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Release GLMark2-ES

Discussion in 'Software Releases' started by ptitSeb, Jun 25, 2015.

  1. ptitSeb

    ptitSeb Serial Porter

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    Here is GLMark2-ES, a GLES|2 Benchmarking tools.

    [​IMG]

    This version as been slightly modified to run using "FrameBuffer" mode, so it's compatible with all SGX drivers.

    /!\ Note that on specific drivers/hardware pair, some tests will segfault, or will not render properly /!\

    For example, a CC with default (4.00) driver will segfault before the end of the test (no GLMark result), but CC with 4.04 will go to the end (but some tests are not rendered properly, like the [shadow] test).

    Note also that I have activated the "annotate" feature, to have fps and name of the test shown on screen. It slows things down a little bit, but it's nice to have.

    History log

    ==========

    Build 01

    -----------

    • Initial build
     
    Tags:
  2. Linux-SWAT

    Linux-SWAT Advanced Member

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  3. ThomasSeban

    ThomasSeban Still Fresh

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    Nice, some black screens, terrain (1 fps <_< ) or effect2d, nice "jeffyfisch" rendering.
     
    Last edited by a moderator: Jun 27, 2015
  4. ptitSeb

    ptitSeb Serial Porter

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    Mmmm, effect2d should not be black, there is some outline drawn. But yeah, the terrain one looks a tough one!

    I still have to try with the 4.10 version of the SGX driver on a Gigahertz to see if it's working better.
     
    Last edited by a moderator: Jun 27, 2015
  5. ekianjo

    ekianjo Hardcore Member

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    It has some black screens indeed but otherwise works well ! 
     
  6. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    @ ptitSeb: thanks for this new release !

    Results are in (Rebirth @ 600 MHz with GPU driver 4.03.00.02):

    GL Mark2 ES

    ===========

     

    lanched on 

    at 10:59

     

    Pandora is a Rebirth (3)

    With CPU at 600 and SYSTEM at 332 MHz

     

    FrameBuffer mode activated

    =======================================================

        glmark2 2014.03

    =======================================================

        OpenGL Information

        GL_VENDOR:     Imagination Technologies

        GL_RENDERER:   PowerVR SGX 530

        GL_VERSION:    OpenGL ES 2.0

    =======================================================

    [build] use-vbo=false: FPS: 79 FrameTime: 12.658 ms

    [build] use-vbo=true: FPS: 105 FrameTime: 9.524 ms

    [texture] texture-filter=nearest: FPS: 81 FrameTime: 12.346 ms

    [texture] texture-filter=linear: FPS: 72 FrameTime: 13.889 ms

    [texture] texture-filter=mipmap: FPS: 82 FrameTime: 12.195 ms

    [shading] shading=gouraud: FPS: 75 FrameTime: 13.333 ms

    [shading] shading=blinn-phong-inf: FPS: 62 FrameTime: 16.129 ms

    [shading] shading=phong: FPS: 38 FrameTime: 26.316 ms

    [shading] shading=cel: FPS: 18 FrameTime: 55.556 ms

    [bump] bump-render=high-poly: FPS: 32 FrameTime: 31.250 ms

    [bump] bump-render=normals: FPS: 70 FrameTime: 14.286 ms

    [bump] bump-render=height: FPS: 54 FrameTime: 18.519 ms

    [effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 13 FrameTime: 76.923 ms

    [effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 4 FrameTime: 250.000 ms

    [pulsar] light=false:quads=5:texture=false: FPS: 88 FrameTime: 11.364 ms

    [desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 5 FrameTime: 200.000 ms

    [desktop] effect=shadow:windows=4: FPS: 23 FrameTime: 43.478 ms

    [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 31 FrameTime: 32.258 ms

    [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 31 FrameTime: 32.258 ms

    [buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 45 FrameTime: 22.222 ms

    [ideas] speed=duration: FPS: 66 FrameTime: 15.152 ms

    [jellyfish] <default>: FPS: 13 FrameTime: 76.923 ms

    [terrain] <default>: FPS: 0 FrameTime: inf ms

    [shadow] <default>: FPS: 23 FrameTime: 43.478 ms

    [refract] <default>: FPS: 3 FrameTime: 333.333 ms

    [conditionals] fragment-steps=0:vertex-steps=0: FPS: 94 FrameTime: 10.638 ms

    [conditionals] fragment-steps=5:vertex-steps=0: FPS: 24 FrameTime: 41.667 ms

    [conditionals] fragment-steps=0:vertex-steps=5: FPS: 86 FrameTime: 11.628 ms

    [function] fragment-complexity=low:fragment-steps=5: FPS: 58 FrameTime: 17.241 ms

    [function] fragment-complexity=medium:fragment-steps=5: FPS: 29 FrameTime: 34.483 ms

    [loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 54 FrameTime: 18.519 ms

    [loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 39 FrameTime: 25.641 ms

    [loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 23 FrameTime: 43.478 ms

    =======================================================

                                      glmark2 Score: 46 

    =======================================================

     

    glmark2 Score: 46, with only 1 black screen (terrain).

    Cheers, Magic Sam
     
  7. ptitSeb

    ptitSeb Serial Porter

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    I will have a look at this "terrain" scene, to understand why it's not working...

    (just notice it seems I have a minor bug, the date of the test is not shown in the log)
     
    Last edited by a moderator: Jun 27, 2015
  8. Farox

    Farox Certified Guru

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    Nice benchmark

    Here is the result on my CC Pandora with default drivers

    GL Mark2 ES
    ===========

    lanched on
    at 21:53

    Pandora is a CC (2)
    With CPU at 600 and SYSTEM at 332 MHz

    FrameBuffer mode activated
    =======================================================
        glmark2 2014.03
    =======================================================
        OpenGL Information
        GL_VENDOR:     Imagination Technologies
        GL_RENDERER:   PowerVR SGX 530
        GL_VERSION:    OpenGL ES 2.0
    =======================================================
    [build] use-vbo=false: FPS: 76 FrameTime: 13.158 ms
    [build] use-vbo=true: FPS: 94 FrameTime: 10.638 ms
    [texture] texture-filter=nearest: FPS: 78 FrameTime: 12.821 ms
    [texture] texture-filter=linear: FPS: 69 FrameTime: 14.493 ms
    [texture] texture-filter=mipmap: FPS: 79 FrameTime: 12.658 ms
    [shading] shading=gouraud: FPS: 69 FrameTime: 14.493 ms
    [shading] shading=blinn-phong-inf: FPS: 59 FrameTime: 16.949 ms
    [shading] shading=phong: FPS: 34 FrameTime: 29.412 ms
    [shading] shading=cel: FPS: 17 FrameTime: 58.824 ms
    [bump] bump-render=high-poly: FPS: 31 FrameTime: 32.258 ms
    [bump] bump-render=normals: FPS: 67 FrameTime: 14.925 ms
    [bump] bump-render=height: FPS: 52 FrameTime: 19.231 ms
    [effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 13 FrameTime: 76.923 ms
    [effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 4 FrameTime: 250.000 ms
    [pulsar] light=false:quads=5:texture=false: FPS: 85 FrameTime: 11.765 ms
    [desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 5 FrameTime: 200.000 ms
    [desktop] effect=shadow:windows=4: FPS: 22 FrameTime: 45.455 ms
    [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 31 FrameTime: 32.258 ms
    [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 32 FrameTime: 31.250 ms
    [buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 40 FrameTime: 25.000 ms
    [ideas] speed=duration: FPS: 64 FrameTime: 15.625 ms
    [jellyfish] <default>: FPS: 13 FrameTime: 76.923 ms

    as you noted it exit when terrain demo is executed...but its saving the other results.
     
    Last edited by a moderator: Jun 27, 2015
  9. ptitSeb

    ptitSeb Serial Porter

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    @Farox: yeah, it crash with a segfault after the Jellyfish (so you have no glmark score here). If you switch the SGX Driver to 4.04, it goes to the end.
     

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