[Perf] (TestDrawing.cpp): Improve DrawAllTextures.

This commit is contained in:
BZLZHH
2025-04-30 14:42:59 +08:00
parent 0a87addd36
commit e19df94ece
+113 -67
View File
@@ -5,17 +5,50 @@
#include "TestDrawing.h"
namespace MG_RHI::GLES::Test {
constexpr int DISPLAY_COLUMNS = 8;
constexpr int DISPLAY_ROWS = 10;
constexpr int MAX_DISPLAY_TEXTURES = DISPLAY_COLUMNS * DISPLAY_ROWS;
bool IsTextureComplete(const TextureObject& tex) {
if (tex.params.mipmapData.empty()) return false;
return !tex.params.mipmapData.empty();
}
bool CheckShaderCompileStatus(GLuint shader, const char* type) {
GLint success;
::GLES::glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLchar infoLog[512];
::GLES::glGetShaderInfoLog(shader, 512, NULL, infoLog);
MG_Util::Debug::LogE("Shader compilation error (%s): %s", type, infoLog);
return false;
}
return true;
}
bool CheckProgramLinkStatus(GLuint program) {
GLint success;
::GLES::glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
GLchar infoLog[512];
::GLES::glGetProgramInfoLog(program, 512, NULL, infoLog);
MG_Util::Debug::LogE("Program link error: %s", infoLog);
return false;
}
return true;
}
void DrawAllTextures() {
::GLES::glClearColor(1,1,1,1);
::GLES::glClear(GL_COLOR_BUFFER_BIT);
struct ScreenResources {
GLuint program = 0;
GLuint quadVAO = 0;
GLuint quadVBO = 0;
std::unordered_map<GLuint, GLuint> textureCache; // [state_texID] => GL_texID
GLint uTexLoc = -1;
GLint uMVPLoc = -1;
std::unordered_map<GLuint, GLuint> textureCache;
std::unordered_map<GLuint, bool> textureDirty;
};
static ScreenResources sRes;
@@ -23,7 +56,8 @@ namespace MG_RHI::GLES::Test {
GLint viewport[4];
::GLES::glGetIntegerv(GL_VIEWPORT, viewport);
glm::ivec2 screenSize(viewport[2], viewport[3]);
const glm::ivec2 screenSize(viewport[2], viewport[3]);
if (screenSize != lastScreenSize) {
if (sRes.quadVAO) {
@@ -55,37 +89,48 @@ namespace MG_RHI::GLES::Test {
})";
GLuint vs = ::GLES::glCreateShader(GL_VERTEX_SHADER);
GLuint fs = ::GLES::glCreateShader(GL_FRAGMENT_SHADER);
::GLES::glShaderSource(vs, 1, &vsSrc, NULL);
::GLES::glShaderSource(fs, 1, &fsSrc, NULL);
::GLES::glCompileShader(vs);
if (!CheckShaderCompileStatus(vs, "vertex")) return;
GLuint fs = ::GLES::glCreateShader(GL_FRAGMENT_SHADER);
::GLES::glShaderSource(fs, 1, &fsSrc, NULL);
::GLES::glCompileShader(fs);
if (!CheckShaderCompileStatus(fs, "fragment")) return;
sRes.program = ::GLES::glCreateProgram();
::GLES::glAttachShader(sRes.program, vs);
::GLES::glAttachShader(sRes.program, fs);
::GLES::glLinkProgram(sRes.program);
if (!CheckProgramLinkStatus(sRes.program)) return;
sRes.uTexLoc = ::GLES::glGetUniformLocation(sRes.program, "uTex");
sRes.uMVPLoc = ::GLES::glGetUniformLocation(sRes.program, "uMVP");
::GLES::glDeleteShader(vs);
::GLES::glDeleteShader(fs);
}
if (!sRes.quadVAO) {
const float margin = 0.02f;
const float gridSize = (1.0f - 2*margin) / 6.0f;
const float margin = 0.01f;
const float gridWidth = (2.0f - 2*margin) / DISPLAY_COLUMNS;
const float gridHeight = (2.0f - 2*margin) / DISPLAY_ROWS;
std::vector<float> vertices;
vertices.reserve(MAX_DISPLAY_TEXTURES * 16);
for (int col = 0; col < 6; ++col) {
for (int row = 0; row < 5; ++row) {
float xStart = -1.0f + margin + col * gridSize;
float yStart = -1.0f + margin + row * gridSize;
float xEnd = xStart + gridSize - margin;
float yEnd = yStart + gridSize - margin;
for (int col = 0; col < DISPLAY_COLUMNS; ++col) {
for (int row = 0; row < DISPLAY_ROWS; ++row) {
const float xStart = -1.0f + margin + col * gridWidth;
const float yStart = -1.0f + margin + row * gridHeight;
const float xEnd = xStart + gridWidth - margin;
const float yEnd = yStart + gridHeight - margin;
vertices.insert(vertices.end(), {
xStart, yStart, 0.0f, 0.0f,
xEnd, yStart, 1.0f, 0.0f,
xEnd, yEnd, 1.0f, 1.0f,
xStart, yEnd, 0.0f, 1.0f
xStart, yStart, 0.0f, 0.0f,
xEnd, yStart, 1.0f, 0.0f,
xEnd, yEnd, 1.0f, 1.0f,
xStart, yEnd, 0.0f, 1.0f
});
}
}
@@ -94,94 +139,95 @@ namespace MG_RHI::GLES::Test {
::GLES::glGenBuffers(1, &sRes.quadVBO);
::GLES::glBindVertexArray(sRes.quadVAO);
::GLES::glBindBuffer(GL_ARRAY_BUFFER, sRes.quadVBO);
::GLES::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
::GLES::glBufferData(GL_ARRAY_BUFFER,
vertices.size() * sizeof(float),
vertices.data(),
GL_STATIC_DRAW
);
::GLES::glEnableVertexAttribArray(0);
::GLES::glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
::GLES::glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(float), (void*)0
);
::GLES::glEnableVertexAttribArray(1);
::GLES::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,4 * sizeof(float), (void*)(2 * sizeof(float)));
::GLES::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(float), (void*)(2 * sizeof(float))
);
::GLES::glBindVertexArray(0);
}
auto& texState = TextureState::GetInstance();
std::vector<std::pair<GLuint, TextureObject*>> sortedTextures;
for (auto&& [stateID, texObj] : texState.textures) {
for (auto&& [stateID, texObj] : MG_State_T::textureState->textures) {
if (!texObj.generated || texObj.target != GL_TEXTURE_2D) continue;
if (texObj.params.mipmapData.empty()) continue;
sortedTextures.emplace_back(stateID, &texObj);
}
std::sort(sortedTextures.begin(), sortedTextures.end(), [](auto& a, auto& b) {
return a.second->createTimestamp > b.second->createTimestamp;
});
sortedTextures.resize(std::min<size_t>(sortedTextures.size(), 30));
std::sort(sortedTextures.begin(), sortedTextures.end(),
[](auto& a, auto& b) {
return a.second->createTimestamp > b.second->createTimestamp;
}
);
sortedTextures.resize(std::min<size_t>(sortedTextures.size(), MAX_DISPLAY_TEXTURES));
for (auto&& [stateID, texObj] : sortedTextures) {
bool needCreate = sRes.textureCache.find(stateID) == sRes.textureCache.end();
bool needUpdate = true;
auto& dirtyFlag = sRes.textureDirty[stateID];
bool needCreate = !sRes.textureCache.count(stateID);
GLuint glTexID = 0;
if (needCreate) {
GLuint glTexID;
::GLES::glGenTextures(1, &glTexID);
sRes.textureCache[stateID] = glTexID;
needUpdate = true;
} else {
glTexID = sRes.textureCache[stateID];
dirtyFlag = true;
}
const auto& mip0 = texObj->params.mipmapData.begin()->second;
if (mip0.hasData) {
::GLES::glActiveTexture(GL_TEXTURE0);
::GLES::glBindTexture(GL_TEXTURE_2D, glTexID);
if (needUpdate || needCreate) {
if (dirtyFlag || needCreate) {
const auto& mip0 = texObj->params.mipmapData.begin()->second;
if (mip0.hasData) {
GLuint glTexID = sRes.textureCache[stateID];
::GLES::glBindTexture(GL_TEXTURE_2D, glTexID);
::GLES::glTexImage2D(GL_TEXTURE_2D, 0, mip0.internalFormat,
mip0.width, mip0.height, 0,
mip0.format, mip0.type, mip0.pixelData.data());
::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
mip0.width, mip0.height, 0,
mip0.format, mip0.type, mip0.pixelData.data()
);
::GLES::glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::GLES::glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::GLES::glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::GLES::glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texObj->params.mipmapData.size() > 1) {
::GLES::glGenerateMipmap(GL_TEXTURE_2D);
}
dirtyFlag = false;
}
}
}
GLboolean origDepthTest = ::GLES::glIsEnabled(GL_DEPTH_TEST);
GLint origProgram;
GLint origViewport[4];
GLint origProgram, origViewport[4];
::GLES::glGetIntegerv(GL_VIEWPORT, origViewport);
::GLES::glGetIntegerv(GL_CURRENT_PROGRAM, &origProgram);
::GLES::glDisable(GL_DEPTH_TEST);
::GLES::glUseProgram(sRes.program);
GLint uTexLoc = ::GLES::glGetUniformLocation(sRes.program, "uTex");
::GLES::glUniform1i(uTexLoc, 0);
::GLES::glUniformMatrix4fv(sRes.uMVPLoc, 1, GL_FALSE,
&glm::mat4(1.0f)[0][0]
);
::GLES::glUniform1i(sRes.uTexLoc, 0);
::GLES::glBindVertexArray(sRes.quadVAO);
glm::mat4 proj = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f);
GLint uMVPLoc = ::GLES::glGetUniformLocation(sRes.program, "uMVP");
glm::mat4 identity(1.0f);
::GLES::glUniformMatrix4fv(uMVPLoc, 1, GL_FALSE, &identity[0][0]);
for (size_t i = 0; i < sortedTextures.size(); ++i) {
GLuint glTexID = sRes.textureCache[sortedTextures[i].first];
const GLuint glTexID = sRes.textureCache[sortedTextures[i].first];
::GLES::glActiveTexture(GL_TEXTURE0);
::GLES::glBindTexture(GL_TEXTURE_2D, glTexID);
GLint uTexLoc = ::GLES::glGetUniformLocation(sRes.program, "uTex");
::GLES::glUniform1i(uTexLoc, 0);
::GLES::glDrawArrays(GL_TRIANGLE_FAN, static_cast<GLint>(i*4), 4);
}
if (origDepthTest) ::GLES::glEnable(GL_DEPTH_TEST);
::GLES::glUseProgram(origProgram);
::GLES::glViewport(origViewport[0], origViewport[1],
origViewport[2], origViewport[3]);
}
}
}