Hash :
f576a708
Author :
Date :
2019-02-04T16:52:12
Add glmark2 to angle_perftests Bug: angleproject:3125 Change-Id: I9242743c6b5c6e18d0a23ff853ef6b9b370865a6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1452956 Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
angle_perftests is a standalone testing suite that contains targeted tests for OpenGL, Vulkan and ANGLE internal classes. The tests currently run on the Chromium ANGLE infrastructure and report results to the Chromium perf dashboard.
You can also build your own dashboards. For example, a comparison of ANGLE’s back-end draw call performance on Windows NVIDIA can be found at this link. Note that this link is not kept current.
You can follow the usual instructions to check out and build ANGLE. Build the angle_perftests target. Note that all test scores are higher-is-better. You should also ensure is_debug=false in your build. Running with dcheck_always_on or debug validation enabled is not recommended.
Variance can be a problem when benchmarking. We have a test harness to run a single test in an infinite loop and print some statistics to help mitigate variance. See scripts/perf_test_runner.py. To use the script first compile angle_perftests into a folder with the word Release in it. Then provide the name of the test as the argument to the script. The script will automatically pick up the most current angle_perftests and run in an infinite loop.
You can choose individual tests to run with --gtest_filter=*TestName*. To select a particular ANGLE back-end, add the name of the back-end to the test filter. For example: DrawCallPerfBenchmark.Run/gl or DrawCallPerfBenchmark.Run/d3d11. Many tests have sub-tests that run slightly different code paths. You might need to experiment to find the right sub-test and its name.
ANGLE implements a no-op driver for OpenGL, D3D11 and Vulkan. To run on these configurations use the gl_null, d3d11_null or vulkan_null test configurations. These null drivers will not do any GPU work. They will skip the driver entirely. These null configs are useful for diagnosing performance overhead in ANGLE code.
DrawCallPerfBenchmark: Runs a tight loop around DrawArarys calls. validation_only: Skips all rendering. render_to_texture: Render to a user Framebuffer instead of the default FBO. vbo_change: Applies a Vertex Array change between each draw. tex_change: Applies a Texture change between each draw. UniformsBenchmark: Tests performance of updating various uniforms counts followed by a DrawArrays call. vec4: Tests vec4 Uniforms. matrix: Tests using Matrix uniforms instead of vec4. multiprogram: Tests switching Programs between updates and draws. repeating: Skip the update of uniforms before each draw call. DrawElementsPerfBenchmark: Similar to DrawCallPerfBenchmark but for indexed DrawElements calls. BindingsBenchmark: Tests Buffer binding performance. Does no draw call operations. 100_objects_allocated_every_iteration: Tests repeated glBindBuffer with new buffers allocated each iteration. 100_objects_allocated_at_initialization: Tests repeated glBindBuffer the same objects each iteration. TexSubImageBenchmark: Tests glTexSubImage update performance. BufferSubDataBenchmark: Tests glBufferSubData update performance. TextureSamplingBenchmark: Tests Texture sampling performance. TextureBenchmark: Tests Texture state change performance. LinkProgramBenchmark: Tests performance of glLinkProgram. glmark2: Runs the glmark2 benchmark. Many other tests can be found that have documentation in their classes.
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# ANGLE Performance Tests
`angle_perftests` is a standalone testing suite that contains targeted tests for OpenGL, Vulkan and ANGLE internal classes. The tests currently run on the Chromium ANGLE infrastructure and report results to the [Chromium perf dashboard](https://chromeperf.appspot.com/report).
You can also build your own dashboards. For example, a comparison of ANGLE's back-end draw call performance on Windows NVIDIA can be found [at this link](https://chromeperf.appspot.com/report?sid=1fdf94a308f52b6bf02c08f6f36e87ca0d0075e2d2eefc61e6cf90c919c1643a&start_rev=577814&end_rev=582136). Note that this link is not kept current.
## Running the Tests
You can follow the usual instructions to [check out and build ANGLE](../../../doc/DevSetup.md). Build the `angle_perftests` target. Note that all test scores are higher-is-better. You should also ensure `is_debug=false` in your build. Running with `dcheck_always_on` or debug validation enabled is not recommended.
Variance can be a problem when benchmarking. We have a test harness to run a single test in an infinite loop and print some statistics to help mitigate variance. See [`scripts/perf_test_runner.py`](https://chromium.googlesource.com/angle/angle/+/master/scripts/perf_test_runner.py). To use the script first compile `angle_perftests` into a folder with the word `Release` in it. Then provide the name of the test as the argument to the script. The script will automatically pick up the most current `angle_perftests` and run in an infinite loop.
### Choosing the Test to Run
You can choose individual tests to run with `--gtest_filter=*TestName*`. To select a particular ANGLE back-end, add the name of the back-end to the test filter. For example: `DrawCallPerfBenchmark.Run/gl` or `DrawCallPerfBenchmark.Run/d3d11`. Many tests have sub-tests that run slightly different code paths. You might need to experiment to find the right sub-test and its name.
### Null/No-op Configurations
ANGLE implements a no-op driver for OpenGL, D3D11 and Vulkan. To run on these configurations use the `gl_null`, `d3d11_null` or `vulkan_null` test configurations. These null drivers will not do any GPU work. They will skip the driver entirely. These null configs are useful for diagnosing performance overhead in ANGLE code.
## Test Breakdown
* [`DrawCallPerfBenchmark`](DrawCallPerf.cpp): Runs a tight loop around DrawArarys calls.
* `validation_only`: Skips all rendering.
* `render_to_texture`: Render to a user Framebuffer instead of the default FBO.
* `vbo_change`: Applies a Vertex Array change between each draw.
* `tex_change`: Applies a Texture change between each draw.
* [`UniformsBenchmark`](UniformsPerf.cpp): Tests performance of updating various uniforms counts followed by a DrawArrays call.
* `vec4`: Tests `vec4` Uniforms.
* `matrix`: Tests using Matrix uniforms instead of `vec4`.
* `multiprogram`: Tests switching Programs between updates and draws.
* `repeating`: Skip the update of uniforms before each draw call.
* [`DrawElementsPerfBenchmark`](DrawElementsPerf.cpp): Similar to `DrawCallPerfBenchmark` but for indexed DrawElements calls.
* [`BindingsBenchmark`](BindingPerf.cpp): Tests Buffer binding performance. Does no draw call operations.
* `100_objects_allocated_every_iteration`: Tests repeated glBindBuffer with new buffers allocated each iteration.
* `100_objects_allocated_at_initialization`: Tests repeated glBindBuffer the same objects each iteration.
* [`TexSubImageBenchmark`](TexSubImage.cpp): Tests `glTexSubImage` update performance.
* [`BufferSubDataBenchmark`](BufferSubData.cpp): Tests `glBufferSubData` update performance.
* [`TextureSamplingBenchmark`](TextureSampling.cpp): Tests Texture sampling performance.
* [`TextureBenchmark`](TexturesPerf.cpp): Tests Texture state change performance.
* [`LinkProgramBenchmark`](LinkProgramPerfTest.cpp): Tests performance of `glLinkProgram`.
* [`glmark2`](glmark2.cpp): Runs the glmark2 benchmark.
Many other tests can be found that have documentation in their classes.