Unit testing cached and uncached shader loading

This commit is contained in:
Brad Davis 2018-05-23 14:49:25 -07:00
parent 3beb77694f
commit 7e16325805
6 changed files with 682 additions and 312 deletions

View file

@ -46,6 +46,8 @@
const char* SRGB_TO_LINEAR_FRAG = R"SCRIBE(
// OpenGLDisplayPlugin_present.frag
uniform sampler2D colorMap;
in vec2 varTexCoord0;

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@ -275,7 +275,7 @@ GLuint gl::compileProgram(const std::vector<GLuint>& glshaders, std::string& mes
return glprogram;
}
static const QString& getShaderCacheFile() {
const QString& getShaderCacheFile() {
static const QString SHADER_CACHE_FOLDER{ "shaders" };
static const QString SHADER_CACHE_FILE_NAME{ "cache.json" };
static const QString SHADER_CACHE_FILE = FileUtils::standardPath(SHADER_CACHE_FOLDER) + SHADER_CACHE_FILE_NAME;

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@ -154,6 +154,8 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::Co
return object;
}
std::atomic<size_t> gpuBinaryShadersLoaded;
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
@ -182,6 +184,9 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::
// If we have a cached binary program, try to load it instead of compiling the individual shaders
if (cachedBinary) {
glprogram = ::gl::compileProgram({}, compilationLogs[version].message, cachedBinary);
if (0 != glprogram) {
++gpuBinaryShadersLoaded;
}
}
// If we have no program, then either no cached binary, or the binary failed to load (perhaps a GPU driver update invalidated the cache)

View file

@ -16,18 +16,19 @@
#include <gl/Config.h>
#include <gl/GLHelpers.h>
#include <gl/GLShaders.h>
#include <gpu/gl/GLShader.h>
#include <gpu/gl/GLBackend.h>
#include <shared/FileUtils.h>
#include <SettingManager.h>
#include <test-utils/QTestExtensions.h>
//#pragma optimize("", off)
QTEST_MAIN(ShaderLoadTest)
#define FAIL_AFTER_SECONDS 30
extern std::atomic<size_t> gpuBinaryShadersLoaded;
extern const QString& getShaderCacheFile();
QtMessageHandler originalHandler;
@ -39,24 +40,188 @@ void messageHandler(QtMsgType type, const QMessageLogContext& context, const QSt
originalHandler(type, context, message);
}
void ShaderLoadTest::loadProgramSources() {
_programSources.clear();
QString json = FileUtils::readFile(":cache.json");
std::pair<int, std::vector<std::pair<QString, QString>>> parseCachedShaderString(const QString& cachedShaderString) {
std::pair<int, std::vector<std::pair<QString, QString>>> result;
{
static const QRegularExpression versionRegex("^// VERSION (\\d+)");
auto match = versionRegex.match(cachedShaderString);
result.first = match.captured(1).toInt();
}
int rangeStart = 0;
QString type;
static const QRegularExpression regex("//-------- (\\w+)");
auto match = regex.match(cachedShaderString, rangeStart);
while (match.hasMatch()) {
auto newType = match.captured(1);
auto start = match.capturedStart(0);
auto end = match.capturedEnd(0);
if (rangeStart != 0) {
QString subString = cachedShaderString.mid(rangeStart, start - rangeStart);
result.second.emplace_back(type, subString);
}
rangeStart = end;
type = newType;
match = regex.match(cachedShaderString, rangeStart);
}
if (rangeStart != 0) {
QString subString = cachedShaderString.mid(rangeStart);
result.second.emplace_back(type, subString);
}
return result;
}
std::string getShaderName(const QString& shader) {
static const QRegularExpression nameExp("//\\s+(\\w+\\.(?:vert|frag))");
auto match = nameExp.match(shader);
if (!match.hasMatch()) {
return (QCryptographicHash::hash(shader.toUtf8(), QCryptographicHash::Md5).toHex() + ".shader").toStdString();
}
return match.captured(1).trimmed().toStdString();
}
void ShaderLoadTest::randomizeShaderSources() {
for (auto& entry : _shaderSources) {
entry.second += ("\n//" + QUuid::createUuid().toString()).toStdString();
}
}
#if USE_LOCAL_SHADERS
const QString SHADER_CACHE_FILENAME = "c:/Users/bdavi/AppData/Local/High Fidelity - dev/Interface/shaders/cache.json";
static const QString SHADER_FOLDER = "D:/shaders/";
void ShaderLoadTest::parseCacheDirectory() {
for (const auto& shaderFile : QDir(SHADER_FOLDER).entryList(QDir::Files)) {
QString shaderSource = FileUtils::readFile(SHADER_FOLDER + "/" + shaderFile);
_shaderSources[shaderFile.trimmed().toStdString()] = shaderSource.toStdString();
}
auto programsDoc = QJsonDocument::fromJson(FileUtils::readFile(SHADER_FOLDER + "programs.json").toUtf8());
for (const auto& programElement : programsDoc.array()) {
auto programObj = programElement.toObject();
QString vertexSource = programObj["vertex"].toString();
QString pixelSource = programObj["pixel"].toString();
_programs.insert({ vertexSource.toStdString(), pixelSource.toStdString() });
}
}
void ShaderLoadTest::persistCacheDirectory() {
for (const auto& shaderFile : QDir(SHADER_FOLDER).entryList(QDir::Files)) {
QFile(SHADER_FOLDER + "/" + shaderFile).remove();
}
// Write the shader source files
for (const auto& entry : _shaderSources) {
const QString name = entry.first.c_str();
const QString shader = entry.second.c_str();
QString fullFile = SHADER_FOLDER + name;
QVERIFY(!QFileInfo(fullFile).exists());
QFile shaderFile(fullFile);
shaderFile.open(QIODevice::WriteOnly);
shaderFile.write(shader.toUtf8());
shaderFile.close();
}
// Write the list of programs
{
QVariantList programsList;
for (const auto& program : _programs) {
QVariantMap programMap;
programMap["vertex"] = program.first.c_str();
programMap["pixel"] = program.second.c_str();
programsList.push_back(programMap);
}
QFile saveFile(SHADER_FOLDER + "programs.json");
saveFile.open(QFile::WriteOnly | QFile::Text | QFile::Truncate);
saveFile.write(QJsonDocument::fromVariant(programsList).toJson(QJsonDocument::Indented));
saveFile.close();
}
}
#else
const QString SHADER_CACHE_FILENAME = ":cache.json";
#endif
void ShaderLoadTest::parseCacheFile() {
QString json = FileUtils::readFile(SHADER_CACHE_FILENAME);
auto root = QJsonDocument::fromJson(json.toUtf8()).object();
_programSources.reserve(root.size());
QRegularExpression regex("//-------- \\d");
for (auto shaderKey : root.keys()) {
_programs.clear();
_programs.reserve(root.size());
const auto keys = root.keys();
Program program;
for (auto shaderKey : keys) {
auto cacheEntry = root[shaderKey].toObject();
auto source = cacheEntry["source"].toString();
auto split = source.split(regex, QString::SplitBehavior::SkipEmptyParts);
_programSources.emplace_back(split.at(0).trimmed().toStdString(), split.at(1).trimmed().toStdString());
auto shaders = parseCachedShaderString(source);
for (const auto& entry : shaders.second) {
const auto& type = entry.first;
const auto& source = entry.second;
const auto name = getShaderName(source);
if (name.empty()) {
continue;
}
if (0 == _shaderSources.count(name)) {
_shaderSources[name] = source.toStdString();
}
if (type == "vertex") {
program.first = name;
} else if (type == "pixel") {
program.second = name;
}
}
// FIXME support geometry / tesselation shaders eventually
if (program.first.empty() || program.second.empty()) {
qFatal("Bad Shader Setup");
}
_programs.insert(program);
}
}
bool ShaderLoadTest::buildProgram(const Program& programFiles) {
const auto& vertexName = programFiles.first;
const auto& vertexSource = _shaderSources[vertexName];
auto vertexShader = gpu::Shader::createVertex({ vertexSource });
const auto& pixelName = programFiles.second;
const auto& pixelSource = _shaderSources[pixelName];
auto pixelShader = gpu::Shader::createPixel({ pixelSource });
auto program = gpu::Shader::createProgram(vertexShader, pixelShader);
return gpu::gl::GLBackend::makeProgram(*program, {}, {});
}
void ShaderLoadTest::initTestCase() {
originalHandler = qInstallMessageHandler(messageHandler);
loadProgramSources();
DependencyManager::set<Setting::Manager>();
{
const auto& shaderCacheFile = getShaderCacheFile();
if (QFileInfo(shaderCacheFile).exists()) {
QFile(shaderCacheFile).remove();
}
}
// For local debugging
#if USE_LOCAL_SHADERS
parseCacheFile();
persistCacheDirectory();
parseCacheDirectory();
#else
parseCacheFile();
#endif
// We use this to defeat shader caching both by the GPU backend
// and the OpenGL driver
randomizeShaderSources();
QVERIFY(!_programs.empty());
for (const auto& program : _programs) {
QVERIFY(_shaderSources.count(program.first) == 1);
QVERIFY(_shaderSources.count(program.second) == 1);
}
getDefaultOpenGLSurfaceFormat();
_canvas.create();
if (!_canvas.makeCurrent()) {
@ -64,40 +229,59 @@ void ShaderLoadTest::initTestCase() {
}
gl::initModuleGl();
gpu::Context::init<gpu::gl::GLBackend>();
_gpuContext = std::make_shared<gpu::Context>();
_canvas.makeCurrent();
DependencyManager::set<Setting::Manager>();
}
void ShaderLoadTest::cleanupTestCase() {
_gpuContext->recycle();
_gpuContext->shutdown();
_gpuContext.reset();
DependencyManager::destroy<Setting::Manager>();
}
std::string randomString() {
return "\n//" + QUuid::createUuid().toString().toStdString();
}
std::unordered_map<std::string, gpu::ShaderPointer> cachedShaders;
gpu::ShaderPointer getShader(const std::string& shaderSource, bool pixel) {
if (0 != cachedShaders.count(shaderSource)) {
return cachedShaders[shaderSource];
}
auto shader = pixel ? gpu::Shader::createPixel({ shaderSource + randomString() }) : gpu::Shader::createVertex({ shaderSource + randomString() });
cachedShaders.insert({shaderSource, shader});
return shader;
}
void ShaderLoadTest::testShaderLoad() {
QBENCHMARK {
for (const auto& programSource : _programSources) {
auto vertexShader = getShader(programSource.first, false);
auto pixelShader = getShader(programSource.second, true);
auto program = gpu::Shader::createProgram(vertexShader, pixelShader);
QVERIFY(gpu::gl::GLBackend::makeProgram(*program, {}, {}));
auto gpuContext = std::make_shared<gpu::Context>();
QVERIFY(gpuBinaryShadersLoaded == 0);
QElapsedTimer timer;
// Initial load of all the shaders
// No caching
{
timer.start();
for (const auto& program : _programs) {
QVERIFY(buildProgram(program));
}
qDebug() << "Uncached shader load took" << timer.elapsed() << "ms";
QVERIFY(gpuBinaryShadersLoaded == 0);
}
gpuContext->recycle();
glFinish();
// Reload the shaders within the same GPU context lifetime.
// Shaders will use the cached binaries in memory
{
timer.start();
for (const auto& program : _programs) {
QVERIFY(buildProgram(program));
}
qDebug() << "Cached shader load took" << timer.elapsed() << "ms";
QVERIFY(gpuBinaryShadersLoaded == _programs.size() * gpu::gl::GLShader::NumVersions);
}
// Simulate reloading the shader cache from disk by destroying and recreating the gpu context
// Shaders will use the cached binaries from disk
{
gpuBinaryShadersLoaded = 0;
gpuContext->recycle();
gpuContext->shutdown();
gpuContext.reset();
gpuContext = std::make_shared<gpu::Context>();
_canvas.makeCurrent();
timer.start();
for (const auto& program : _programs) {
QVERIFY(buildProgram(program));
}
qDebug() << "Cached shader load took" << timer.elapsed() << "ms";
QVERIFY(gpuBinaryShadersLoaded == _programs.size() * gpu::gl::GLShader::NumVersions);
}
}

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@ -8,17 +8,44 @@
#pragma once
#include <unordered_map>
#include <unordered_set>
#include <QtTest/QtTest>
#include <QtCore/QTemporaryDir>
#include <gpu/Forward.h>
#include <gl/OffscreenGLCanvas.h>
#define USE_LOCAL_SHADERS 0
namespace std {
template <>
struct hash<std::pair<std::string, std::string>> {
size_t operator()(const std::pair<std::string, std::string>& a) const {
std::hash<std::string> hasher;
return hasher(a.first) + hasher(a.second);
}
};
}
using ShadersByName = std::unordered_map<std::string, std::string>;
using Program = std::pair<std::string, std::string>;
using Programs = std::unordered_set<Program>;
class ShaderLoadTest : public QObject {
Q_OBJECT
private:
void loadProgramSources();
void parseCacheFile();
#if USE_LOCAL_SHADERS
void parseCacheDirectory();
void persistCacheDirectory();
#endif
bool buildProgram(const Program& program);
void randomizeShaderSources();
private slots:
void initTestCase();
@ -27,12 +54,10 @@ private slots:
private:
using ProgramSource = std::pair<std::string, std::string>;
using ProgramSources = std::vector<ProgramSource>;
ProgramSources _programSources;
ShadersByName _shaderSources;
Programs _programs;
QString _resourcesPath;
OffscreenGLCanvas _canvas;
gpu::ContextPointer _gpuContext;
const glm::uvec2 _size{ 640, 480 };
};

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