mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Feat] (MG_Benchmark/Program): add linking benchmark, add more metrics to benchmarks
This commit is contained in:
@@ -1,4 +1,6 @@
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#include <cstring>
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#include <benchmark/benchmark.h>
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#include <benchmark/benchmark.h>
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#include "MG_Impl/GLImpl/Program/GL_Program.h"
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#include "MG_Impl/GLImpl/Program/GL_Program.h"
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#include "MG_State/GLState/Core.h"
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#include "MG_State/GLState/Core.h"
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@@ -82,7 +84,9 @@ void main() {
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static void BM_CompileVertexShader(benchmark::State& state) {
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static void BM_CompileVertexShader(benchmark::State& state) {
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// Initialize GL context
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// Initialize GL context
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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SizeT vsLen = strlen(vsSrc);
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for (auto _ : state) {
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for (auto _ : state) {
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// Create and compile vertex shader
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// Create and compile vertex shader
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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@@ -95,6 +99,7 @@ static void BM_CompileVertexShader(benchmark::State& state) {
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// Set the counter for Compiles/Second
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// Set the counter for Compiles/Second
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state.counters["VS_Compiles/Second"] = state.iterations();
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state.counters["VS_Compiles/Second"] = state.iterations();
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state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
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// Cleanup GL context
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// Cleanup GL context
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delete MG_State::pGLContext;
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delete MG_State::pGLContext;
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@@ -104,7 +109,9 @@ BENCHMARK(BM_CompileVertexShader)->Unit(benchmark::kMillisecond);
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static void BM_CompileFragmentShader(benchmark::State& state) {
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static void BM_CompileFragmentShader(benchmark::State& state) {
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// Initialize GL context
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// Initialize GL context
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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SizeT fsLen = strlen(fsSrc);
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for (auto _ : state) {
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for (auto _ : state) {
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// Create and compile fragment shader
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// Create and compile fragment shader
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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@@ -117,7 +124,8 @@ static void BM_CompileFragmentShader(benchmark::State& state) {
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// Set the counter for Compiles/Second
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// Set the counter for Compiles/Second
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state.counters["FS_Compiles/Second"] = state.iterations();
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state.counters["FS_Compiles/Second"] = state.iterations();
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state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
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// Cleanup GL context
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// Cleanup GL context
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delete MG_State::pGLContext;
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delete MG_State::pGLContext;
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}
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}
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@@ -126,7 +134,9 @@ BENCHMARK(BM_CompileFragmentShader)->Unit(benchmark::kMillisecond);
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static void BM_CompileBothShaders(benchmark::State& state) {
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static void BM_CompileBothShaders(benchmark::State& state) {
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// Initialize GL context
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// Initialize GL context
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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SizeT vsLen = strlen(vsSrc);
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SizeT fsLen = strlen(fsSrc);
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for (auto _ : state) {
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for (auto _ : state) {
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// Create and compile vertex shader
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// Create and compile vertex shader
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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@@ -146,10 +156,89 @@ static void BM_CompileBothShaders(benchmark::State& state) {
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// Set the counter for Compiles/Second
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// Set the counter for Compiles/Second
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state.counters["VS_Compiles/Second"] = state.iterations();
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state.counters["VS_Compiles/Second"] = state.iterations();
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state.counters["FS_Compiles/Second"] = state.iterations();
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state.counters["FS_Compiles/Second"] = state.iterations();
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state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
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state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
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// Cleanup GL context
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// Cleanup GL context
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delete MG_State::pGLContext;
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delete MG_State::pGLContext;
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}
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}
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BENCHMARK(BM_CompileBothShaders)->Unit(benchmark::kMillisecond);
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BENCHMARK(BM_CompileBothShaders)->Unit(benchmark::kMillisecond);
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static void BM_LinkProgram(benchmark::State& state) {
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// Initialize GL context
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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// Create and compile vertex shader
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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// Create and compile fragment shader
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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for (auto _ : state) {
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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LinkProgram(program);
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DeleteProgram(program);
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}
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// Cleanup
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DeleteShader(vs);
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DeleteShader(fs);
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// Set the counter for Compiles/Second
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state.counters["Links/Second"] = state.iterations();
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// Cleanup GL context
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delete MG_State::pGLContext;
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}
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BENCHMARK(BM_LinkProgram)->Unit(benchmark::kMillisecond);
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static void BM_CompileAndLink(benchmark::State& state) {
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// Initialize GL context
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MG_State::pGLContext = new MG_State::GLState::GLContext();
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SizeT vsLen = strlen(vsSrc);
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SizeT fsLen = strlen(fsSrc);
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for (auto _ : state) {
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// Create and compile vertex shader
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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CompileShader(vs);
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// Create and compile fragment shader
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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CompileShader(fs);
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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LinkProgram(program);
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DeleteProgram(program);
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// Cleanup
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DeleteShader(vs);
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DeleteShader(fs);
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}
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// Set the counter for Compiles/Second
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state.counters["VS_Compiles/Second"] = state.iterations();
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state.counters["FS_Compiles/Second"] = state.iterations();
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state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
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state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
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state.counters["Links/Second"] = state.iterations();
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// Cleanup GL context
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delete MG_State::pGLContext;
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}
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BENCHMARK(BM_CompileAndLink)->Unit(benchmark::kMillisecond);
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BENCHMARK_MAIN();
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BENCHMARK_MAIN();
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