
}
inline ObjectData quadWith (const glu::ProgramSources& shader, float depth)
{
return ObjectData(shader, getFullscreenQuad(depth));
}
inline ObjectData quadWith (const string& fragShader, float depth)
{
return ObjectData(glu::makeVtxFragSources(getBaseVertexShader(), fragShader), getFullscreenQuad(depth));
}
inline ObjectData variableQuad (float depth)
{
return ObjectData(glu::makeVtxFragSources(getInstanceNoiseVertexShader(), getDepthAsRedFragmentShader()), getFullscreenQuad(depth));
}
inline ObjectData fastQuad (float depth)
{
return ObjectData(getBaseShader(), getFullscreenQuad(depth));
}
inline ObjectData slowQuad (float depth)
{
return ObjectData(getArithmeticWorkloadShader(), getFullscreenQuad(depth));
}
inline ObjectData fastQuadWithGradient (float depth0, float depth1)
{
return ObjectData(getBaseShader(), getFullscreenQuadWithGradient(depth0, depth1));
}
} // Utils
// Shared base
class BaseCase : public tcu::TestCase
{
public:
enum {RENDER_SIZE = 512};
BaseCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc);
virtual ~BaseCase (void) {}
virtual IterateResult iterate (void);
protected:
void logSamples (const vector<Sample>& samples, const string& name, const string& desc);
void logGeometry (const tcu::ConstPixelBufferAccess& sample, const glu::ShaderProgram& occluderProg, const glu::ShaderProgram& occludedProg);
virtual void logAnalysis (const vector<Sample>& samples) = 0;
virtual void logDescription (void) = 0;
virtual ObjectData genOccluderGeometry (void) const = 0;
virtual ObjectData genOccludedGeometry (void) const = 0;
virtual int calibrate (void) const = 0;
virtual Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const = 0;
void render (const RenderData& data) const;
void render (const RenderData& data, int instances) const;
const RenderContext& m_renderCtx;
tcu::ResultCollector m_results;
enum {ITERATION_STEPS = 10, ITERATION_SAMPLES = 16};
};
BaseCase::BaseCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: TestCase (testCtx, tcu::NODETYPE_PERFORMANCE, name, desc)
, m_renderCtx (renderCtx)
{
}
BaseCase::IterateResult BaseCase::iterate (void)
{
typedef de::MovePtr<RenderData> RenderDataP;
const glw::Functions& gl = m_renderCtx.getFunctions();
TestLog& log = m_testCtx.getLog();
const glu::Framebuffer framebuffer (gl);
const glu::Renderbuffer renderbuffer (gl);
const glu::Renderbuffer depthbuffer (gl);
vector<Sample> results;
vector<int> params;
RenderDataP occluderData;
RenderDataP occludedData;
tcu::TextureLevel resultTex (tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8), RENDER_SIZE, RENDER_SIZE);
int maxWorkload = 0;
de::Random rng (deInt32Hash(deStringHash(getName())) ^ m_testCtx.getCommandLine().getBaseSeed());
logDescription();
gl.bindRenderbuffer(GL_RENDERBUFFER, *renderbuffer);
gl.renderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, RENDER_SIZE, RENDER_SIZE);
gl.bindRenderbuffer(GL_RENDERBUFFER, *depthbuffer);
gl.renderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, RENDER_SIZE, RENDER_SIZE);
gl.bindFramebuffer(GL_FRAMEBUFFER, *framebuffer);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *renderbuffer);
gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *depthbuffer);
gl.viewport(0, 0, RENDER_SIZE, RENDER_SIZE);
gl.clearColor(0.125f, 0.25f, 0.5f, 1.0f);
maxWorkload = calibrate();
// Setup data
occluderData = RenderDataP(new RenderData (genOccluderGeometry(), m_renderCtx, log));
occludedData = RenderDataP(new RenderData (genOccludedGeometry(), m_renderCtx, log));
TCU_CHECK(occluderData->m_program.isOk());
TCU_CHECK(occludedData->m_program.isOk());
// Force initialization of GPU resources
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.enable(GL_DEPTH_TEST);
render(*occluderData);
render(*occludedData);
glu::readPixels(m_renderCtx, 0, 0, resultTex.getAccess());
logGeometry(resultTex.getAccess(), occluderData->m_program, occludedData->m_program);
params.reserve(ITERATION_STEPS*ITERATION_SAMPLES);
// Setup parameters
for (int step = 0; step < ITERATION_STEPS; step++)
{
const int workload = maxWorkload*step/ITERATION_STEPS;
for (int count = 0; count < ITERATION_SAMPLES; count++)
params.push_back(workload);
}
rng.shuffle(params.begin(), params.end());
// Render samples
for (size_t ndx = 0; ndx < params.size(); ndx++)
{
const int workload = params[ndx];
Sample sample = renderSample(*occluderData, *occludedData, workload);
sample.workload = workload;
sample.order = int(ndx);
results.push_back(sample);
}
logSamples(results, "Samples", "Samples");
logAnalysis(results);
m_results.setTestContextResult(m_testCtx);
return STOP;
}
void BaseCase::logSamples (const vector<Sample>& samples, const string& name, const string& desc)
{
TestLog& log = m_testCtx.getLog();
bool testOnly = true;
for (size_t ndx = 0; ndx < samples.size(); ndx++)
{
if (samples[ndx].baseTime != 0 || samples[ndx].nullTime != 0)
{
testOnly = false;
break;
}
}
log << TestLog::SampleList(name, desc);
if (testOnly)
{
log << TestLog::SampleInfo
<< TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
<< TestLog::ValueInfo("Order", "Order of sample", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
<< TestLog::ValueInfo("TestTime", "Test render time", "us", QP_SAMPLE_VALUE_TAG_RESPONSE)
<< TestLog::EndSampleInfo;
for (size_t sampleNdx = 0; sampleNdx < samples.size(); sampleNdx++)
{
const Sample& sample = samples[sampleNdx];
log << TestLog::Sample << sample.workload << sample.order << sample.testTime << TestLog::EndSample;
}
}
else
{
log << TestLog::SampleInfo
<< TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
<< TestLog::ValueInfo("Order", "Order of sample", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
<< TestLog::ValueInfo("TestTime", "Test render time", "us", QP_SAMPLE_VALUE_TAG_RESPONSE)
<< TestLog::ValueInfo("NullTime", "Read pixels time", "us", QP_SAMPLE_VALUE_TAG_RESPONSE)
<< TestLog::ValueInfo("BaseTime", "Base render time", "us", QP_SAMPLE_VALUE_TAG_RESPONSE)
<< TestLog::EndSampleInfo;
for (size_t sampleNdx = 0; sampleNdx < samples.size(); sampleNdx++)
{
const Sample& sample = samples[sampleNdx];
log << TestLog::Sample << sample.workload << sample.order << sample.testTime << sample.nullTime << sample.baseTime << TestLog::EndSample;
}
}
log << TestLog::EndSampleList;
}
void BaseCase::logGeometry (const tcu::ConstPixelBufferAccess& sample, const glu::ShaderProgram& occluderProg, const glu::ShaderProgram& occludedProg)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Geometry", "Geometry");
log << TestLog::Message << "Occluding geometry is green with shade dependent on depth (rgb == 0, depth, 0)" << TestLog::EndMessage;
log << TestLog::Message << "Occluded geometry is red with shade dependent on depth (rgb == depth, 0, 0)" << TestLog::EndMessage;
log << TestLog::Message << "Primitive edges are a lighter shade of red/green" << TestLog::EndMessage;
log << TestLog::Image("Test Geometry", "Test Geometry", sample);
log << TestLog::EndSection;
log << TestLog::Section("Occluder", "Occluder");
log << occluderProg;
log << TestLog::EndSection;
log << TestLog::Section("Occluded", "Occluded");
log << occludedProg;
log << TestLog::EndSection;
}
void BaseCase::render (const RenderData& data) const
{
const glw::Functions& gl = m_renderCtx.getFunctions();
gl.useProgram(data.m_program.getProgram());
gl.bindVertexArray(*data.m_vao);
gl.drawArrays(GL_TRIANGLES, 0, data.m_numVertices);
gl.bindVertexArray(0);
}
void BaseCase::render (const RenderData& data, int instances) const
{
const glw::Functions& gl = m_renderCtx.getFunctions();
gl.useProgram(data.m_program.getProgram());
gl.bindVertexArray(*data.m_vao);
gl.drawArraysInstanced(GL_TRIANGLES, 0, data.m_numVertices, instances);
gl.bindVertexArray(0);
}
// Render occluder once, then repeatedly render occluded geometry. Sample with multiple repetition counts & establish time per call with linear regression
class RenderCountCase : public BaseCase
{
public:
RenderCountCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc);
~RenderCountCase (void) {}
protected:
virtual void logAnalysis (const vector<Sample>& samples);
private:
virtual int calibrate (void) const;
virtual Sample renderSample (const RenderData& occluder, const RenderData& occluded, int callcount) const;
};
RenderCountCase::RenderCountCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: BaseCase (testCtx, renderCtx, name, desc)
{
}
void RenderCountCase::logAnalysis (const vector<Sample>& samples)
{
using namespace gls;
TestLog& log = m_testCtx.getLog();
int maxWorkload = 0;
vector<Vec2> testSamples (samples.size());
for (size_t ndx = 0; ndx < samples.size(); ndx++)
{
const Sample& sample = samples[ndx];
testSamples[ndx] = Vec2((float)sample.workload, (float)sample.testTime);
maxWorkload = de::max(maxWorkload, sample.workload);
}
{
const float confidence = 0.60f;
const LineParametersWithConfidence testParam = theilSenSiegelLinearRegression(testSamples, confidence);
const float usPerCall = testParam.coefficient;
const float pxPerCall = RENDER_SIZE*RENDER_SIZE;
const float pxPerUs = pxPerCall/usPerCall;
const float mpxPerS = pxPerUs;
log << TestLog::Section("Linear Regression", "Linear Regression");
log << TestLog::Message << "Offset & coefficient presented as [confidence interval min, estimate, confidence interval max]. Reported confidence interval for this test is " << confidence << TestLog::EndMessage;
log << TestLog::Message << "Render time for scene with depth test was\n\t"
<< "[" << testParam.offsetConfidenceLower << ", " << testParam.offset << ", " << testParam.offsetConfidenceUpper << "]us +"
<< "[" << testParam.coefficientConfidenceLower << ", " << testParam.coefficient << ", " << testParam.coefficientConfidenceUpper << "]"
<< "us/workload" << TestLog::EndMessage;
log << TestLog::EndSection;
log << TestLog::Section("Result", "Result");
if (testParam.coefficientConfidenceLower < 0.0f)
{
log << TestLog::Message << "Coefficient confidence bounds include values below 0.0, the operation likely has neglible per-pixel cost" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, "Pass");
}
else if (testParam.coefficientConfidenceLower < testParam.coefficientConfidenceUpper*0.25)
{
log << TestLog::Message << "Coefficient confidence range is extremely large, cannot give reliable result" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, "Result confidence extremely low");
}
else
{
log << TestLog::Message << "Culled hidden pixels @ " << mpxPerS << "Mpx/s" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, de::floatToString(mpxPerS, 2));
}
log << TestLog::EndSection;
}
}
Sample RenderCountCase::renderSample (const RenderData& occluder, const RenderData& occluded, int callcount) const
{
const glw::Functions& gl = m_renderCtx.getFunctions();
Sample sample;
deUint64 now = 0;
deUint64 prev = 0;
deUint8 buffer[4];
// Stabilize
{
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.enable(GL_DEPTH_TEST);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.enable(GL_DEPTH_TEST);
render(occluder);
render(occluded, callcount);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.testTime = now - prev;
sample.baseTime = 0;
sample.nullTime = 0;
sample.workload = callcount;
return sample;
}
int RenderCountCase::calibrate (void) const
{
using namespace gls;
const glw::Functions& gl = m_renderCtx.getFunctions();
TestLog& log = m_testCtx.getLog();
const RenderData occluderGeometry (genOccluderGeometry(), m_renderCtx, log);
const RenderData occludedGeometry (genOccludedGeometry(), m_renderCtx, log);
TheilSenCalibrator calibrator (CalibratorParameters(20, // Initial workload
10, // Max iteration frames
20.0f, // Iteration shortcut threshold ms
20, // Max iterations
33.0f, // Target frame time
40.0f, // Frame time cap
1000.0f // Target measurement duration
));
while (true)
{
switch(calibrator.getState())
{
case TheilSenCalibrator::STATE_FINISHED:
logCalibrationInfo(m_testCtx.getLog(), calibrator);
return calibrator.getCallCount();
case TheilSenCalibrator::STATE_MEASURE:
{
deUint8 buffer[4];
deInt64 now;
deInt64 prev;
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
render(occluderGeometry);
render(occludedGeometry, calibrator.getCallCount());
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
calibrator.recordIteration(now - prev);
break;
}
case TheilSenCalibrator::STATE_RECOMPUTE_PARAMS:
calibrator.recomputeParameters();
break;
default:
DE_ASSERT(false);
return 1;
}
}
}
// Compares time/workload gradients of same geometry with and without depth testing
class RelativeChangeCase : public BaseCase
{
public:
RelativeChangeCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc);
virtual ~RelativeChangeCase (void) {}
protected:
Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const;
virtual void logAnalysis (const vector<Sample>& samples);
private:
int calibrate (void) const;
};
RelativeChangeCase::RelativeChangeCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: BaseCase (testCtx, renderCtx, name, desc)
{
}
int RelativeChangeCase::calibrate (void) const
{
using namespace gls;
const glw::Functions& gl = m_renderCtx.getFunctions();
TestLog& log = m_testCtx.getLog();
const RenderData geom (genOccludedGeometry(), m_renderCtx, log);
TheilSenCalibrator calibrator(CalibratorParameters( 20, // Initial workload
10, // Max iteration frames
20.0f, // Iteration shortcut threshold ms
20, // Max iterations
33.0f, // Target frame time
40.0f, // Frame time cap
1000.0f // Target measurement duration
));
while (true)
{
switch(calibrator.getState())
{
case TheilSenCalibrator::STATE_FINISHED:
logCalibrationInfo(m_testCtx.getLog(), calibrator);
return calibrator.getCallCount();
case TheilSenCalibrator::STATE_MEASURE:
{
deUint8 buffer[4];
const GLuint program = geom.m_program.getProgram();
gl.useProgram(program);
gl.uniform1i(gl.getUniformLocation(program, "u_iterations"), calibrator.getCallCount());
const deInt64 prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
render(geom);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
const deInt64 now = deGetMicroseconds();
calibrator.recordIteration(now - prev);
break;
}
case TheilSenCalibrator::STATE_RECOMPUTE_PARAMS:
calibrator.recomputeParameters();
break;
default:
DE_ASSERT(false);
return 1;
}
}
}
Sample RelativeChangeCase::renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const GLuint program = occluded.m_program.getProgram();
Sample sample;
deUint64 now = 0;
deUint64 prev = 0;
deUint8 buffer[4];
gl.useProgram(program);
gl.uniform1i(gl.getUniformLocation(program, "u_iterations"), workload);
// Warmup (this workload seems to reduce variation in following workloads)
{
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
// Null time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.nullTime = now - prev;
}
// Test time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.enable(GL_DEPTH_TEST);
render(occluder);
render(occluded);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.testTime = now - prev;
}
// Base time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
render(occluder);
render(occluded);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.baseTime = now - prev;
}
sample.workload = 0;
return sample;
}
void RelativeChangeCase::logAnalysis (const vector<Sample>& samples)
{
using namespace gls;
TestLog& log = m_testCtx.getLog();
int maxWorkload = 0;
vector<Vec2> nullSamples (samples.size());
vector<Vec2> baseSamples (samples.size());
vector<Vec2> testSamples (samples.size());
for (size_t ndx = 0; ndx < samples.size(); ndx++)
{
const Sample& sample = samples[ndx];
nullSamples[ndx] = Vec2((float)sample.workload, (float)sample.nullTime);
baseSamples[ndx] = Vec2((float)sample.workload, (float)sample.baseTime);
testSamples[ndx] = Vec2((float)sample.workload, (float)sample.testTime);
maxWorkload = de::max(maxWorkload, sample.workload);
}
{
const float confidence = 0.60f;
const LineParametersWithConfidence nullParam = theilSenSiegelLinearRegression(nullSamples, confidence);
const LineParametersWithConfidence baseParam = theilSenSiegelLinearRegression(baseSamples, confidence);
const LineParametersWithConfidence testParam = theilSenSiegelLinearRegression(testSamples, confidence);
if (!de::inRange(0.0f, nullParam.coefficientConfidenceLower, nullParam.coefficientConfidenceUpper))
{
m_results.addResult(QP_TEST_RESULT_FAIL, "Constant operation sequence duration not constant");
log << TestLog::Message << "Constant operation sequence timing may vary as a function of workload. Result quality extremely low" << TestLog::EndMessage;
}
if (de::inRange(0.0f, baseParam.coefficientConfidenceLower, baseParam.coefficientConfidenceUpper))
{
m_results.addResult(QP_TEST_RESULT_FAIL, "Workload has no effect on duration");
log << TestLog::Message << "Workload factor has no effect on duration of sample (smart optimizer?)" << TestLog::EndMessage;
}
log << TestLog::Section("Linear Regression", "Linear Regression");
log << TestLog::Message << "Offset & coefficient presented as [confidence interval min, estimate, confidence interval max]. Reported confidence interval for this test is " << confidence << TestLog::EndMessage;
log << TestLog::Message << "Render time for empty scene was\n\t"
<< "[" << nullParam.offsetConfidenceLower << ", " << nullParam.offset << ", " << nullParam.offsetConfidenceUpper << "]us +"
<< "[" << nullParam.coefficientConfidenceLower << ", " << nullParam.coefficient << ", " << nullParam.coefficientConfidenceUpper << "]"
<< "us/workload" << TestLog::EndMessage;
log << TestLog::Message << "Render time for scene without depth test was\n\t"
<< "[" << baseParam.offsetConfidenceLower << ", " << baseParam.offset << ", " << baseParam.offsetConfidenceUpper << "]us +"
<< "[" << baseParam.coefficientConfidenceLower << ", " << baseParam.coefficient << ", " << baseParam.coefficientConfidenceUpper << "]"
<< "us/workload" << TestLog::EndMessage;
log << TestLog::Message << "Render time for scene with depth test was\n\t"
<< "[" << testParam.offsetConfidenceLower << ", " << testParam.offset << ", " << testParam.offsetConfidenceUpper << "]us +"
<< "[" << testParam.coefficientConfidenceLower << ", " << testParam.coefficient << ", " << testParam.coefficientConfidenceUpper << "]"
<< "us/workload" << TestLog::EndMessage;
log << TestLog::EndSection;
if (de::inRange(0.0f, testParam.coefficientConfidenceLower, testParam.coefficientConfidenceUpper))
{
log << TestLog::Message << "Test duration not dependent on culled workload" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, "0.0");
}
else if (testParam.coefficientConfidenceLower < testParam.coefficientConfidenceUpper*0.25)
{
log << TestLog::Message << "Coefficient confidence range is extremely large, cannot give reliable result" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, "Result confidence extremely low");
}
else if (baseParam.coefficientConfidenceLower < baseParam.coefficientConfidenceUpper*0.25)
{
log << TestLog::Message << "Coefficient confidence range for base render time is extremely large, cannot give reliable result" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, "Result confidence extremely low");
}
else
{
log << TestLog::Message << "Test duration is dependent on culled workload" << TestLog::EndMessage;
m_results.addResult(QP_TEST_RESULT_PASS, de::floatToString(de::abs(testParam.coefficient)/de::abs(baseParam.coefficient), 2));
}
}
}
// Speed of trivial culling
class BaseCostCase : public RenderCountCase
{
public:
BaseCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RenderCountCase (testCtx, renderCtx, name, desc) {}
~BaseCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::variableQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Gradient
class GradientCostCase : public RenderCountCase
{
public:
GradientCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc, float gradientDistance)
: RenderCountCase (testCtx, renderCtx, name, desc)
, m_gradientDistance (gradientDistance)
{
}
~GradientCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuadWithGradient(0.0f, 1.0f - m_gradientDistance); }
virtual ObjectData genOccludedGeometry (void) const
{
return ObjectData(glu::makeVtxFragSources(Utils::getInstanceNoiseVertexShader(), Utils::getDepthAsRedFragmentShader()), Utils::getFullscreenQuadWithGradient(m_gradientDistance, 1.0f));
}
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The quads are tilted so that the left edge of the occluded quad has a depth of 1.0 and the right edge of the occluding quad has a depth of 0.0." << TestLog::EndMessage;
log << TestLog::Message << "The quads are spaced to have a depth difference of " << m_gradientDistance << " at all points." << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
const float m_gradientDistance;
};
// Constant offset to frag depth in occluder
class OccluderStaticFragDepthCostCase : public RenderCountCase
{
public:
OccluderStaticFragDepthCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RenderCountCase(testCtx, renderCtx, name, desc)
{
}
~OccluderStaticFragDepthCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::quadWith(Utils::getStaticFragDepthFragmentShader(), 0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::fastQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The occluder quad has a static offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Dynamic offset to frag depth in occluder
class OccluderDynamicFragDepthCostCase : public RenderCountCase
{
public:
OccluderDynamicFragDepthCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RenderCountCase(testCtx, renderCtx, name, desc)
{
}
~OccluderDynamicFragDepthCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::quadWith(Utils::getDynamicFragDepthFragmentShader(), 0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::fastQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The occluder quad has a dynamic offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Constant offset to frag depth in occluder
class OccludedStaticFragDepthCostCase : public RenderCountCase
{
public:
OccludedStaticFragDepthCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RenderCountCase(testCtx, renderCtx, name, desc)
{
}
~OccludedStaticFragDepthCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::quadWith(Utils::getStaticFragDepthFragmentShader(), 0.2f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The occluded quad has a static offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Dynamic offset to frag depth in occluder
class OccludedDynamicFragDepthCostCase : public RenderCountCase
{
public:
OccludedDynamicFragDepthCostCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RenderCountCase(testCtx, renderCtx, name, desc)
{
}
~OccludedDynamicFragDepthCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::quadWith(Utils::getDynamicFragDepthFragmentShader(), 0.2f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) is rendered once, the second (occluded) is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The occluded quad has a dynamic offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Culling speed with slightly less trivial geometry
class OccludingGeometryComplexityCostCase : public RenderCountCase
{
public:
OccludingGeometryComplexityCostCase (TestContext& testCtx,
const RenderContext& renderCtx,
const char* name,
const char* desc,
int resolution,
float xyNoise,
float zNoise)
: RenderCountCase (testCtx, renderCtx, name, desc)
, m_resolution (resolution)
, m_xyNoise (xyNoise)
, m_zNoise (zNoise)
{
}
~OccludingGeometryComplexityCostCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const
{
return ObjectData(Utils::getBaseShader(),
Utils::getFullScreenGrid(m_resolution,
deInt32Hash(deStringHash(getName())) ^ m_testCtx.getCommandLine().getBaseSeed(),
0.2f,
m_zNoise,
m_xyNoise));
}
virtual ObjectData genOccludedGeometry (void) const { return Utils::variableQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing hidden fragment culling speed" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of an occluding grid and an occluded fullsceen quad. The occluding geometry is rendered once, the occluded one is rendered repeatedly" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
log << TestLog::EndSection;
}
const int m_resolution;
const float m_xyNoise;
const float m_zNoise;
};
// Cases with varying workloads in the fragment shader
class FragmentWorkloadCullCase : public RelativeChangeCase
{
public:
FragmentWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc);
virtual ~FragmentWorkloadCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual void logDescription (void);
};
FragmentWorkloadCullCase::FragmentWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase (testCtx, renderCtx, name, desc)
{
}
void FragmentWorkloadCullCase::logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of culled fragment workload on render time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) quad uses a trivial shader,"
"the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
// Additional workload consists of texture lookups
class FragmentTextureWorkloadCullCase : public FragmentWorkloadCullCase
{
public:
FragmentTextureWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc);
virtual ~FragmentTextureWorkloadCullCase (void) {}
virtual void init (void);
virtual void deinit (void);
private:
typedef MovePtr<glu::Texture> TexPtr;
virtual ObjectData genOccludedGeometry (void) const
{
return ObjectData(Utils::getTextureWorkloadShader(), Utils::getFullscreenQuad(0.8f));
}
TexPtr m_texture;
};
FragmentTextureWorkloadCullCase::FragmentTextureWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: FragmentWorkloadCullCase (testCtx, renderCtx, name, desc)
{
}
void FragmentTextureWorkloadCullCase::init (void)
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const int size = 128;
const vector<deUint8> data (size*size*4, 255);
m_texture = MovePtr<glu::Texture>(new glu::Texture(gl));
gl.bindTexture(GL_TEXTURE_2D, m_texture);
gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
void FragmentTextureWorkloadCullCase::deinit (void)
{
m_texture.clear();
}
// Additional workload consists of arithmetic
class FragmentArithmeticWorkloadCullCase : public FragmentWorkloadCullCase
{
public:
FragmentArithmeticWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: FragmentWorkloadCullCase (testCtx, renderCtx, name, desc)
{
}
virtual ~FragmentArithmeticWorkloadCullCase (void) {}
private:
virtual ObjectData genOccludedGeometry (void) const
{
return ObjectData(Utils::getArithmeticWorkloadShader(), Utils::getFullscreenQuad(0.8f));
}
};
// Contains dynamicly unused discard after a series of calculations
class FragmentDiscardArithmeticWorkloadCullCase : public FragmentWorkloadCullCase
{
public:
FragmentDiscardArithmeticWorkloadCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: FragmentWorkloadCullCase (testCtx, renderCtx, name, desc)
{
}
virtual ~FragmentDiscardArithmeticWorkloadCullCase (void) {}
private:
virtual ObjectData genOccludedGeometry (void) const
{
return ObjectData(Utils::getArithmeticWorkloadDiscardShader(), Utils::getFullscreenQuad(0.8f));
}
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of culled fragment workload on render time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) quad uses a trivial shader,"
"the second (occluded) contains significant fragment shader work and a discard that is never triggers but has a dynamic condition" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Discards fragments from the occluder in a grid pattern
class PartialOccluderDiscardCullCase : public RelativeChangeCase
{
public:
PartialOccluderDiscardCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc, int gridsize)
: RelativeChangeCase (testCtx, renderCtx, name, desc)
, m_gridsize (gridsize)
{
}
virtual ~PartialOccluderDiscardCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::quadWith(Utils::getGridDiscardShader(m_gridsize), 0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::slowQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of partially discarded occluder on rendering time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) quad discards half the "
"fragments in a grid pattern, the second (partially occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in depth testing halving the render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
const int m_gridsize;
};
// Trivial occluder covering part of screen
class PartialOccluderCullCase : public RelativeChangeCase
{
public:
PartialOccluderCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc, float coverage)
: RelativeChangeCase (testCtx, renderCtx, name, desc)
, m_coverage (coverage)
{
}
~PartialOccluderCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return ObjectData(Utils::getBaseShader(), Utils::getPartScreenQuad(m_coverage, 0.2f)); }
virtual ObjectData genOccludedGeometry (void) const {return Utils::slowQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of partial occluder on rendering time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two quads. The first (occluding) quad covers " << m_coverage*100.0f
<< "% of the screen, while the second (partially occluded, fullscreen) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in render time increasing proportionally with unoccluded area" << TestLog::EndMessage;
log << TestLog::EndSection;
}
const float m_coverage;
};
// Constant offset to frag depth in occluder
class StaticOccluderFragDepthCullCase : public RelativeChangeCase
{
public:
StaticOccluderFragDepthCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase(testCtx, renderCtx, name, desc)
{
}
~StaticOccluderFragDepthCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::quadWith(Utils::getStaticFragDepthFragmentShader(), 0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::slowQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of non-default frag depth on culling efficiency" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The occluder quad has a static offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Dynamic offset to frag depth in occluder
class DynamicOccluderFragDepthCullCase : public RelativeChangeCase
{
public:
DynamicOccluderFragDepthCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase(testCtx, renderCtx, name, desc)
{
}
~DynamicOccluderFragDepthCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::quadWith(Utils::getDynamicFragDepthFragmentShader(), 0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::slowQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of non-default frag depth on culling efficiency" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The occluder quad has a dynamic offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Constant offset to frag depth in occluded
class StaticOccludedFragDepthCullCase : public RelativeChangeCase
{
public:
StaticOccludedFragDepthCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase(testCtx, renderCtx, name, desc)
{
}
~StaticOccludedFragDepthCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::quadWith(Utils::getStaticFragDepthArithmeticWorkloadFragmentShader(), 0.2f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of non-default frag depth on rendering time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The occluded quad has a static offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Dynamic offset to frag depth in occluded
class DynamicOccludedFragDepthCullCase : public RelativeChangeCase
{
public:
DynamicOccludedFragDepthCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase(testCtx, renderCtx, name, desc)
{
}
~DynamicOccludedFragDepthCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::quadWith(Utils::getDynamicFragDepthArithmeticWorkloadFragmentShader(), 0.2f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of non-default frag depth on rendering time" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The occluded quad has a dynamic offset applied to gl_FragDepth" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
};
// Dynamic offset to frag depth in occluded
class ReversedDepthOrderCullCase : public RelativeChangeCase
{
public:
ReversedDepthOrderCullCase (TestContext& testCtx, const RenderContext& renderCtx, const char* name, const char* desc)
: RelativeChangeCase(testCtx, renderCtx, name, desc)
{
}
~ReversedDepthOrderCullCase (void) {}
private:
virtual ObjectData genOccluderGeometry (void) const { return Utils::fastQuad(0.2f); }
virtual ObjectData genOccludedGeometry (void) const { return Utils::slowQuad(0.8f); }
virtual void logDescription (void)
{
TestLog& log = m_testCtx.getLog();
log << TestLog::Section("Description", "Test description");
log << TestLog::Message << "Testing effects of of back first rendering order on culling efficiency" << TestLog::EndMessage;
log << TestLog::Message << "Geometry consists of two fullscreen quads. The second (occluding) quad is trivial, while the first (occluded) contains significant fragment shader work" << TestLog::EndMessage;
log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
log << TestLog::Message << "The ratio of rendering times of this scene with/without depth testing are compared" << TestLog::EndMessage;
log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
log << TestLog::EndSection;
}
// Rendering order of occluder & occluded is reversed, otherwise identical to parent version
Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const
{
const glw::Functions& gl = m_renderCtx.getFunctions();
const GLuint program = occluded.m_program.getProgram();
Sample sample;
deUint64 now = 0;
deUint64 prev = 0;
deUint8 buffer[4];
gl.useProgram(program);
gl.uniform1i(gl.getUniformLocation(program, "u_iterations"), workload);
// Warmup (this workload seems to reduce variation in following workloads)
{
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
}
// Null time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.nullTime = now - prev;
}
// Test time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.enable(GL_DEPTH_TEST);
render(occluded);
render(occluder);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.testTime = now - prev;
}
// Base time
{
prev = deGetMicroseconds();
gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gl.disable(GL_DEPTH_TEST);
render(occluded);
render(occluder);
gl.readPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
now = deGetMicroseconds();
sample.baseTime = now - prev;
}
sample.workload = 0;
return sample;
}
};
} // Anonymous
DepthTests::DepthTests (Context& context)
: TestCaseGroup (context, "depth", "Depth culling performance")
{
}
void DepthTests::init (void)
{
TestContext& testCtx = m_context.getTestContext();
const RenderContext& renderCtx = m_context.getRenderContext();
{
tcu::TestCaseGroup* const cullEfficiencyGroup = new tcu::TestCaseGroup(m_testCtx, "cull_efficiency", "Fragment cull efficiency");
addChild(cullEfficiencyGroup);
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "workload", "Workload");
cullEfficiencyGroup->addChild(group);
group->addChild(new FragmentTextureWorkloadCullCase( testCtx, renderCtx, "workload_texture", "Fragment shader with texture lookup workload"));
group->addChild(new FragmentArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic", "Fragment shader with arithmetic workload"));
group->addChild(new FragmentDiscardArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic_discard", "Fragment shader that may discard with arithmetic workload"));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "occluder_discard", "Discard");
cullEfficiencyGroup->addChild(group);
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_256", "Parts of occluder geometry discarded", 256));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_128", "Parts of occluder geometry discarded", 128));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_64", "Parts of occluder geometry discarded", 64));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_32", "Parts of occluder geometry discarded", 32));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_16", "Parts of occluder geometry discarded", 16));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_8", "Parts of occluder geometry discarded", 8));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_4", "Parts of occluder geometry discarded", 4));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_2", "Parts of occluder geometry discarded", 2));
group->addChild(new PartialOccluderDiscardCullCase(testCtx, renderCtx, "grid_1", "Parts of occluder geometry discarded", 1));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "partial_coverage", "Partial Coverage");
cullEfficiencyGroup->addChild(group);
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "100", "Occluder covering only part of occluded geometry", 1.00f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "099", "Occluder covering only part of occluded geometry", 0.99f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "095", "Occluder covering only part of occluded geometry", 0.95f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "090", "Occluder covering only part of occluded geometry", 0.90f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "080", "Occluder covering only part of occluded geometry", 0.80f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "070", "Occluder covering only part of occluded geometry", 0.70f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "050", "Occluder covering only part of occluded geometry", 0.50f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "025", "Occluder covering only part of occluded geometry", 0.25f));
group->addChild(new PartialOccluderCullCase(testCtx, renderCtx, "010", "Occluder covering only part of occluded geometry", 0.10f));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "frag_depth", "Partial Coverage");
cullEfficiencyGroup->addChild(group);
group->addChild(new StaticOccluderFragDepthCullCase( testCtx, renderCtx, "occluder_static", ""));
group->addChild(new DynamicOccluderFragDepthCullCase(testCtx, renderCtx, "occluder_dynamic", ""));
group->addChild(new StaticOccludedFragDepthCullCase( testCtx, renderCtx, "occluded_static", ""));
group->addChild(new DynamicOccludedFragDepthCullCase(testCtx, renderCtx, "occluded_dynamic", ""));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "order", "Rendering order");
cullEfficiencyGroup->addChild(group);
group->addChild(new ReversedDepthOrderCullCase(testCtx, renderCtx, "reversed", "Back to front rendering order"));
}
}
{
tcu::TestCaseGroup* const testCostGroup = new tcu::TestCaseGroup(m_testCtx, "culled_pixel_cost", "Fragment cull efficiency");
addChild(testCostGroup);
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "gradient", "Gradients with small depth differences");
testCostGroup->addChild(group);
group->addChild(new BaseCostCase(testCtx, renderCtx, "flat", ""));
group->addChild(new GradientCostCase(testCtx, renderCtx, "gradient_050", "", 0.50f));
group->addChild(new GradientCostCase(testCtx, renderCtx, "gradient_010", "", 0.10f));
group->addChild(new GradientCostCase(testCtx, renderCtx, "gradient_005", "", 0.05f));
group->addChild(new GradientCostCase(testCtx, renderCtx, "gradient_002", "", 0.02f));
group->addChild(new GradientCostCase(testCtx, renderCtx, "gradient_001", "", 0.01f));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "occluder_geometry", "Occluders with varying geometry complexity");
testCostGroup->addChild(group);
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_uniform_grid_5", "", 5, 0.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_uniform_grid_15", "", 15, 0.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_uniform_grid_25", "", 25, 0.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_uniform_grid_50", "", 50, 0.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_uniform_grid_100", "", 100, 0.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_noisy_grid_5", "", 5, 1.0f/5.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_noisy_grid_15", "", 15, 1.0f/15.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_noisy_grid_25", "", 25, 1.0f/25.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_noisy_grid_50", "", 50, 1.0f/50.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "flat_noisy_grid_100", "", 100, 1.0f/100.0f, 0.0f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_uniform_grid_5", "", 5, 0.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_uniform_grid_15", "", 15, 0.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_uniform_grid_25", "", 25, 0.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_uniform_grid_50", "", 50, 0.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_uniform_grid_100", "", 100, 0.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_noisy_grid_5", "", 5, 1.0f/5.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_noisy_grid_15", "", 15, 1.0f/15.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_noisy_grid_25", "", 25, 1.0f/25.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_noisy_grid_50", "", 50, 1.0f/50.0f, 0.2f));
group->addChild(new OccludingGeometryComplexityCostCase(testCtx, renderCtx, "uneven_noisy_grid_100", "", 100, 1.0f/100.0f, 0.2f));
}
{
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "frag_depth", "Modifying gl_FragDepth");
testCostGroup->addChild(group);
group->addChild(new OccluderStaticFragDepthCostCase( testCtx, renderCtx, "occluder_static", ""));
group->addChild(new OccluderDynamicFragDepthCostCase(testCtx, renderCtx, "occluder_dynamic", ""));
group->addChild(new OccludedStaticFragDepthCostCase( testCtx, renderCtx, "occluded_static", ""));
group->addChild(new OccludedDynamicFragDepthCostCase(testCtx, renderCtx, "occluded_dynamic", ""));
}
}
}
} // Performance
} // gles3
} // deqp