diff options
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/llglsandbox.cpp | 192 |
1 files changed, 118 insertions, 74 deletions
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 1b6494195b..63270e13fe 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -881,8 +881,100 @@ void LLViewerObjectList::renderObjectBeacons() } +//----------------------------------------------------------------------------- +// gpu_benchmark() helper classes +//----------------------------------------------------------------------------- + +// This struct is used to ensure that once we call initProfile(), it will +// definitely be matched by a corresponding call to finishProfile(). It's +// a struct rather than a class simply because every member is public. +struct ShaderProfileHelper +{ + ShaderProfileHelper() + { + LLGLSLShader::initProfile(); + } + ~ShaderProfileHelper() + { + LLGLSLShader::finishProfile(false); + } +}; + +// This helper class is used to ensure that each generateTextures() call +// is matched by a corresponding deleteTextures() call. It also handles +// the bindManual() calls using those textures. +class TextureHolder +{ +public: + TextureHolder(U32 unit, U32 size) : + texUnit(gGL.getTexUnit(unit)), + source(size) // preallocate vector + { + // takes (count, pointer) + // &vector[0] gets pointer to contiguous array + LLImageGL::generateTextures(source.size(), &source[0]); + } + + ~TextureHolder() + { + // unbind + if (texUnit) + { + texUnit->unbind(LLTexUnit::TT_TEXTURE); + } + // ensure that we delete these textures regardless of how we exit + LLImageGL::deleteTextures(source.size(), &source[0]); + } + + bool bind(U32 index) + { + if (texUnit) // should always be there with dummy (-1), but just in case + { + return texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]); + } + return false; + } + +private: + // capture which LLTexUnit we're going to use + LLTexUnit* texUnit; + + // use std::vector for implicit resource management + std::vector<U32> source; +}; + +class ShaderBinder +{ +public: + ShaderBinder(LLGLSLShader& shader) : + mShader(shader) + { + mShader.bind(); + } + ~ShaderBinder() + { + mShader.unbind(); + } + +private: + LLGLSLShader& mShader; +}; + + +//----------------------------------------------------------------------------- +// gpu_benchmark() +//----------------------------------------------------------------------------- F32 gpu_benchmark() { +#if LL_WINDOWS + if (gGLManager.mIsIntel + && std::string::npos != LLOSInfo::instance().getOSStringSimple().find("Microsoft Windows 8")) // or 8.1 + { // don't run benchmark on Windows 8/8.1 based PCs with Intel GPU (MAINT-8197) + LL_WARNS() << "Skipping gpu_benchmark() for Intel graphics on Windows 8." << LL_ENDL; + return -1.f; + } +#endif + if (!gGLManager.mHasShaderObjects || !gGLManager.mHasTimerQuery) { // don't bother benchmarking the fixed function // or venerable drivers which don't support accurate timing anyway @@ -922,59 +1014,9 @@ F32 gpu_benchmark() //number of samples to take const S32 samples = 64; - - // This struct is used to ensure that once we call initProfile(), it will - // definitely be matched by a corresponding call to finishProfile(). It's - // a struct rather than a class simply because every member is public. - struct ShaderProfileHelper - { - ShaderProfileHelper() - { - LLGLSLShader::initProfile(); - } - ~ShaderProfileHelper() - { - LLGLSLShader::finishProfile(false); - } - }; + ShaderProfileHelper initProfile; - - // This helper class is used to ensure that each generateTextures() call - // is matched by a corresponding deleteTextures() call. It also handles - // the bindManual() calls using those textures. - class TextureHolder - { - public: - TextureHolder(U32 unit, U32 size): - texUnit(gGL.getTexUnit(unit)), - source(size) // preallocate vector - { - // takes (count, pointer) - // &vector[0] gets pointer to contiguous array - LLImageGL::generateTextures(source.size(), &source[0]); - } - - ~TextureHolder() - { - // unbind - texUnit->unbind(LLTexUnit::TT_TEXTURE); - // ensure that we delete these textures regardless of how we exit - LLImageGL::deleteTextures(source.size(), &source[0]); - } - - void bind(U32 index) - { - texUnit->bindManual(LLTexUnit::TT_TEXTURE, source[index]); - } - - private: - // capture which LLTexUnit we're going to use - LLTexUnit* texUnit; - - // use std::vector for implicit resource management - std::vector<U32> source; - }; - + std::vector<LLRenderTarget> dest(count); TextureHolder texHolder(0, count); std::vector<F32> results; @@ -987,18 +1029,31 @@ F32 gpu_benchmark() 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); + { + //allocate render targets and textures + if (!dest[i].allocate(res, res, GL_RGBA, false, false, LLTexUnit::TT_TEXTURE, true)) + { + LL_WARNS() << "Failed to allocate render target." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } dest[i].bindTarget(); dest[i].clear(); dest[i].flush(); - texHolder.bind(i); + if (!texHolder.bind(i)) + { + // can use a dummy value mDummyTexUnit = new LLTexUnit(-1); + LL_WARNS() << "Failed to bind tex unit." << LL_ENDL; + // abandon the benchmark test + delete[] pixels; + return -1.f; + } LLImageGL::setManualImage(GL_TEXTURE_2D, 0, GL_RGBA, res,res,GL_RGBA, GL_UNSIGNED_BYTE, pixels); } @@ -1006,7 +1061,13 @@ F32 gpu_benchmark() //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); + + if (!buff->allocateBuffer(3, 0, true)) + { + LL_WARNS() << "Failed to allocate buffer during benchmark." << LL_ENDL; + // abandon the benchmark test + return -1.f; + } LLStrider<LLVector3> v; LLStrider<LLVector2> tc; @@ -1029,22 +1090,6 @@ F32 gpu_benchmark() buff->flush(); // ensure matched pair of bind() and unbind() calls - class ShaderBinder - { - public: - ShaderBinder(LLGLSLShader& shader): - mShader(shader) - { - mShader.bind(); - } - ~ShaderBinder() - { - mShader.unbind(); - } - - private: - LLGLSLShader& mShader; - }; ShaderBinder binder(gBenchmarkProgram); buff->setBuffer(LLVertexBuffer::MAP_VERTEX); @@ -1103,4 +1148,3 @@ F32 gpu_benchmark() return gbps; } - |