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 compiler performance tests 20 21 Tests: 22 + dEQP-GLES2.performance.compiler.* 23 24 Includes: 25 + Shader compile, link and specialization (draw call -time) time measurements 26 + Tests for impact of cache hits on compilation time (note: in release 2012.4) 27 + Front-end time estimation with invalid shaders 28 + Typical use cases 29 - Vertex and fragment lighting 30 - Mandelbrot viewer 31 - Normal mapping, parallax and relief mapping (note: in release 2012.4) 32 + Synthetic cases 33 - A number of texture lookups blended together in fragment shader 34 - Single or nested loops 35 - Single expression consisting of a variable number of vec4 multiplications 36 + Shaders designed to stress compiler (note: in release 2012.4) 37 - High register pressure 38 - Lots of control flow 39 40 Excludes: 41 + Shader functional testing 42 43 Description: 44 45 Shader compiler performance tests measure the time to compile GLSL shader programs. 46 The tests will take into account implementations that postpone final compilation 47 until execution of a draw call. 48 49 Separate cases are made for testing compilation time when avoiding cache hits and 50 when allowing them (note that tests that allow cache will be in release 2012.4). 51 Cache-avoiding cases use a different shader for different iterations of the same 52 test case, whereas cache-allowing cases use the same shader for all iterations. 53 Cache hits are however only ever allowed between the iterations of a case and not 54 across separate cases. 55 56 The method for defeating the shader cache is to append a postfix to all uniform, 57 attribute and varying names. The postfix depends on the current time as well as 58 the case that is in question. In case of cache-avoiding cases, the postfix also 59 depends on the current iteration. This method forces at least re-linking. 60 61 Front-end time is estimated by compiling invalid shaders with either an invalid 62 character at the end of the shader or an invalid statement at the end of the main() 63 block. 64 65 The result value is the average number of milliseconds used per test case 66 iteration. In cases that allow cache hits the average excludes the first 67 compilation. 68 69 Before any measurements are done, each test case first draws with a simple dummy 70 shader for warm-up. 71 72 Overview for valid shader cases: 73 - 1. Create program and shaders; compile and link 74 - 2. Set inputs and draw a small quad 75 - 3. Flush 76 - 4. Repeat without step 1 77 - 5. Compute difference of times measured for 1-3 and 4 and record it as 78 compilation time 79 - Repeat the above steps several times and compute average 80 81 Overview for invalid shader cases (front-end time estimation): 82 - 1. Create program and invalid shaders; compile (expect failure) 83 - 2. Record time measured for step 1 84 - Repeat the above steps several times and compute average 85