diff options
Diffstat (limited to 'indra/newview/llglsandbox.cpp')
-rwxr-xr-x | indra/newview/llglsandbox.cpp | 133 |
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; + } +} + |