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-rwxr-xr-xindra/newview/llglsandbox.cpp133
1 files changed, 132 insertions, 1 deletions
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp
index 60fa53f491..bede9b1e6c 100755
--- a/indra/newview/llglsandbox.cpp
+++ b/indra/newview/llglsandbox.cpp
@@ -62,6 +62,7 @@
#include "llresmgr.h"
#include "pipeline.h"
#include "llspatialpartition.h"
+#include "llviewershadermgr.h"
// Height of the yellow selection highlight posts for land
const F32 PARCEL_POST_HEIGHT = 0.666f;
@@ -767,7 +768,6 @@ void draw_line_cube(F32 width, const LLVector3& center)
gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
}
-
void LLViewerObjectList::renderObjectBeacons()
{
if (mDebugBeacons.empty())
@@ -878,3 +878,134 @@ void LLViewerObjectList::renderObjectBeacons()
}
+void gpu_benchmark()
+{
+ if (!LLGLSLShader::sNoFixedFunction)
+ { //don't bother benchmarking the fixed function
+ return;
+ }
+
+ //measure memory bandwidth by:
+ // - allocating a batch of textures and render targets
+ // - rendering those textures to those render targets
+ // - recording time taken
+ // - taking the median time for a given number of samples
+
+ //resolution of textures/render targets
+ const U32 res = 1024;
+
+ //number of textures
+ const U32 count = 32;
+
+ //number of samples to take
+ const S32 samples = 64;
+
+ LLGLSLShader::initProfile();
+
+ LLRenderTarget dest[count];
+ U32 source[count];
+ LLImageGL::generateTextures(count, source);
+ std::vector<F32> results;
+
+ //build a random texture
+ U8 pixels[res*res*4];
+
+ for (U32 i = 0; i < res*res*4; ++i)
+ {
+ pixels[i] = (U8) ll_rand(255);
+ }
+
+
+ gGL.setColorMask(true, true);
+ LLGLDepthTest depth(GL_FALSE);
+
+ for (U32 i = 0; i < count; ++i)
+ { //allocate render targets and textures
+ dest[i].allocate(res,res,GL_RGBA,false, false, LLTexUnit::TT_TEXTURE, true);
+ dest[i].bindTarget();
+ dest[i].clear();
+ dest[i].flush();
+
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, source[i]);
+ LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ }
+
+ //make a dummy triangle to draw with
+ LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, GL_STATIC_DRAW_ARB);
+ buff->allocateBuffer(3, 0, true);
+
+ LLStrider<LLVector3> v;
+ LLStrider<LLVector2> tc;
+
+ buff->getVertexStrider(v);
+
+ v[0].set(-1,1,0);
+ v[1].set(-1,-3,0);
+ v[2].set(3,1,0);
+ buff->flush();
+
+ gBenchmarkProgram.bind();
+ buff->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ //wait for any previoius GL commands to finish
+ glFinish();
+
+ for (S32 c = -1; c < samples; ++c)
+ {
+ LLTimer timer;
+ timer.start();
+
+ for (U32 i = 0; i < count; ++i)
+ {
+ dest[i].bindTarget();
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, source[i]);
+ buff->drawArrays(LLRender::TRIANGLES, 0, 3);
+ dest[i].flush();
+ }
+
+ //wait for current batch of copies to finish
+ glFinish();
+
+ F32 time = timer.getElapsedTimeF32();
+
+ if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow
+ {
+ //store result in gigabytes per second
+ F32 gb = (F32) ((F64) (res*res*8*count))/(1000000000);
+
+ F32 gbps = gb/time;
+
+ results.push_back(gbps);
+ }
+ }
+
+ gBenchmarkProgram.unbind();
+
+ LLGLSLShader::finishProfile();
+
+ LLImageGL::deleteTextures(count, source);
+
+
+ std::sort(results.begin(), results.end());
+
+ F32 gbps = results[results.size()/2];
+
+ LL_INFOS() << "Memory bandwidth is " << llformat("%.3f", gbps) << "GB/sec according to CPU timers" << LL_ENDL;
+
+ F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f;
+ F32 seconds = ms/1000.f;
+
+ F64 samples_drawn = res*res*count*samples;
+ F32 samples_sec = (samples_drawn/1000000000.0)/seconds;
+ gbps = samples_sec*8;
+
+ if (gGLManager.mHasTimerQuery)
+ {
+ LL_INFOS() << "Memory bandwidth is " << llformat("%.3f", gbps) << "GB/sec according to ARB_timer_query" << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS() << "ARB_timer_query unavailable." << LL_ENDL;
+ }
+}
+