Commit 6a6199b4 by Martin Radev Committed by Geoff Lang

Add multiview performance tests

The patch adds two tests to measure the performance of the ANGLE_multiview extension implementation: 1) The first test renders onto two views by issuing thousands of state changes and draw calls. The aim of the test is to stress the CPU. 2) The second test renders onto two views by drawing with one draw call half a million quads with multiple attributes per vertex. The attributes are passed to the fragment shader where they are used for computing the color. The aim of the test is to stress the GPU's memory system. The patch also extends the ANGLEPerfTest's functionality to only run the benchmark if the necessary extensions are available. BUG=angleproject:2062 TEST=angle_end2end_tests Change-Id: Ic63d54a69fdddb72439eeeb1951a500fb1247e95 Reviewed-on: https://chromium-review.googlesource.com/597630Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com>
parent a438f4e7
...@@ -31,6 +31,7 @@ ...@@ -31,6 +31,7 @@
'<(angle_path)/src/tests/perf_tests/InstancingPerf.cpp', '<(angle_path)/src/tests/perf_tests/InstancingPerf.cpp',
'<(angle_path)/src/tests/perf_tests/InterleavedAttributeData.cpp', '<(angle_path)/src/tests/perf_tests/InterleavedAttributeData.cpp',
'<(angle_path)/src/tests/perf_tests/LinkProgramPerfTest.cpp', '<(angle_path)/src/tests/perf_tests/LinkProgramPerfTest.cpp',
'<(angle_path)/src/tests/perf_tests/MultiviewPerf.cpp',
'<(angle_path)/src/tests/perf_tests/PointSprites.cpp', '<(angle_path)/src/tests/perf_tests/PointSprites.cpp',
'<(angle_path)/src/tests/perf_tests/TexSubImage.cpp', '<(angle_path)/src/tests/perf_tests/TexSubImage.cpp',
'<(angle_path)/src/tests/perf_tests/TextureSampling.cpp', '<(angle_path)/src/tests/perf_tests/TextureSampling.cpp',
......
...@@ -18,12 +18,12 @@ ...@@ -18,12 +18,12 @@
ANGLEPerfTest::ANGLEPerfTest(const std::string &name, const std::string &suffix) ANGLEPerfTest::ANGLEPerfTest(const std::string &name, const std::string &suffix)
: mName(name), : mName(name),
mSuffix(suffix), mSuffix(suffix),
mTimer(nullptr), mTimer(CreateTimer()),
mRunTimeSeconds(5.0), mRunTimeSeconds(5.0),
mSkipTest(false),
mNumStepsPerformed(0), mNumStepsPerformed(0),
mRunning(true) mRunning(true)
{ {
mTimer = CreateTimer();
} }
ANGLEPerfTest::~ANGLEPerfTest() ANGLEPerfTest::~ANGLEPerfTest()
...@@ -33,6 +33,11 @@ ANGLEPerfTest::~ANGLEPerfTest() ...@@ -33,6 +33,11 @@ ANGLEPerfTest::~ANGLEPerfTest()
void ANGLEPerfTest::run() void ANGLEPerfTest::run()
{ {
if (mSkipTest)
{
return;
}
mTimer->start(); mTimer->start();
while (mRunning) while (mRunning)
{ {
...@@ -66,6 +71,10 @@ void ANGLEPerfTest::SetUp() ...@@ -66,6 +71,10 @@ void ANGLEPerfTest::SetUp()
void ANGLEPerfTest::TearDown() void ANGLEPerfTest::TearDown()
{ {
if (mSkipTest)
{
return;
}
double relativeScore = static_cast<double>(mNumStepsPerformed) / mTimer->getElapsedTime(); double relativeScore = static_cast<double>(mNumStepsPerformed) / mTimer->getElapsedTime();
printResult("score", static_cast<size_t>(std::round(relativeScore)), "score", true); printResult("score", static_cast<size_t>(std::round(relativeScore)), "score", true);
} }
...@@ -105,6 +114,17 @@ ANGLERenderTest::ANGLERenderTest(const std::string &name, const RenderTestParams ...@@ -105,6 +114,17 @@ ANGLERenderTest::ANGLERenderTest(const std::string &name, const RenderTestParams
{ {
} }
ANGLERenderTest::ANGLERenderTest(const std::string &name,
const RenderTestParams &testParams,
const std::vector<std::string> &extensionPrerequisites)
: ANGLEPerfTest(name, testParams.suffix()),
mTestParams(testParams),
mEGLWindow(nullptr),
mOSWindow(nullptr),
mExtensionPrerequisites(extensionPrerequisites)
{
}
ANGLERenderTest::~ANGLERenderTest() ANGLERenderTest::~ANGLERenderTest()
{ {
SafeDelete(mOSWindow); SafeDelete(mOSWindow);
...@@ -113,6 +133,8 @@ ANGLERenderTest::~ANGLERenderTest() ...@@ -113,6 +133,8 @@ ANGLERenderTest::~ANGLERenderTest()
void ANGLERenderTest::SetUp() void ANGLERenderTest::SetUp()
{ {
ANGLEPerfTest::SetUp();
mOSWindow = CreateOSWindow(); mOSWindow = CreateOSWindow();
mEGLWindow = new EGLWindow(mTestParams.majorVersion, mTestParams.minorVersion, mEGLWindow = new EGLWindow(mTestParams.majorVersion, mTestParams.minorVersion,
mTestParams.eglParameters); mTestParams.eglParameters);
...@@ -130,19 +152,28 @@ void ANGLERenderTest::SetUp() ...@@ -130,19 +152,28 @@ void ANGLERenderTest::SetUp()
return; return;
} }
initializeBenchmark(); if (!areExtensionPrerequisitesFulfilled())
{
mSkipTest = true;
}
ANGLEPerfTest::SetUp(); if (mSkipTest)
{
std::cout << "Test skipped due to missing extension." << std::endl;
return;
}
initializeBenchmark();
} }
void ANGLERenderTest::TearDown() void ANGLERenderTest::TearDown()
{ {
ANGLEPerfTest::TearDown();
destroyBenchmark(); destroyBenchmark();
mEGLWindow->destroyGL(); mEGLWindow->destroyGL();
mOSWindow->destroy(); mOSWindow->destroy();
ANGLEPerfTest::TearDown();
} }
void ANGLERenderTest::step() void ANGLERenderTest::step()
...@@ -194,3 +225,16 @@ OSWindow *ANGLERenderTest::getWindow() ...@@ -194,3 +225,16 @@ OSWindow *ANGLERenderTest::getWindow()
{ {
return mOSWindow; return mOSWindow;
} }
bool ANGLERenderTest::areExtensionPrerequisitesFulfilled() const
{
for (const auto &extension : mExtensionPrerequisites)
{
if (!CheckExtensionExists(reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS)),
extension))
{
return false;
}
}
return true;
}
\ No newline at end of file
...@@ -66,6 +66,7 @@ class ANGLEPerfTest : public testing::Test, angle::NonCopyable ...@@ -66,6 +66,7 @@ class ANGLEPerfTest : public testing::Test, angle::NonCopyable
std::string mSuffix; std::string mSuffix;
Timer *mTimer; Timer *mTimer;
double mRunTimeSeconds; double mRunTimeSeconds;
bool mSkipTest;
private: private:
unsigned int mNumStepsPerformed; unsigned int mNumStepsPerformed;
...@@ -84,6 +85,9 @@ class ANGLERenderTest : public ANGLEPerfTest ...@@ -84,6 +85,9 @@ class ANGLERenderTest : public ANGLEPerfTest
{ {
public: public:
ANGLERenderTest(const std::string &name, const RenderTestParams &testParams); ANGLERenderTest(const std::string &name, const RenderTestParams &testParams);
ANGLERenderTest(const std::string &name,
const RenderTestParams &testParams,
const std::vector<std::string> &extensionPrerequisites);
~ANGLERenderTest(); ~ANGLERenderTest();
virtual void initializeBenchmark() { } virtual void initializeBenchmark() { }
...@@ -105,8 +109,11 @@ class ANGLERenderTest : public ANGLEPerfTest ...@@ -105,8 +109,11 @@ class ANGLERenderTest : public ANGLEPerfTest
void step() override; void step() override;
void finishTest() override; void finishTest() override;
bool areExtensionPrerequisitesFulfilled() const;
EGLWindow *mEGLWindow; EGLWindow *mEGLWindow;
OSWindow *mOSWindow; OSWindow *mOSWindow;
std::vector<std::string> mExtensionPrerequisites;
}; };
#endif // PERF_TESTS_ANGLE_PERF_TEST_H_ #endif // PERF_TESTS_ANGLE_PERF_TEST_H_
//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MultiviewPerfTest:
// Performance tests for multiview rendering.
// - MultiviewCPUBoundBenchmark issues many draw calls and state changes to stress the CPU.
// - MultiviewGPUBoundBenchmark draws half a million quads with multiple attributes per vertex in
// order to stress the GPU's memory system.
//
#include "ANGLEPerfTest.h"
#include "common/vector_utils.h"
#include "shader_utils.h"
#include "test_utils/gl_raii.h"
#include "tests/test_utils/ANGLETest.h"
#include <string.h>
using namespace angle;
namespace
{
std::string GetShaderExtensionHeader(bool usesMultiview, int numViews, GLenum shaderType)
{
if (!usesMultiview)
{
return "";
}
if (shaderType == GL_VERTEX_SHADER)
{
return "#extension GL_OVR_multiview : require\nlayout(num_views = " + ToString(numViews) +
") in;\n";
;
}
ASSERT(shaderType == GL_FRAGMENT_SHADER);
return "#extension GL_OVR_multiview : require\n";
}
struct Vertex
{
Vector4 position;
Vector4 colorAttributeData[6];
};
enum class MultiviewOption
{
NoAcceleration,
SelectViewportInVertexShader,
Unspecified
};
struct MultiviewPerfParams final : public RenderTestParams
{
MultiviewPerfParams()
{
majorVersion = 3;
minorVersion = 0;
windowWidth = 64;
windowHeight = 64;
eglParameters = egl_platform::OPENGL();
multiviewOption = MultiviewOption::Unspecified;
numViews = 2;
}
std::string suffix() const override
{
std::string name = RenderTestParams::suffix();
switch (multiviewOption)
{
case MultiviewOption::NoAcceleration:
name += "_no_acc";
break;
case MultiviewOption::SelectViewportInVertexShader:
name += "_viewport_in_vs";
break;
default:
UNREACHABLE();
}
name += "_" + ToString(numViews) + "_views";
return name;
}
MultiviewOption multiviewOption;
int numViews;
};
std::ostream &operator<<(std::ostream &os, const MultiviewPerfParams &params)
{
os << params.suffix().substr(1);
return os;
}
class MultiviewBenchmark : public ANGLERenderTest,
public ::testing::WithParamInterface<MultiviewPerfParams>
{
public:
MultiviewBenchmark(const std::string &testName)
: ANGLERenderTest(testName, GetParam(), {"GL_ANGLE_multiview"}), mProgram(0)
{
}
virtual ~MultiviewBenchmark()
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
}
}
void initializeBenchmark() override;
void drawBenchmark() final;
protected:
virtual void renderScene() = 0;
void createProgram(const std::string &vs, const std::string &fs)
{
mProgram = CompileProgram(vs, fs);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
glUseProgram(mProgram);
ASSERT_GL_NO_ERROR();
}
GLuint mProgram;
GLVertexArray mVAO;
GLBuffer mVBO;
private:
GLFramebuffer mFramebuffer;
GLTexture mColorTexture;
GLTexture mDepthTexture;
};
class MultiviewCPUBoundBenchmark : public MultiviewBenchmark
{
public:
MultiviewCPUBoundBenchmark() : MultiviewBenchmark("MultiviewCPUBoundBenchmark") {}
void initializeBenchmark() override;
protected:
void renderScene() override;
};
class MultiviewGPUBoundBenchmark : public MultiviewBenchmark
{
public:
MultiviewGPUBoundBenchmark() : MultiviewBenchmark("MultiviewGPUBoundBenchmark") {}
void initializeBenchmark() override;
protected:
void renderScene() override;
};
void MultiviewBenchmark::initializeBenchmark()
{
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
ASSERT(params->windowWidth % params->numViews == 0);
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, params->windowWidth, params->windowHeight, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, params->windowWidth, params->windowHeight,
0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
switch (params->multiviewOption)
{
case MultiviewOption::NoAcceleration:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
mDepthTexture, 0);
break;
case MultiviewOption::SelectViewportInVertexShader:
{
const int widthPerView = params->windowWidth / params->numViews;
std::vector<GLint> viewportOffsets(2 * params->numViews);
for (int i = 0u; i < params->numViews; ++i)
{
viewportOffsets[i * 2] = i * widthPerView;
viewportOffsets[i * 2 + 1] = 0;
}
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mColorTexture, 0, params->numViews,
viewportOffsets.data());
glFramebufferTextureMultiviewSideBySideANGLE(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
mDepthTexture, 0, params->numViews,
viewportOffsets.data());
break;
}
default:
UNREACHABLE();
}
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, DrawBuffers);
ASSERT_GL_NO_ERROR();
}
void MultiviewBenchmark::drawBenchmark()
{
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
switch (params->multiviewOption)
{
case MultiviewOption::NoAcceleration:
glEnable(GL_SCISSOR_TEST);
// Iterate over each view and render the scene.
for (int i = 0; i < params->numViews; ++i)
{
glViewport(viewWidth * i, 0, viewWidth, viewHeight);
glScissor(viewWidth * i, 0, viewWidth, viewHeight);
renderScene();
}
break;
case MultiviewOption::SelectViewportInVertexShader:
glViewport(0, 0, viewWidth, viewHeight);
glScissor(0, 0, viewWidth, viewHeight);
renderScene();
break;
default:
UNREACHABLE();
}
ASSERT_GL_NO_ERROR();
}
void MultiviewCPUBoundBenchmark::initializeBenchmark()
{
MultiviewBenchmark::initializeBenchmark();
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
const std::string &vs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_VERTEX_SHADER) +
"layout(location=0) in vec4 vPosition;\n"
"uniform vec2 uOffset;\n"
"void main()\n"
"{\n"
" vec4 v = vPosition;\n"
" v.xy += uOffset;\n"
" gl_Position = v;\n"
"}\n";
const std::string &fs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER) +
"precision mediump float;\n"
"out vec4 col;\n"
"uniform float uColor;\n"
"void main()\n"
"{\n"
" col = vec4(1.);\n"
"}\n";
createProgram(vs, fs);
const float viewWidth = static_cast<float>(params->windowWidth / params->numViews);
const float viewHeight = static_cast<float>(params->windowHeight);
const float quadWidth = 2.f / viewWidth;
const float quadHeight = 2.f / viewHeight;
Vector4 vertices[6] = {Vector4(.0f, .0f, .0f, 1.f),
Vector4(quadWidth, .0f, .0f, 1.f),
Vector4(quadWidth, quadHeight, 0.f, 1.f),
Vector4(.0f, .0f, 0.f, 1.f),
Vector4(quadWidth, quadHeight, .0f, 1.f),
Vector4(.0f, quadHeight, .0f, 1.f)};
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(Vector4), vertices, GL_STATIC_DRAW);
const GLint posLoc = glGetAttribLocation(mProgram, "vPosition");
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(posLoc);
// Render once to guarantee that the program is compiled and linked.
drawBenchmark();
ASSERT_GL_NO_ERROR();
}
void MultiviewCPUBoundBenchmark::renderScene()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(mProgram);
glBindVertexArray(mVAO);
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
for (int w = 0; w < viewWidth; ++w)
{
for (int h = 0; h < viewHeight; ++h)
{
const float wf = static_cast<float>(w) / viewWidth;
const float wh = static_cast<float>(h) / viewHeight;
glUniform2f(glGetUniformLocation(mProgram, "uOffset"), 2.f * wf - 1.f, 2.f * wh - 1.f);
glUniform1f(glGetUniformLocation(mProgram, "uColor"), wf);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
}
}
void MultiviewGPUBoundBenchmark::initializeBenchmark()
{
MultiviewBenchmark::initializeBenchmark();
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
const std::string &vs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_VERTEX_SHADER) +
"layout(location=0) in vec4 vPosition;\n"
"layout(location=1) in vec4 vert_Col0;\n"
"layout(location=2) in vec4 vert_Col1;\n"
"layout(location=3) in vec4 vert_Col2;\n"
"layout(location=4) in vec4 vert_Col3;\n"
"layout(location=5) in vec4 vert_Col4;\n"
"layout(location=6) in vec4 vert_Col5;\n"
"out vec4 frag_Col0;\n"
"out vec4 frag_Col1;\n"
"out vec4 frag_Col2;\n"
"out vec4 frag_Col3;\n"
"out vec4 frag_Col4;\n"
"out vec4 frag_Col5;\n"
"void main()\n"
"{\n"
" frag_Col0 = vert_Col0;\n"
" frag_Col1 = vert_Col1;\n"
" frag_Col2 = vert_Col2;\n"
" frag_Col3 = vert_Col3;\n"
" frag_Col4 = vert_Col4;\n"
" frag_Col5 = vert_Col5;\n"
" gl_Position = vPosition;\n"
"}\n";
const std::string &fs =
"#version 300 es\n" +
GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER) +
"precision mediump float;\n"
"in vec4 frag_Col0;\n"
"in vec4 frag_Col1;\n"
"in vec4 frag_Col2;\n"
"in vec4 frag_Col3;\n"
"in vec4 frag_Col4;\n"
"in vec4 frag_Col5;\n"
"out vec4 col;\n"
"void main()\n"
"{\n"
" col += frag_Col0;\n"
" col += frag_Col1;\n"
" col += frag_Col2;\n"
" col += frag_Col3;\n"
" col += frag_Col4;\n"
" col += frag_Col5;\n"
"}\n";
createProgram(vs, fs);
ASSERT_GL_NO_ERROR();
// Generate a vertex buffer of triangulated quads so that we have one quad per pixel.
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
const float quadWidth = 2.f / static_cast<float>(viewWidth);
const float quadHeight = 2.f / static_cast<float>(viewHeight);
const int kNumQuads = viewWidth * viewHeight;
const int kNumVerticesPerQuad = 6;
std::vector<Vertex> vertexData(kNumQuads * kNumVerticesPerQuad);
for (int h = 0; h < viewHeight; ++h)
{
for (int w = 0; w < viewWidth; ++w)
{
float wf = static_cast<float>(w) / viewWidth;
float hf = static_cast<float>(h) / viewHeight;
size_t index = static_cast<size_t>(h * viewWidth + w) * 6u;
auto &v0 = vertexData[index];
v0.position = Vector4(2.f * wf - 1.f, 2.f * hf - 1.f, .0f, 1.f);
memset(v0.colorAttributeData, 0, sizeof(v0.colorAttributeData));
auto &v1 = vertexData[index + 1];
v1.position = Vector4(v0.position.x() + quadWidth, v0.position.y(), .0f, 1.f);
memset(v1.colorAttributeData, 0, sizeof(v1.colorAttributeData));
auto &v2 = vertexData[index + 2];
v2.position = Vector4(v1.position.x(), v1.position.y() + quadHeight, .0f, 1.f);
memset(v2.colorAttributeData, 0, sizeof(v2.colorAttributeData));
auto &v3 = vertexData[index + 3];
v3.position = v0.position;
memset(v3.colorAttributeData, 0, sizeof(v3.colorAttributeData));
auto &v4 = vertexData[index + 4];
v4.position = v2.position;
memset(v4.colorAttributeData, 0, sizeof(v4.colorAttributeData));
auto &v5 = vertexData[index + 5];
v5.position = Vector4(v0.position.x(), v0.position.y() + quadHeight, .0f, 1.f);
memset(v5.colorAttributeData, 0, sizeof(v5.colorAttributeData));
}
}
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(Vertex), vertexData.data(),
GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(0);
for (unsigned int i = 0u; i < 6u; ++i)
{
size_t offset = sizeof(Vector4) * (i + 1u);
glVertexAttribPointer(i + 1, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void *>(offset));
glEnableVertexAttribArray(i + 1);
}
// Render once to guarantee that the program is compiled and linked.
drawBenchmark();
}
void MultiviewGPUBoundBenchmark::renderScene()
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(mProgram);
glBindVertexArray(mVAO);
const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
const int viewWidth = params->windowWidth / params->numViews;
const int viewHeight = params->windowHeight;
glDrawArrays(GL_TRIANGLES, 0, viewWidth * viewHeight * 6);
}
MultiviewPerfParams SmallWorkload(MultiviewOption multiviewOption)
{
MultiviewPerfParams params;
params.multiviewOption = multiviewOption;
params.windowWidth = 64;
params.windowHeight = 64;
return params;
}
MultiviewPerfParams BigWorkload(MultiviewOption multiviewOption)
{
MultiviewPerfParams params;
params.multiviewOption = multiviewOption;
params.windowWidth = 1024;
params.windowHeight = 768;
return params;
}
TEST_P(MultiviewCPUBoundBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(MultiviewCPUBoundBenchmark,
SmallWorkload(MultiviewOption::NoAcceleration),
SmallWorkload(MultiviewOption::SelectViewportInVertexShader));
TEST_P(MultiviewGPUBoundBenchmark, Run)
{
run();
}
ANGLE_INSTANTIATE_TEST(MultiviewGPUBoundBenchmark,
BigWorkload(MultiviewOption::NoAcceleration),
BigWorkload(MultiviewOption::SelectViewportInVertexShader));
} // anonymous namespace
\ No newline at end of file
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