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      1 -------------------------------------------------------------------------
      2 drawElements Quality Program Test Specification
      3 -----------------------------------------------
      4 
      5 Copyright 2014 The Android Open Source Project
      6 
      7 Licensed under the Apache License, Version 2.0 (the "License");
      8 you may not use this file except in compliance with the License.
      9 You may obtain a copy of the License at
     10 
     11      http://www.apache.org/licenses/LICENSE-2.0
     12 
     13 Unless required by applicable law or agreed to in writing, software
     14 distributed under the License is distributed on an "AS IS" BASIS,
     15 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     16 See the License for the specific language governing permissions and
     17 limitations under the License.
     18 -------------------------------------------------------------------------
     19     Shader operator performance tests
     20 
     21 Tests:
     22  + dEQP-GLES2.performance.shaders.operator.*
     23 
     24 Includes:
     25  + Arithmetic operators in vertex and fragment shaders
     26    - Scalar and vector types
     27  + Computation-only built-in functions
     28 
     29 Excludes:
     30  + Texture lookup built-in functions
     31    - Covered in performance.texture.
     32 
     33 Description:
     34 
     35 Each test case draws multiple times with different workload sizes. A workload
     36 size means the iteration count of a uniform loop in the shader. Time for each
     37 frame is measured, and the slope of the workload size vs frame time data is
     38 estimated. This slope tells us the estimated increase in frame time caused by
     39 a workload increase of 1 loop iteration.
     40 
     41 Generally, the shaders contain not just the operation we're interested in (e.g.
     42 addition) but also some other things (e.g. loop overhead). To eliminate this
     43 cost, we actually do the measurements described above paragraph with two
     44 programs, which contain different amounts of computation in the loop. Then we
     45 can compute the cost of just one operation by appropriately subtracting the
     46 estimated slopes, and dividing by the operation count difference between the
     47 two programs.
     48 
     49 At this point, the result tells us the increase in frame time caused by the
     50 addition of one operation. Dividing this by the amount of draw calls in a frame,
     51 and further by the amount of vertices or fragments in a draw call, we get the
     52 time cost of one operation.
     53 
     54 In reality, there sometimes isn't just a trivial linear dependence between
     55 workload size and frame time. Instead, there tends to be some amount of initial
     56 "free" operations. That is, it may be that all workload sizes below some number
     57 C yield the same frame time, and only workload sizes beyond C increase the frame
     58 time in a supposedly linear manner. Graphically, this means that there graph
     59 consists of two parts: a horizontal left part, and a linearly increasing right
     60 part; the right part starts where the left parts ends. The principal task of
     61 these tests is to look at the slope of the increasing right part. Additionally
     62 an estimate for the amount of initial free operations is calculated. Note that
     63 it is also normal to get graphs where the horizontal left part is of zero width,
     64 i.e. there are no free operations.
     65 
     66 Note that the tests use several fixed constants, such as the extent to which the
     67 loops in the shaders are unrolled. These may not be the most suitable for all
     68 platforms, and can be modified near the top of es2pShaderOperatorTests.cpp .
     69 
     70 The unit of the test result is millions of operations per second.
     71 
     72 See performance.txt for more details on shader performance testing.
     73