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  • Hash : 5ec560fb
    Author : Jamie Madill
    Date : 2020-09-17T17:18:25

    Add restricted trace golden image script test.
    
    The script reads the list of tests from the restricted traces JSON and
    runs angle_perftests once for each test. Running the tests in a batch
    seems unstable on some platfroms so running each test separately works
    around that limitation. It does not yet interact with Skia Gold. The
    Gold integration will come later once this basic skeleton is running
    on the bots.
    
    Also updates the perf tests to exit more quickly with --one-frame-only.
    This will speed up the screenshots.
    
    Example run with trigger.py:
    https://chromium-swarm.appspot.com/task?id=4ecb985330a33910
    
    Bug: angleproject:4090
    Bug: b/168049670
    Test: tested with trigger.py
    Change-Id: I52820dfba2acfbc5d638673c37297877e8476adb
    Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2417641
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: Yuly Novikov <ynovikov@chromium.org>
    Reviewed-by: Cody Northrop <cnorthrop@google.com>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags

  • README.md

  • 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.

    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.

    Running the Tests

    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.

    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: 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.
    • TracePerfTest: Runs replays of restricted traces, not available publicly. To enable, read more in RestrictedTraceTests

    Many other tests can be found that have documentation in their classes.