tests/perf_tests/SimpleBenchmarks.cpp


Log

Author Commit Date CI Message
Jamie Madill fc63152a 2014-10-09T12:55:28 Use Chromium perf bot output style for perf test. The Chromium style output will allow the perf bots to collect data from our performance tests. BUG=angle:744 Change-Id: I2ffdace688004edf2918ead2a3e2aa2a6c4daf95 Reviewed-on: https://chromium-review.googlesource.com/220361 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 431cbc8e 2014-09-24T10:38:50 Benchmark point sprites test with several varyings. A potential performance slowdown could be our geometry shader using extra logic in packing varyings. Test this by adding a variable number of varyings to the point sprites benchmark. Initial tests show it could slow down the test by about 30-40% or so, stil not catastrophic compared to D3D9. BUG=angle:705 Change-Id: Ia815f0ee28e2af2d3dc4d9f5675c27bbeb4cb119 Reviewed-on: https://chromium-review.googlesource.com/216468 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill ea0e8733 2014-09-24T10:26:49 Add a point sprite benchmark. This benchmark will attempt to reproduce the slowdown we see in D3D11 on the turbulenz GPU particles demo. BUG=angle:705 Change-Id: I9c4c2f09d4282feae30f448fd374cdbb6bceae9b Reviewed-on: https://chromium-review.googlesource.com/216467 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill bbffd556 2014-09-10T10:12:49 Add a TexSubImage benchmark. Currently we are about 2x as slow on this micro-benchmark in D3D11. Preliminary testing suggests using CopySubresourceRegion gives improved performance across the board, but testing could disprove this hypothesis. Modified from a sample from bajones. BUG=angle:705 Change-Id: Iedf36a4e7b9b9bbed308302fd2bf3912acacbd2c Reviewed-on: https://chromium-review.googlesource.com/216272 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 82cceb2d 2014-09-09T13:21:33 Only use direct buffers for static data in D3D11. For highly dynamic data, which gets updated every frame, or almost every frame, we're better off using our existing dynamic buffer path. We could further optimize the dynamic buffer path by only uploading changed data every frame. BUG=angle:705 Change-Id: Icbb357b889be789b30f73067f75b13664c806929 Reviewed-on: https://chromium-review.googlesource.com/217280 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Jamie Madill 33ea2f97 2014-08-29T15:15:01 Added BufferSubData benchmark. BUG=angle:705 Change-Id: I65d557f35e4c9f1d94853a775330a92b7d428847 Reviewed-on: https://chromium-review.googlesource.com/213810 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill ffcc2e62 2014-08-26T13:16:40 Add a performance tests target. Include a preliminary implementation of a simple benchmark app. BUG=angle:705 Change-Id: I627450f6fdf01ed2054a50bd2327b7b9128c86f5 Reviewed-on: https://chromium-review.googlesource.com/214230 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>