Benchmark for edge extension shader effect
--------------------------------------------------------------------------
Benchmark Time CPU Iterations
--------------------------------------------------------------------------
BM_homescreen/SkiaGLThreaded 1245547 ns 36726 ns 10000
BM_homescreen_edgeExtension/SkiaGLThreaded 1271118 ns 36986 ns 10000
Bug: 322036393
Test: Compare drawing a layer with and without edge extension shader
Flag: TEST_ONLY
Change-Id: Ia1dd3c6fa6bf4b5281517a3bf93c7e58ae840c70
diff --git a/libs/renderengine/benchmark/RenderEngineBench.cpp b/libs/renderengine/benchmark/RenderEngineBench.cpp
index 326d1ce..a9264b3 100644
--- a/libs/renderengine/benchmark/RenderEngineBench.cpp
+++ b/libs/renderengine/benchmark/RenderEngineBench.cpp
@@ -29,6 +29,16 @@
using namespace android;
using namespace android::renderengine;
+// To run tests:
+/**
+ * mmm frameworks/native/libs/renderengine/benchmark;\
+ * adb push $OUT/data/benchmarktest/librenderengine_bench/librenderengine_bench
+ * /data/benchmarktest/librenderengine_bench/librenderengine_bench;\
+ * adb shell /data/benchmarktest/librenderengine_bench/librenderengine_bench
+ *
+ * (64-bit devices: out directory contains benchmarktest64 instead of benchmarktest)
+ */
+
///////////////////////////////////////////////////////////////////////////////
// Helpers for calling drawLayers
///////////////////////////////////////////////////////////////////////////////
@@ -173,29 +183,67 @@
}
}
+/**
+ * Return a buffer with the image in the provided path, relative to the executable directory
+ */
+static std::shared_ptr<ExternalTexture> createTexture(RenderEngine& re, const char* relPathImg) {
+ // Initially use cpu access so we can decode into it with AImageDecoder.
+ auto [width, height] = getDisplaySize();
+ auto srcBuffer =
+ allocateBuffer(re, width, height, GRALLOC_USAGE_SW_WRITE_OFTEN, "decoded_source");
+ std::string fileName = base::GetExecutableDirectory().append(relPathImg);
+ renderenginebench::decode(fileName.c_str(), srcBuffer->getBuffer());
+ // Now copy into GPU-only buffer for more realistic timing.
+ srcBuffer = copyBuffer(re, srcBuffer, 0, "source");
+ return srcBuffer;
+}
+
///////////////////////////////////////////////////////////////////////////////
// Benchmarks
///////////////////////////////////////////////////////////////////////////////
+constexpr char kHomescreenPath[] = "/resources/homescreen.png";
+
+/**
+ * Draw a layer with texture and no additional shaders as a baseline to evaluate a shader's impact
+ * on performance
+ */
template <class... Args>
-void BM_blur(benchmark::State& benchState, Args&&... args) {
+void BM_homescreen(benchmark::State& benchState, Args&&... args) {
auto args_tuple = std::make_tuple(std::move(args)...);
auto re = createRenderEngine(static_cast<RenderEngine::Threaded>(std::get<0>(args_tuple)),
- static_cast<RenderEngine::GraphicsApi>(std::get<1>(args_tuple)),
- static_cast<RenderEngine::BlurAlgorithm>(std::get<2>(args_tuple)));
+ static_cast<RenderEngine::GraphicsApi>(std::get<1>(args_tuple)));
- // Initially use cpu access so we can decode into it with AImageDecoder.
auto [width, height] = getDisplaySize();
- auto srcBuffer =
- allocateBuffer(*re, width, height, GRALLOC_USAGE_SW_WRITE_OFTEN, "decoded_source");
- {
- std::string srcImage = base::GetExecutableDirectory();
- srcImage.append("/resources/homescreen.png");
- renderenginebench::decode(srcImage.c_str(), srcBuffer->getBuffer());
+ auto srcBuffer = createTexture(*re, kHomescreenPath);
- // Now copy into GPU-only buffer for more realistic timing.
- srcBuffer = copyBuffer(*re, srcBuffer, 0, "source");
- }
+ const FloatRect layerRect(0, 0, width, height);
+ LayerSettings layer{
+ .geometry =
+ Geometry{
+ .boundaries = layerRect,
+ },
+ .source =
+ PixelSource{
+ .buffer =
+ Buffer{
+ .buffer = srcBuffer,
+ },
+ },
+ .alpha = half(1.0f),
+ };
+ auto layers = std::vector<LayerSettings>{layer};
+ benchDrawLayers(*re, layers, benchState, "homescreen");
+}
+
+template <class... Args>
+void BM_homescreen_blur(benchmark::State& benchState, Args&&... args) {
+ auto args_tuple = std::make_tuple(std::move(args)...);
+ auto re = createRenderEngine(static_cast<RenderEngine::Threaded>(std::get<0>(args_tuple)),
+ static_cast<RenderEngine::GraphicsApi>(std::get<1>(args_tuple)));
+
+ auto [width, height] = getDisplaySize();
+ auto srcBuffer = createTexture(*re, kHomescreenPath);
const FloatRect layerRect(0, 0, width, height);
LayerSettings layer{
@@ -223,14 +271,55 @@
};
auto layers = std::vector<LayerSettings>{layer, blurLayer};
- benchDrawLayers(*re, layers, benchState, "blurred");
+ benchDrawLayers(*re, layers, benchState, "homescreen_blurred");
}
-BENCHMARK_CAPTURE(BM_blur, gaussian, RenderEngine::Threaded::YES, RenderEngine::GraphicsApi::GL,
- RenderEngine::BlurAlgorithm::GAUSSIAN);
+template <class... Args>
+void BM_homescreen_edgeExtension(benchmark::State& benchState, Args&&... args) {
+ auto args_tuple = std::make_tuple(std::move(args)...);
+ auto re = createRenderEngine(static_cast<RenderEngine::Threaded>(std::get<0>(args_tuple)),
+ static_cast<RenderEngine::GraphicsApi>(std::get<1>(args_tuple)));
-BENCHMARK_CAPTURE(BM_blur, kawase, RenderEngine::Threaded::YES, RenderEngine::GraphicsApi::GL,
- RenderEngine::BlurAlgorithm::KAWASE);
+ auto [width, height] = getDisplaySize();
+ auto srcBuffer = createTexture(*re, kHomescreenPath);
-BENCHMARK_CAPTURE(BM_blur, kawase_dual_filter, RenderEngine::Threaded::YES,
+ LayerSettings layer{
+ .geometry =
+ Geometry{
+ .boundaries = FloatRect(0, 0, width, height),
+ },
+ .source =
+ PixelSource{
+ .buffer =
+ Buffer{
+ .buffer = srcBuffer,
+ // Part of the screen is not covered by the texture but
+ // will be filled in by the shader
+ .textureTransform =
+ mat4(mat3(),
+ vec3(width * 0.3f, height * 0.3f, 0.0f)),
+ },
+ },
+ .alpha = half(1.0f),
+ .edgeExtensionEffect =
+ EdgeExtensionEffect(/* left */ true,
+ /* right */ false, /* top */ true, /* bottom */ false),
+ };
+ auto layers = std::vector<LayerSettings>{layer};
+ benchDrawLayers(*re, layers, benchState, "homescreen_edge_extension");
+}
+
+BENCHMARK_CAPTURE(BM_homescreen_blur, gaussian, RenderEngine::Threaded::YES,
+ RenderEngine::GraphicsApi::GL, RenderEngine::BlurAlgorithm::GAUSSIAN);
+
+BENCHMARK_CAPTURE(BM_homescreen_blur, kawase, RenderEngine::Threaded::YES,
+ RenderEngine::GraphicsApi::GL, RenderEngine::BlurAlgorithm::KAWASE);
+
+BENCHMARK_CAPTURE(BM_homescreen_blur, kawase_dual_filter, RenderEngine::Threaded::YES,
RenderEngine::GraphicsApi::GL, RenderEngine::BlurAlgorithm::KAWASE_DUAL_FILTER);
+
+BENCHMARK_CAPTURE(BM_homescreen, SkiaGLThreaded, RenderEngine::Threaded::YES,
+ RenderEngine::GraphicsApi::GL);
+
+BENCHMARK_CAPTURE(BM_homescreen_edgeExtension, SkiaGLThreaded, RenderEngine::Threaded::YES,
+ RenderEngine::GraphicsApi::GL);