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Lines Matching refs:workload

65 // Number of measurements in OperatorPerformanceCase for each workload size, unless specified otherwise by a command line argument.
67 // How many different workload sizes are used by OperatorPerformanceCase.
69 // Maximum workload size that can be attempted. In a sensible case, this most likely won't be reached.
154 * This class draws multiple times with different workload sizes (set
156 * slope of the workload size vs frame time data is estimated. This slope
157 * tells us the estimated increase in frame time caused by a workload
158 * increase of 1 unit (what 1 workload unit means is up to subclass).
164 * kinds of workload (e.g. different loop contents). Then we can (in
174 * between workload size and frame time. Instead, there tends to be some
176 * workload sizes below some positive integer C yield the same frame time,
177 * and only workload sizes beyond C increase the frame time in a supposedly
249 //! Sets program-specific uniforms that don't depend on the workload size.
251 //! Sets the uniform(s) that specifies the workload size in the shader.
252 virtual void setWorkloadSizeUniform (deUint32 program, int workload) const = 0;
253 //! Computes the cost of a single operation, given the workload costs per program.
265 STATE_CALIBRATING = 0, //!< Calibrate draw call count, using first program in m_programs, with workload size 1.
266 STATE_FIND_HIGH_WORKLOAD, //!< Find an appropriate lower bound for the highest workload size we intend to use (one with high-enough frame time compared to workload size 1) for each program.
293 void prepareWorkload (int progNdx, int workload); //!< Calls setWorkloadSizeUniform and draws, in case the implementation does some draw-time compilation.
294 void prepareNextRound (void); //!< Increases workload and/or updates m_state.
302 const int m_numWorkloads; //!< How many different workload sizes are used for measurement for each program.
313 vector<int> m_highWorkloadSizes; //!< The first workload size encountered during STATE_FIND_HIGH_WORKLOAD that was determined suitable, for each program.
677 void OperatorPerformanceCase::prepareWorkload (int progNdx, int workload)
679 setWorkloadSizeUniform(m_programs[progNdx]->getProgram(), workload);
715 log << TestLog::Message << "Even workload size " << records.back().workloadSize
750 const int workload = highWorkload > m_numWorkloads ?
754 prepareWorkload(m_measureProgramNdx, workload);
758 m_workloadRecords[m_measureProgramNdx].push_back(WorkloadRecord(workload));
963 << TestLog::SampleInfo << TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
976 << TestLog::SampleInfo << TestLog::ValueInfo("Workload", "Workload", "", QP_SAMPLE_VALUE_TAG_PREDICTOR)
985 log << TestLog::Float("Program" + progNdxStr + "WorkloadCostEstimate", "Workload cost estimate", "us / workload", QP_KEY_TAG_TIME, estimator.right.coefficient);
1007 // incrementing shader workload size by 1, when D draw calls are done, with a vertex/fragment count
1293 "Note: workload size for this program means the number of loop iterations.";
1765 "Note: workload size for this program means the number of loop iterations.";