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[Test, Bench] (ShaderTranspiler): pin the parse-verdict memo and measure the deferred parse
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@@ -10,22 +10,40 @@
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// motivated it: the KHR-GL33.texture_swizzle.smoke_* shape, where one case builds 2592
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// programs out of a handful of distinct sources.
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//
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// Two pairs of cases, each Off/On:
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// Four pairs of cases, each Off/On:
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//
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// ProgramLink - the whole glCompileShader + glLinkProgram path for one program, in
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// situ. This is what L1 moves, and it is deliberately the PESSIMISTIC
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// number: a hit still pays for both glslang parses and the link, because
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// the frontend's GL query surface is built out of the TProgram they
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// produce. Only GlslangToSpv and the 11-pass sanitize chain are skipped.
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// ProgramLink - the whole glCompileShader + glLinkProgram path for one program, with
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// FRESH SHADER OBJECTS every iteration. This is the CTS shape exactly,
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// and it is the headline case now. It used to be the PESSIMISTIC one:
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// a hit still paid for both glslang parses, because the parse happens
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// at glCompileShader - a different entry point from the one L1
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// memoizes - and fresh shader objects meant ShaderCompileAdoptionMap
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// could not hand the earlier parse over either. L1c is what closed
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// that: the compile half of the memo recognises each stage's source
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// and publishes its verdict without parsing, so on a hit this case now
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// constructs no glslang object at all.
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//
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// EsslTranspile - the DirectGLES backend segment: the SPIR-V pass chain plus SPIRV-Cross.
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// Runs the driver-INDEPENDENT half of the real chain (the passes
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// SyncToBackend runs unconditionally, plus the two stage-gated ones a
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// fragment module reaches) so the miss path costs what production costs;
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// the capability-gated passes need a live ES driver and are not
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// reachable from a benchmark process.
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// SharedShaderLink - the same program population with the shader objects KEPT ALIVE, so
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// the parses happen once outside the measured loop whatever the cache
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// does. That makes it the CONTROL for L1c rather than a target: its
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// numbers should not move, and if they do, L1c has added cost to a
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// path it was supposed to leave alone.
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//
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// Both On cases run with a warm cache: the first iteration misses and every one after it
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// DeferredParseLink - the shape where L1c could LOSE: a constant vertex source (which
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// hits L1c and therefore skips its parse) against a fresh fragment
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// source every iteration (which makes the PROGRAM key miss, so the
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// skipped parse has to happen inside the link after all). Same parse
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// count either way, so the pair should land within noise; see its own
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// header below.
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//
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// EsslTranspile - the DirectGLES backend segment: the SPIR-V pass chain plus
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// SPIRV-Cross. Runs the driver-INDEPENDENT half of the real chain (the
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// passes SyncToBackend runs unconditionally, plus the two stage-gated
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// ones a fragment module reaches) so the miss path costs what
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// production costs; the capability-gated passes need a live ES driver
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// and are not reachable from a benchmark process.
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//
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// Every On case runs with a warm cache: the first iteration misses and every one after it
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// hits, which is exactly the steady state of a 2592-program smoke case.
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#include <benchmark/benchmark.h>
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@@ -222,12 +240,18 @@ static void BM_ProgramLink_CacheOn(benchmark::State& state) {
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const String fs = SwizzleLikeFragment("", static_cast<int>(state.range(0)));
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LinkOneProgram(vs, fs); // prime, so the measured loop is the steady state
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const TranslationCacheStats before = MG_State::GLState::GetProgramTranslationCache().Stats();
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const TranslationCacheStats parseBefore = GetShaderParseVerdictCache().Stats();
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for (auto _ : state) {
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LinkOneProgram(vs, fs);
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}
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const TranslationCacheStats stats = MG_State::GLState::GetProgramTranslationCache().Stats();
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const TranslationCacheStats parseStats = GetShaderParseVerdictCache().Stats();
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state.counters["L1_hits"] = static_cast<double>(stats.hits - before.hits);
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state.counters["L1_misses"] = static_cast<double>(stats.misses - before.misses);
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// Two stages per iteration, so a clean run shows L1c_hits == 2 * iterations and zero
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// misses: every glCompileShader in the loop skipped its parse.
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state.counters["L1c_hits"] = static_cast<double>(parseStats.hits - parseBefore.hits);
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state.counters["L1c_misses"] = static_cast<double>(parseStats.misses - parseBefore.misses);
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}
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BENCHMARK(BM_ProgramLink_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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@@ -240,10 +264,14 @@ BENCHMARK(BM_ProgramLink_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecon
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// that never reuses a shader object pays) but it is the pessimistic one, and the residual it
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// leaves is the parse, not the link.
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//
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// This pair keeps the shader objects alive, so ShaderCompileAdoptionMap can hand a later
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// glCompileShader the earlier one's parse, and the L1 hit then skips the link, mapIO, the
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// SPIR-V, the reflection and the routing outright. That is the
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// KHR-GL33.texture_swizzle.smoke_* shape - 2592 programs over a handful of distinct sources.
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// This pair keeps the shader objects alive, so the parses happen once before the measured
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// loop and the L1 hit then skips the link, mapIO, the SPIR-V, the reflection and the routing
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// outright.
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//
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// SINCE L1c THIS IS THE CONTROL, NOT THE TARGET. Nothing inside the measured loop calls
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// glCompileShader, so L1c cannot fire here at all - which is exactly what makes the pair
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// useful: it is the shape that says whether the compile-side memo has slowed the LINK path
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// down. Its numbers should be indistinguishable from the pre-L1c ones.
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// ---------------------------------------------------------------------------------------
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namespace {
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struct SharedShaders {
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@@ -359,4 +387,71 @@ static void BM_EsslTranspile_CacheOn(benchmark::State& state) {
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}
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BENCHMARK(BM_EsslTranspile_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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// ---------------------------------------------------------------------------------------
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// L1c, the shape where it could LOSE rather than win: the DEFERRED PARSE.
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// ---------------------------------------------------------------------------------------
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// A stage whose compile hits L1c holds no AST, so if the program-level key then MISSES, the
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// parse it skipped has to happen anyway - inside the link, via ClaimParsedShader. The parse
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// is moved, not removed, and this pair is what says whether moving it costs anything.
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//
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// The shape forces exactly that, every iteration: one CONSTANT vertex source (hits L1c after
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// the first iteration) linked against a FRESH fragment source each time (misses L1c, and
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// makes the program key miss too). So:
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//
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// cache off - two parses at glCompileShader, then the link.
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// cache on - one parse at glCompileShader (the fragment), one deferred parse inside the
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// link (the vertex), then the link.
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//
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// The parse count is identical, so these two should land within noise of each other. If the
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// On arm is materially SLOWER, L1c is charging for something - the per-compile key build and
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// hash over the full preprocessed source, or the loss of the claim-CAS reuse - and that cost
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// shows up here and nowhere else.
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//
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// The distinct fragment sources also churn both front-end levels through their FIFO caps,
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// which is the eviction behaviour a real shaderpack load produces; over a long run the
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// constant vertex entry is occasionally evicted by that churn and re-inserted, so the L1c
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// hit rate reported below is high but not exactly 1.0 per iteration.
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namespace {
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String UniqueFragmentSource(const Uint64 serial, const int padLines) {
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return SwizzleLikeFragment("", padLines) +
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"\n// unique-" + std::to_string(serial) + "\n";
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}
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} // namespace
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static void BM_DeferredParseLink_CacheOff(benchmark::State& state) {
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MobileGL::Initialize();
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const SyncCompileScope sync;
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const CacheModeScope cache(false);
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const String vs = kVertexSource;
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Uint64 serial = 0;
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for (auto _ : state) {
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LinkOneProgram(vs, UniqueFragmentSource(serial++, static_cast<int>(state.range(0))));
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}
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state.SetLabel("MOBILEGL_SHADER_CACHE=0");
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}
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BENCHMARK(BM_DeferredParseLink_CacheOff)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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static void BM_DeferredParseLink_CacheOn(benchmark::State& state) {
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MobileGL::Initialize();
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const SyncCompileScope sync;
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const CacheModeScope cache(true);
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const String vs = kVertexSource;
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Uint64 serial = 0;
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LinkOneProgram(vs, UniqueFragmentSource(~0ull, static_cast<int>(state.range(0)))); // prime the vertex entry
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const TranslationCacheStats before = MG_State::GLState::GetProgramTranslationCache().Stats();
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const TranslationCacheStats parseBefore = GetShaderParseVerdictCache().Stats();
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for (auto _ : state) {
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LinkOneProgram(vs, UniqueFragmentSource(serial++, static_cast<int>(state.range(0))));
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}
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const TranslationCacheStats stats = MG_State::GLState::GetProgramTranslationCache().Stats();
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const TranslationCacheStats parseStats = GetShaderParseVerdictCache().Stats();
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// Expected shape: L1 all misses (every program is new), L1c one hit (vertex) and one miss
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// (fragment) per iteration.
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state.counters["L1_hits"] = static_cast<double>(stats.hits - before.hits);
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state.counters["L1_misses"] = static_cast<double>(stats.misses - before.misses);
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state.counters["L1c_hits"] = static_cast<double>(parseStats.hits - parseBefore.hits);
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state.counters["L1c_misses"] = static_cast<double>(parseStats.misses - parseBefore.misses);
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}
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BENCHMARK(BM_DeferredParseLink_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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BENCHMARK_MAIN();
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