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https://github.com/MobileGL-Dev/MobileGL
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[Test, Bench] (ShaderTranspiler): pin L1 backend-agnosticism and measure the whole-front-end hit
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@@ -37,6 +37,7 @@
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#include "Init.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/ProgramState/ProgramTranslationCache.h"
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#include "MG_Util/ShaderTranspiler/ShaderCompiler.h"
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#include "MG_Util/ShaderTranspiler/SpvcSession.h"
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#include "MG_Util/ShaderTranspiler/TranslationCache.h"
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@@ -220,16 +221,91 @@ static void BM_ProgramLink_CacheOn(benchmark::State& state) {
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const String vs = kVertexSource;
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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 = GetSpirvTranslationCache().Stats();
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const TranslationCacheStats before = MG_State::GLState::GetProgramTranslationCache().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 = GetSpirvTranslationCache().Stats();
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const TranslationCacheStats stats = MG_State::GLState::GetProgramTranslationCache().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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}
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BENCHMARK(BM_ProgramLink_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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// ---------------------------------------------------------------------------------------
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// L1, the shape the memo actually exists for: MANY PROGRAMS OUT OF THE SAME SHADERS.
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//
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// The pair above deletes its shader objects every iteration, which forces a fresh glslang
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// parse per iteration no matter what the link does - glCompileShader parses, and that is a
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// DIFFERENT entry point from the one L1 memoizes. It is a real workload (what an application
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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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// ---------------------------------------------------------------------------------------
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namespace {
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struct SharedShaders {
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GLuint vs = 0;
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GLuint fs = 0;
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};
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SharedShaders MakeSharedShaders(const String& vertexSource, const String& fragmentSource) {
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using namespace MG_Impl::GLImpl;
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SharedShaders shaders;
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shaders.vs = CreateShader(GL_VERTEX_SHADER);
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const char* vsText = vertexSource.c_str();
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ShaderSource(shaders.vs, 1, &vsText, nullptr);
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CompileShader(shaders.vs);
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shaders.fs = CreateShader(GL_FRAGMENT_SHADER);
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const char* fsText = fragmentSource.c_str();
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ShaderSource(shaders.fs, 1, &fsText, nullptr);
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CompileShader(shaders.fs);
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return shaders;
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}
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void LinkFromSharedShaders(const SharedShaders& shaders) {
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using namespace MG_Impl::GLImpl;
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const GLuint program = CreateProgram();
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AttachShader(program, shaders.vs);
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AttachShader(program, shaders.fs);
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LinkProgram(program);
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benchmark::DoNotOptimize(program);
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DeleteProgram(program);
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}
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} // namespace
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static void BM_SharedShaderLink_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 SharedShaders shaders =
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MakeSharedShaders(kVertexSource, SwizzleLikeFragment("", static_cast<int>(state.range(0))));
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for (auto _ : state) {
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LinkFromSharedShaders(shaders);
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}
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state.SetLabel("MOBILEGL_SHADER_CACHE=0");
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}
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BENCHMARK(BM_SharedShaderLink_CacheOff)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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static void BM_SharedShaderLink_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 SharedShaders shaders =
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MakeSharedShaders(kVertexSource, SwizzleLikeFragment("", static_cast<int>(state.range(0))));
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LinkFromSharedShaders(shaders); // 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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for (auto _ : state) {
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LinkFromSharedShaders(shaders);
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}
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const TranslationCacheStats stats = MG_State::GLState::GetProgramTranslationCache().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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}
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BENCHMARK(BM_SharedShaderLink_CacheOn)->Arg(0)->Arg(120)->Unit(benchmark::kMicrosecond);
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// ---------------------------------------------------------------------------------------
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// L2, component: the DirectGLES SPIR-V pass chain plus SPIRV-Cross for one stage.
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// ---------------------------------------------------------------------------------------
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