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fca78130
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2017-09-06T13:51:39
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Extend multiview perf tests to cover all extension code paths
The ANGLE_multiview extension can be supported with three possible code
paths - through view being selected in the vertex shader on D3D and
OpenGL, and through the view being selected in the geometry shader on
D3D only. This patch extends the multi-view performance tests to
benchmark these three different code paths.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: I443e4db64a95eede1142718a43a095ee5a03738c
Reviewed-on: https://chromium-review.googlesource.com/652466
Commit-Queue: Martin Radev <mradev@nvidia.com>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
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e49058e7
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2017-08-31T15:43:43
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D3D11: Enable multiview performance tests
The patch adds D3D11 as a testable platform to the multiview performance
tests.
BUG=angleproject:2062
TEST=angle_perftests
Change-Id: I2266073860fd53f546ce9a414bc343b582c77f70
Reviewed-on: https://chromium-review.googlesource.com/645849
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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6a6199b4
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2017-06-05T17:30:55
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Add multiview performance tests
The patch adds two tests to measure the performance of the
ANGLE_multiview extension implementation:
1) The first test renders onto two views by issuing thousands of state
changes and draw calls. The aim of the test is to stress the CPU.
2) The second test renders onto two views by drawing with one draw call
half a million quads with multiple attributes per vertex. The attributes
are passed to the fragment shader where they are used for computing the
color. The aim of the test is to stress the GPU's memory system.
The patch also extends the ANGLEPerfTest's functionality to only run
the benchmark if the necessary extensions are available.
BUG=angleproject:2062
TEST=angle_end2end_tests
Change-Id: Ic63d54a69fdddb72439eeeb1951a500fb1247e95
Reviewed-on: https://chromium-review.googlesource.com/597630
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
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