Lines Matching refs:workload
79 int workload;
310 // Arithmetic workload shader but contains discard
524 virtual Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const = 0;
597 const int workload = maxWorkload*step/ITERATION_STEPS;
600 params.push_back(workload);
608 const int workload = params[ndx];
609 Sample sample = renderSample(*occluderData, *occludedData, workload);
611 sample.workload = workload;
645 << TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
654 log << TestLog::Sample << sample.workload << sample.order << sample.testTime << TestLog::EndSample;
660 << TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
671 log << TestLog::Sample << sample.workload << sample.order << sample.testTime << sample.nullTime << sample.baseTime << TestLog::EndSample;
753 testSamples[ndx] = Vec2((float)sample.workload, (float)sample.testTime);
755 maxWorkload = de::max(maxWorkload, sample.workload);
771 << "us/workload" << TestLog::EndMessage;
826 sample.workload = callcount;
841 TheilSenCalibrator calibrator (CalibratorParameters(20, // Initial workload
890 // Compares time/workload gradients of same geometry with and without depth testing
898 Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const;
920 TheilSenCalibrator calibrator(CalibratorParameters( 20, // Initial workload
970 Sample RelativeChangeCase::renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const
980 gl.uniform1i(gl.getUniformLocation(program, "u_iterations"), workload);
982 // Warmup (this workload seems to reduce variation in following workloads)
1038 sample.workload = 0;
1059 nullSamples[ndx] = Vec2((float)sample.workload, (float)sample.nullTime);
1060 baseSamples[ndx] = Vec2((float)sample.workload, (float)sample.baseTime);
1061 testSamples[ndx] = Vec2((float)sample.workload, (float)sample.testTime);
1063 maxWorkload = de::max(maxWorkload, sample.workload);
1076 log << TestLog::Message << "Constant operation sequence timing may vary as a function of workload. Result quality extremely low" << TestLog::EndMessage;
1081 m_results.addResult(QP_TEST_RESULT_FAIL, "Workload has no effect on duration");
1082 log << TestLog::Message << "Workload factor has no effect on duration of sample (smart optimizer?)" << TestLog::EndMessage;
1091 << "us/workload" << TestLog::EndMessage;
1096 << "us/workload" << TestLog::EndMessage;
1101 << "us/workload" << TestLog::EndMessage;
1107 log << TestLog::Message << "Test duration not dependent on culled workload" << TestLog::EndMessage;
1122 log << TestLog::Message << "Test duration is dependent on culled workload" << TestLog::EndMessage;
1148 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1149 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1180 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1183 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1212 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1214 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1241 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1243 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1270 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1272 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1299 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1301 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1346 log << TestLog::Message << "Workload indicates the number of times the occluded quad is rendered" << TestLog::EndMessage;
1347 log << TestLog::Message << "The time per culled pixel is estimated from the rate of change of rendering time as a function of workload" << TestLog::EndMessage;
1380 log << TestLog::Message << "Testing effects of culled fragment workload on render time" << TestLog::EndMessage;
1383 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1385 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1389 // Additional workload consists of texture lookups
1434 // Additional workload consists of arithmetic
1473 log << TestLog::Message << "Testing effects of culled fragment workload on render time" << TestLog::EndMessage;
1476 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1478 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1506 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1538 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1569 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1572 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1599 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1602 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1629 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1632 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1659 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1662 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1689 log << TestLog::Message << "Workload indicates the number of iterations of dummy work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1691 log << TestLog::Message << "Successfull early Z-testing should result in no correlation between workload and render time" << TestLog::EndMessage;
1696 Sample renderSample (const RenderData& occluder, const RenderData& occluded, int workload) const
1706 gl.uniform1i(gl.getUniformLocation(program, "u_iterations"), workload);
1708 // Warmup (this workload seems to reduce variation in following workloads)
1764 sample.workload = 0;
1788 tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "workload", "Workload");
1792 group->addChild(new FragmentTextureWorkloadCullCase( testCtx, renderCtx, "workload_texture", "Fragment shader with texture lookup workload"));
1793 group->addChild(new FragmentArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic", "Fragment shader with arithmetic workload"));
1794 group->addChild(new FragmentDiscardArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic_discard", "Fragment shader that may discard with arithmetic workload"));