[Benchmark] (MG_Benchmark/Program): shader compilation benchmark

This commit is contained in:
2025-08-24 12:56:24 +08:00
parent 620391b7ec
commit 556d47a9d5
4 changed files with 277 additions and 4 deletions
+1 -1
View File
@@ -48,4 +48,4 @@ jobs:
- name: Benchmark
working-directory: ${{env.BENCH_ROOT}}/build-bench
run: ctest -V
run: ctest -V -C Release
+10 -3
View File
@@ -1,9 +1,13 @@
cmake_minimum_required(VERSION 3.14)
project(MobileGLTest)
project(MobileGLBenchmark)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Enable downloading dependencies
set(BENCHMARK_DOWNLOAD_DEPENDENCIES ON CACHE BOOL "Allow downloading benchmark dependencies")
set(BENCHMARK_ENABLE_GTEST_TESTS OFF CACHE BOOL "Disable GTest tests")
set(BENCHMARK_ENABLE_TESTING OFF CACHE BOOL "Disable testing")
include(FetchContent)
FetchContent_Declare(
@@ -14,15 +18,18 @@ FetchContent_Declare(
)
FetchContent_MakeAvailable(benchmark)
enable_testing()
set(MGL_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
add_executable(SanityBench
SanityBench.cpp
)
target_link_libraries(SanityBench
PRIVATE benchmark::benchmark
)
enable_testing()
add_test(NAME SanityBench COMMAND SanityBench --benchmark_counters_tabular=true)
add_test(NAME SanityBench COMMAND SanityBench)
add_subdirectory(Program)
@@ -0,0 +1,111 @@
cmake_minimum_required(VERSION 3.24)
# Vulkan SDK's cmake config is fundamentally broken. Directly find libs instead
if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
find_package(Vulkan REQUIRED)
get_filename_component(VULKAN_LIB_DIR ${Vulkan_LIBRARY} PATH)
set(LINK_LIBRARIES
${VULKAN_LIB_DIR}/libglslang.a
${VULKAN_LIB_DIR}/libspirv-cross-c-shared.dylib
${VULKAN_LIB_DIR}/libGenericCodeGen.a
${VULKAN_LIB_DIR}/libglslang-default-resource-limits.a
${VULKAN_LIB_DIR}/libMachineIndependent.a
${VULKAN_LIB_DIR}/libOSDependent.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-diff.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-link.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-lint.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-opt.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-reduce.a
${VULKAN_LIB_DIR}/libSPIRV-Tools.a
${VULKAN_LIB_DIR}/libSPIRV.a
${VULKAN_LIB_DIR}/libSPVRemapper.a)
elseif (${CMAKE_SYSTEM_NAME} MATCHES "Windows")
find_package(Vulkan REQUIRED)
get_filename_component(VULKAN_LIB_DIR ${Vulkan_LIBRARY} PATH)
set(LINK_LIBRARIES
${VULKAN_LIB_DIR}/glslang$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/spirv-cross-c-shared$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/GenericCodeGen$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/glslang-default-resource-limits$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/MachineIndependent$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/OSDependent$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-diff$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-link$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-lint$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-opt$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-reduce$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPVRemapper$<$<CONFIG:Debug>:d>.lib)
else ()
find_package(glslang CONFIG REQUIRED)
find_package(spirv_cross_core CONFIG REQUIRED)
find_package(spirv_cross_glsl CONFIG REQUIRED)
find_package(spirv_cross_hlsl CONFIG REQUIRED)
find_package(spirv_cross_msl CONFIG REQUIRED)
find_package(spirv_cross_cpp CONFIG REQUIRED)
find_package(spirv_cross_reflect CONFIG REQUIRED)
find_package(spirv_cross_c CONFIG REQUIRED)
set(LINK_LIBRARIES glslang::glslang spirv-cross-c)
endif()
add_executable(
ProgramBench
ProgramBench.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/glslang/UniformTraverser.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/Core.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/BufferState/BufferState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/VertexArrayState/VertexArrayObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/VertexArrayState/VertexArrayState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureUnit.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ErrorState/Error.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Buffer/GL_Buffer.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Buffer/Validators.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/VertexArray/Validators.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/GLExtensionConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/ErrorCodeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Metrics/BufferMetrics.cpp
${MGL_ROOT}/MobileGL/MG_Backend/Init.cpp
${MGL_ROOT}/MobileGL/MG_Util/Debug/Log.cpp
)
target_include_directories(ProgramBench PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
ProgramBench
benchmark::benchmark
${LINK_LIBRARIES}
)
add_test(NAME ProgramBench COMMAND ProgramBench --benchmark_counters_tabular=true)
@@ -0,0 +1,155 @@
#include <benchmark/benchmark.h>
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
// Shader source code for benchmarking
const char* vsSrc = R"(#version 460
layout (location = 0) in vec4 Position;
in float fIn4;
in float fIn2;
in float fIn5;
in float fIn6;
in float fIn1;
in float fIn3;
layout(location = 0) uniform mat4 ProjMat;
layout(location = 10) uniform mat3 TestMat3;
layout(location = 20) uniform mat2 TestMat2;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
// Use TestMat2 and TestMat3 to prevent optimization
vec2 dummy2 = TestMat2[0];
vec3 dummy3 = TestMat3[0];
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
texCoord = Position.xy / OutSize;
})";
const char* fsSrc = R"(#version 460
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
layout(location = 1) uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix0;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
layout(location = 6) uniform float Saturation;
uniform int AQuickFoxJumpsOverALazyDog;
uniform int intVal;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix0);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, float(intVal));
})";
static void BM_CompileVertexShader(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Cleanup
DeleteShader(vs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileVertexShader)->Unit(benchmark::kMillisecond);
static void BM_CompileFragmentShader(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
for (auto _ : state) {
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["FS_Compiles/Second"] = state.iterations();
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileFragmentShader)->Unit(benchmark::kMillisecond);
static void BM_CompileBothShaders(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["FS_Compiles/Second"] = state.iterations();
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileBothShaders)->Unit(benchmark::kMillisecond);
BENCHMARK_MAIN();