300 lines
14 KiB
C++
300 lines
14 KiB
C++
// This is a benchmark to compare different ways of accessing uniform values in
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// OpenGL.
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//
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// Details here: https://sinf.org/gluniformlocation-benchmark/
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//
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// Uses GLFW and Galogen generated opengl header for basic opengl support.
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//
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// MIT License
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// Copyright (c) 2024 Lasse Hassing
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include <fstream>
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#include "vendor/gl_core_4_3.h"
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#include "vendor/glfw/include/glfw/glfw3.h"
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#include "shader_cache.h"
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#define OUTPUT_WIDTH 1920
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#define OUTPUT_HEIGHT 1080
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#define LOOPS 1000
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#define _LOOKUP_UNIFORM
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#undef _STATIC_UNIFORM
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#undef _CACHED_UNIFORM
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/* Vertex shader ==================================
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#version 430
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layout(location = 0) in vec2 inPosition;
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layout(location = 0) out vec3 fragPos;
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uniform vec4 uniform0;
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uniform vec4 uniform1;
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uniform vec4 uniform2;
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uniform vec4 uniform3;
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uniform vec4 uniform4;
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uniform vec4 uniform5;
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uniform vec4 uniform6;
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uniform vec4 uniform7;
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uniform vec4 uniform8;
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uniform vec4 uniform9;
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void main() {
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vec4 calc = uniform0 + uniform1 + uniform2 + uniform3 + uniform4 +
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uniform5 + uniform6 + uniform7 + uniform8 + uniform9;
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fragPos = vec3(inPosition.x, inPosition.y, calc.z);
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}
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=================================================*/
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const char *vertSource = "#version 430\nlayout(location = 0) in vec2 inPosition; layout(loca\
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tion = 0) out vec3 fragPos; uniform vec4 uniform0; uniform vec4 uniform1; uniform vec4 unifo\
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rm2; uniform vec4 uniform3; uniform vec4 uniform4; uniform vec4 uniform5; uniform vec4 unifo\
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rm6; uniform vec4 uniform7; uniform vec4 uniform8; uniform vec4 uniform9; void main() { vec4\
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calc = uniform0 + uniform1 + uniform2 + uniform3 + uniform4 + uniform5 + uniform6 + uniform\
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7 + uniform8 + uniform9; fragPos = vec3(inPosition.x, inPosition.y, calc.z); }";
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/* Fragment shader ================================
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#version 430
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layout(location = 0) in vec3 fragPos;
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layout(location = 0) out vec4 outColor;
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uniform vec4 uniform10;
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uniform vec4 uniform11;
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uniform vec4 uniform12;
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uniform vec4 uniform13;
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uniform vec4 uniform14;
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uniform vec4 uniform15;
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uniform vec4 uniform16;
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uniform vec4 uniform17;
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uniform vec4 uniform18;
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uniform vec4 uniform19;
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void main() {
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vec4 calc = uniform10 + uniform11 + uniform12 + uniform13 + uniform14 +
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uniform15 + uniform16 + uniform17 + uniform18 + uniform19;
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outColor = vec4(fragPos.x, fragPos.y, calc.z, calc.w);
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}
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=================================================*/
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const char* fragSource = "#version 430\nlayout(location = 0) in vec3 fragPos; layout(locatio\
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n = 0) out vec4 outColor; uniform vec4 uniform10; uniform vec4 uniform11; uniform vec4 unifo\
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rm12; uniform vec4 uniform13; uniform vec4 uniform14; uniform vec4 uniform15; uniform vec4 u\
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niform16; uniform vec4 uniform17; uniform vec4 uniform18; uniform vec4 uniform19; void main(\
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) { vec4 calc = uniform10 + uniform11 + uniform12 + uniform13 + uniform14 + uniform15 + unif\
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orm16 + uniform17 + uniform18 + uniform19; outColor = vec4(fragPos.x, fragPos.y, calc.z, cal\
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c.w); }";
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int APIENTRY wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow) {
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// Setup basic OpenGL instance and window with GLFW.
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, 4);
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GLFWwindow* window = glfwCreateWindow(OUTPUT_WIDTH, OUTPUT_HEIGHT, "gl_uniform_benchmark", NULL, NULL);
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glfwMakeContextCurrent(window);
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glViewport(0, 0, OUTPUT_WIDTH, OUTPUT_HEIGHT);
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// Setup OpenGL buffer and vertex array with a 2D square that can be rendered
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// with GL_TRIANGLE_STRIP.
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GLuint vbo, vao, fbo, fbTexture;
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float vertexdata[8] = { 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f };
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, vertexdata, GL_STATIC_DRAW);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// Build shader.
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GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertShader, 1, &vertSource, NULL);
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glCompileShader(vertShader);
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GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragShader, 1, &fragSource, NULL);
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glCompileShader(fragShader);
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GLuint program = glCreateProgram();
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glAttachShader(program, vertShader);
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glAttachShader(program, fragShader);
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glLinkProgram(program);
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GLint attrib = glGetAttribLocation(program, "inPosition");
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glEnableVertexAttribArray(attrib);
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size_t attriboffset = 0;
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glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*)(attriboffset));
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glUseProgram(program);
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#ifdef _STATIC_UNIFORM
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GLint uniform0 = glGetUniformLocation(program, "uniform0");
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GLint uniform1 = glGetUniformLocation(program, "uniform1");
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GLint uniform2 = glGetUniformLocation(program, "uniform2");
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GLint uniform3 = glGetUniformLocation(program, "uniform3");
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GLint uniform4 = glGetUniformLocation(program, "uniform4");
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GLint uniform5 = glGetUniformLocation(program, "uniform5");
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GLint uniform6 = glGetUniformLocation(program, "uniform6");
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GLint uniform7 = glGetUniformLocation(program, "uniform7");
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GLint uniform8 = glGetUniformLocation(program, "uniform8");
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GLint uniform9 = glGetUniformLocation(program, "uniform9");
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GLint uniform10 = glGetUniformLocation(program, "uniform10");
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GLint uniform11 = glGetUniformLocation(program, "uniform11");
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GLint uniform12 = glGetUniformLocation(program, "uniform12");
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GLint uniform13 = glGetUniformLocation(program, "uniform13");
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GLint uniform14 = glGetUniformLocation(program, "uniform14");
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GLint uniform15 = glGetUniformLocation(program, "uniform15");
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GLint uniform16 = glGetUniformLocation(program, "uniform16");
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GLint uniform17 = glGetUniformLocation(program, "uniform17");
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GLint uniform18 = glGetUniformLocation(program, "uniform18");
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GLint uniform19 = glGetUniformLocation(program, "uniform19");
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if(uniform0 == -1 || uniform19 == -1) {
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MessageBoxA(NULL, "Uniform missing!", "GL Error", MB_OK | MB_ICONERROR);
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exit(0);
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}
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#endif
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#ifdef _CACHED_UNIFORM
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ShaderCache* cache = new ShaderCache(program);
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#endif
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glClearColor(0.10f, 0.15f, 0.20f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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LARGE_INTEGER first; first.QuadPart = 0;
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LARGE_INTEGER second; second.QuadPart = 0;
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LARGE_INTEGER fastest; fastest.QuadPart = 10000000;
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LARGE_INTEGER slowest; slowest.QuadPart = 0;
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LARGE_INTEGER total; total.QuadPart = 0;
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LARGE_INTEGER freq;
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QueryPerformanceFrequency(&freq);
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for(int i=0; i<LOOPS; i++) {
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glfwPollEvents();
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float testdata[4] = {rand()%1001/1000.0f, rand()%1001/1000.0f, rand()%1001/1000.0f};
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LARGE_INTEGER start;
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LARGE_INTEGER stop;
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QueryPerformanceCounter(&start);
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for(int u=0; u<50; u++) {
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#ifdef _LOOKUP_UNIFORM
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glUniform4fv(glGetUniformLocation(program, "uniform0"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform1"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform2"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform3"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform4"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform5"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform6"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform7"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform8"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform9"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform10"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform11"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform12"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform13"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform14"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform15"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform16"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform17"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform18"), 1, testdata);
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glUniform4fv(glGetUniformLocation(program, "uniform19"), 1, testdata);
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#endif
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#ifdef _STATIC_UNIFORM
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glUniform4fv(uniform0, 1, testdata);
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glUniform4fv(uniform1, 1, testdata);
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glUniform4fv(uniform2, 1, testdata);
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glUniform4fv(uniform3, 1, testdata);
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glUniform4fv(uniform4, 1, testdata);
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glUniform4fv(uniform5, 1, testdata);
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glUniform4fv(uniform6, 1, testdata);
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glUniform4fv(uniform7, 1, testdata);
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glUniform4fv(uniform8, 1, testdata);
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glUniform4fv(uniform9, 1, testdata);
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glUniform4fv(uniform10, 1, testdata);
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glUniform4fv(uniform11, 1, testdata);
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glUniform4fv(uniform12, 1, testdata);
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glUniform4fv(uniform13, 1, testdata);
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glUniform4fv(uniform14, 1, testdata);
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glUniform4fv(uniform15, 1, testdata);
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glUniform4fv(uniform16, 1, testdata);
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glUniform4fv(uniform17, 1, testdata);
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glUniform4fv(uniform18, 1, testdata);
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glUniform4fv(uniform19, 1, testdata);
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#endif
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#ifdef _CACHED_UNIFORM
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform0")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform1")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform2")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform3")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform4")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform5")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform6")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform7")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform8")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform9")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform10")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform11")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform12")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform13")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform14")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform15")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform16")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform17")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform18")), 1, testdata);
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glUniform4fv(cache->UniformLocation(UNIFORMNAME("uniform19")), 1, testdata);
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#endif
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}
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QueryPerformanceCounter(&stop);
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start.QuadPart *= 1000000;
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start.QuadPart /= freq.QuadPart;
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stop.QuadPart *= 1000000;
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stop.QuadPart /= freq.QuadPart;
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LARGE_INTEGER tdiff;
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tdiff.QuadPart = (stop.QuadPart - start.QuadPart);
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if(first.QuadPart == 0) {
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first = tdiff;
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} else if(second.QuadPart == 0) {
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second = tdiff;
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}
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if(tdiff.QuadPart < fastest.QuadPart) {
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fastest = tdiff;
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}
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if(tdiff.QuadPart > slowest.QuadPart) {
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slowest = tdiff;
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}
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total.QuadPart += tdiff.QuadPart;
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glfwSwapBuffers(window);
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if(glGetError() != 0) {
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MessageBoxA(NULL, "GL Error!", "GL Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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}
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char* results = (char*)calloc(1000, sizeof(char));
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sprintf(results, "First: %llu\nSecond: %llu\nFastest: %llu\nSlowest: %llu\n\nAverage: %llu",
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first.QuadPart, second.QuadPart, fastest.QuadPart, slowest.QuadPart, (total.QuadPart/(long long)LOOPS) );
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MessageBoxA(NULL, results, "Results", MB_OK);
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return 0;
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}
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