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third_party/perf/12-May-2024-420332

ANGLEPerfTest.cppD12-May-202418.4 KiB652522

ANGLEPerfTest.hD12-May-20245.4 KiB200135

ANGLEPerfTestArgs.cppD12-May-20241.7 KiB6649

ANGLEPerfTestArgs.hD12-May-2024713 2915

BindingPerf.cppD12-May-20246.8 KiB236183

BitSetIteratorPerf.cppD12-May-20241.3 KiB6338

BlitFramebufferPerf.cppD12-May-20247.3 KiB253206

BufferSubData.cppD12-May-202410.3 KiB395320

ClearPerf.cppD12-May-20244.7 KiB201145

CompilerPerf.cppD12-May-20249.8 KiB348280

DispatchComputePerf.cppD12-May-20245.2 KiB176137

DrawCallPerf.cppD12-May-202413.5 KiB390319

DrawCallPerfParams.cppD12-May-20241.9 KiB10174

DrawCallPerfParams.hD12-May-2024999 4123

DrawElementsPerf.cppD12-May-20249.7 KiB310237

DynamicPromotionPerfTest.cppD12-May-20245.4 KiB185135

EGLInitializePerf.cppD12-May-20245.1 KiB159121

EGLMakeCurrentPerf.cppD12-May-20244.8 KiB160128

IndexConversionPerf.cppD12-May-20245.9 KiB223161

IndexDataManagerTest.cppD12-May-20246.5 KiB200154

InstancingPerf.cppD12-May-202410.5 KiB358274

InterleavedAttributeData.cppD12-May-20247.8 KiB251186

LinkProgramPerfTest.cppD12-May-20246.5 KiB230179

MultiviewPerf.cppD12-May-202421.9 KiB613506

PointSprites.cppD12-May-20245.8 KiB237168

README.mdD12-May-20244 KiB4532

ResultPerf.cppD12-May-20241.5 KiB7254

TextureSampling.cppD12-May-20248.5 KiB301233

TextureUploadPerf.cppD12-May-20247.4 KiB286212

TexturesPerf.cppD12-May-20248.8 KiB312242

UniformsPerf.cppD12-May-202416.2 KiB530436

VulkanBarriersPerf.cppD12-May-202411.2 KiB361211

VulkanCommandBufferPerf.cppD12-May-202426 KiB651520

VulkanPipelineCachePerf.cppD12-May-20243 KiB11586

glmark2Benchmark.cppD12-May-20249.6 KiB283194

README.md

1# ANGLE Performance Tests
2
3`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).
4
5You 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.
6
7## Running the Tests
8
9You 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.
10
11Variance 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.
12
13### Choosing the Test to Run
14
15You 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.
16
17### Null/No-op Configurations
18
19ANGLE 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.
20
21## Test Breakdown
22
23* [`DrawCallPerfBenchmark`](DrawCallPerf.cpp): Runs a tight loop around DrawArarys calls.
24  * `validation_only`: Skips all rendering.
25  * `render_to_texture`: Render to a user Framebuffer instead of the default FBO.
26  * `vbo_change`: Applies a Vertex Array change between each draw.
27  * `tex_change`: Applies a Texture change between each draw.
28* [`UniformsBenchmark`](UniformsPerf.cpp): Tests performance of updating various uniforms counts followed by a DrawArrays call.
29    * `vec4`: Tests `vec4` Uniforms.
30    * `matrix`: Tests using Matrix uniforms instead of `vec4`.
31    * `multiprogram`: Tests switching Programs between updates and draws.
32    * `repeating`: Skip the update of uniforms before each draw call.
33* [`DrawElementsPerfBenchmark`](DrawElementsPerf.cpp): Similar to `DrawCallPerfBenchmark` but for indexed DrawElements calls.
34* [`BindingsBenchmark`](BindingPerf.cpp): Tests Buffer binding performance. Does no draw call operations.
35    * `100_objects_allocated_every_iteration`: Tests repeated glBindBuffer with new buffers allocated each iteration.
36    * `100_objects_allocated_at_initialization`: Tests repeated glBindBuffer the same objects each iteration.
37* [`TexSubImageBenchmark`](TexSubImage.cpp): Tests `glTexSubImage` update performance.
38* [`BufferSubDataBenchmark`](BufferSubData.cpp): Tests `glBufferSubData` update performance.
39* [`TextureSamplingBenchmark`](TextureSampling.cpp): Tests Texture sampling performance.
40* [`TextureBenchmark`](TexturesPerf.cpp): Tests Texture state change performance.
41* [`LinkProgramBenchmark`](LinkProgramPerfTest.cpp): Tests performance of `glLinkProgram`.
42* [`glmark2`](glmark2.cpp): Runs the glmark2 benchmark.
43
44Many other tests can be found that have documentation in their classes.
45