// This is a benchmark to compare different ways of accessing uniform values in // OpenGL. // // Details here: https://sinf.org/gluniformlocation-benchmark/ // // Uses GLFW and Galogen generated opengl header for basic opengl support. // // MIT License // Copyright (c) 2024 Lasse Hassing // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include #include "vendor/gl_core_4_3.h" #include "vendor/glfw/include/glfw/glfw3.h" #include "shader_cache.h" #define OUTPUT_WIDTH 1920 #define OUTPUT_HEIGHT 1080 #define LOOPS 1000 #define _LOOKUP_UNIFORM #undef _STATIC_UNIFORM #undef _CACHED_UNIFORM /* Vertex shader ================================== #version 430 layout(location = 0) in vec2 inPosition; layout(location = 0) out vec3 fragPos; uniform vec4 uniform0; uniform vec4 uniform1; uniform vec4 uniform2; uniform vec4 uniform3; uniform vec4 uniform4; uniform vec4 uniform5; uniform vec4 uniform6; uniform vec4 uniform7; uniform vec4 uniform8; uniform vec4 uniform9; void main() { vec4 calc = uniform0 + uniform1 + uniform2 + uniform3 + uniform4 + uniform5 + uniform6 + uniform7 + uniform8 + uniform9; fragPos = vec3(inPosition.x, inPosition.y, calc.z); } =================================================*/ const char *vertSource = "#version 430\nlayout(location = 0) in vec2 inPosition; layout(loca\ tion = 0) out vec3 fragPos; uniform vec4 uniform0; uniform vec4 uniform1; uniform vec4 unifo\ rm2; uniform vec4 uniform3; uniform vec4 uniform4; uniform vec4 uniform5; uniform vec4 unifo\ rm6; uniform vec4 uniform7; uniform vec4 uniform8; uniform vec4 uniform9; void main() { vec4\ calc = uniform0 + uniform1 + uniform2 + uniform3 + uniform4 + uniform5 + uniform6 + uniform\ 7 + uniform8 + uniform9; fragPos = vec3(inPosition.x, inPosition.y, calc.z); }"; /* Fragment shader ================================ #version 430 layout(location = 0) in vec3 fragPos; layout(location = 0) out vec4 outColor; uniform vec4 uniform10; uniform vec4 uniform11; uniform vec4 uniform12; uniform vec4 uniform13; uniform vec4 uniform14; uniform vec4 uniform15; uniform vec4 uniform16; uniform vec4 uniform17; uniform vec4 uniform18; uniform vec4 uniform19; void main() { vec4 calc = uniform10 + uniform11 + uniform12 + uniform13 + uniform14 + uniform15 + uniform16 + uniform17 + uniform18 + uniform19; outColor = vec4(fragPos.x, fragPos.y, calc.z, calc.w); } =================================================*/ const char* fragSource = "#version 430\nlayout(location = 0) in vec3 fragPos; layout(locatio\ n = 0) out vec4 outColor; uniform vec4 uniform10; uniform vec4 uniform11; uniform vec4 unifo\ rm12; uniform vec4 uniform13; uniform vec4 uniform14; uniform vec4 uniform15; uniform vec4 u\ niform16; uniform vec4 uniform17; uniform vec4 uniform18; uniform vec4 uniform19; void main(\ ) { vec4 calc = uniform10 + uniform11 + uniform12 + uniform13 + uniform14 + uniform15 + unif\ orm16 + uniform17 + uniform18 + uniform19; outColor = vec4(fragPos.x, fragPos.y, calc.z, cal\ c.w); }"; int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) { // Setup basic OpenGL instance and window with GLFW. glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_SAMPLES, 4); GLFWwindow* window = glfwCreateWindow(OUTPUT_WIDTH, OUTPUT_HEIGHT, "gl_uniform_benchmark", NULL, NULL); glfwMakeContextCurrent(window); glViewport(0, 0, OUTPUT_WIDTH, OUTPUT_HEIGHT); // Setup OpenGL buffer and vertex array with a 2D square that can be rendered // with GL_TRIANGLE_STRIP. GLuint vbo, vao, fbo, fbTexture; float vertexdata[8] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, vertexdata, GL_STATIC_DRAW); glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Build shader. GLuint vertShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertShader, 1, &vertSource, NULL); glCompileShader(vertShader); GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragShader, 1, &fragSource, NULL); glCompileShader(fragShader); GLuint program = glCreateProgram(); glAttachShader(program, vertShader); glAttachShader(program, fragShader); glLinkProgram(program); GLint attrib = glGetAttribLocation(program, "inPosition"); glEnableVertexAttribArray(attrib); size_t attriboffset = 0; glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*)(attriboffset)); glUseProgram(program); #ifdef _STATIC_UNIFORM GLint uniform0 = glGetUniformLocation(program, "uniform0"); GLint uniform1 = glGetUniformLocation(program, "uniform1"); GLint uniform2 = glGetUniformLocation(program, "uniform2"); GLint uniform3 = glGetUniformLocation(program, "uniform3"); GLint uniform4 = glGetUniformLocation(program, "uniform4"); GLint uniform5 = glGetUniformLocation(program, "uniform5"); GLint uniform6 = glGetUniformLocation(program, "uniform6"); GLint uniform7 = glGetUniformLocation(program, "uniform7"); GLint uniform8 = glGetUniformLocation(program, "uniform8"); GLint uniform9 = glGetUniformLocation(program, "uniform9"); GLint uniform10 = glGetUniformLocation(program, "uniform10"); GLint uniform11 = glGetUniformLocation(program, "uniform11"); GLint uniform12 = glGetUniformLocation(program, "uniform12"); GLint uniform13 = glGetUniformLocation(program, "uniform13"); GLint uniform14 = glGetUniformLocation(program, "uniform14"); GLint uniform15 = glGetUniformLocation(program, "uniform15"); GLint uniform16 = glGetUniformLocation(program, "uniform16"); GLint uniform17 = glGetUniformLocation(program, "uniform17"); GLint uniform18 = glGetUniformLocation(program, "uniform18"); GLint uniform19 = glGetUniformLocation(program, "uniform19"); if(uniform0 == -1 || uniform19 == -1) { MessageBoxA(NULL, "Uniform missing!", "GL Error", MB_OK | MB_ICONERROR); exit(0); } #endif #ifdef _CACHED_UNIFORM ShaderCache* cache = new ShaderCache(program); #endif glClearColor(0.10f, 0.15f, 0.20f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); LARGE_INTEGER first; first.QuadPart = 0; LARGE_INTEGER second; second.QuadPart = 0; LARGE_INTEGER fastest; fastest.QuadPart = 10000000; LARGE_INTEGER slowest; slowest.QuadPart = 0; LARGE_INTEGER total; total.QuadPart = 0; LARGE_INTEGER freq; QueryPerformanceFrequency(&freq); for(int i=0; iUniformLocation(UNIFORMNAME("uniform0")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform1")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform2")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform3")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform4")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform5")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform6")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform7")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform8")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform9")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform10")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform11")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform12")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform13")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform14")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform15")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform16")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform17")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform18")), 1, testdata); glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform19")), 1, testdata); #endif } QueryPerformanceCounter(&stop); start.QuadPart *= 1000000; start.QuadPart /= freq.QuadPart; stop.QuadPart *= 1000000; stop.QuadPart /= freq.QuadPart; LARGE_INTEGER tdiff; tdiff.QuadPart = (stop.QuadPart - start.QuadPart); if(first.QuadPart == 0) { first = tdiff; } else if(second.QuadPart == 0) { second = tdiff; } if(tdiff.QuadPart < fastest.QuadPart) { fastest = tdiff; } if(tdiff.QuadPart > slowest.QuadPart) { slowest = tdiff; } total.QuadPart += tdiff.QuadPart; glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glfwSwapBuffers(window); if(glGetError() != 0) { MessageBoxA(NULL, "GL Error!", "GL Error", MB_OK | MB_ICONERROR); exit(1); } } char* results = (char*)calloc(1000, sizeof(char)); sprintf(results, "First: %llu\nSecond: %llu\nFastest: %llu\nSlowest: %llu\n\nAverage: %llu", first.QuadPart, second.QuadPart, fastest.QuadPart, slowest.QuadPart, (total.QuadPart/(long long)LOOPS) ); MessageBoxA(NULL, results, "Results", MB_OK); return 0; }