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Diffstat (limited to 'benchmarks/manual/gputhroughput/drawcalls.qml')
-rw-r--r-- | benchmarks/manual/gputhroughput/drawcalls.qml | 44 |
1 files changed, 0 insertions, 44 deletions
diff --git a/benchmarks/manual/gputhroughput/drawcalls.qml b/benchmarks/manual/gputhroughput/drawcalls.qml deleted file mode 100644 index bdd6289..0000000 --- a/benchmarks/manual/gputhroughput/drawcalls.qml +++ /dev/null @@ -1,44 +0,0 @@ -import QtQuick 2.0 - -// Take this one with a grain of salt. Graphics drivers have a -// lot of overhead in how drawing is set up, and seeing an individual GL call take -// up to a millisecond (yes, a millisecond) is not uncommon. This test is a highly -// constructed case to try to get a rough ballpart of how many discrete draw calls -// the GL stack is capable of. -// -// This is mostly important if you end up with an application that fails to do -// batching in the scene graph renderer, but as this situation will typically -// have many other performance problems, this may not be a useful benchmark for -// the most part. -Item { - id: root; - - property real cellSize: Math.floor(Math.sqrt(width * height / (count / 2))) - property int count: 250 - property int staticCount: 0 - - Grid { - width: root.width - height: root.height - columns: Math.ceil(root.width / root.cellSize); - rows: Math.ceil(root.height / root.cellSize); - Repeater { - model: root.count / 2 - Rectangle { - opacity: 0.9 - width: root.cellSize - height: root.cellSize - color: Qt.hsla(index / count, 0.5, 0.5); - Image { - // partially overlap the next cells to provoke separate draw calls. - x: parent.width / 2 - y: parent.height / 2 - width: x + 2 - height: y + 2 - sourceSize: Qt.size(width, height); - source: "../../../shared/butterfly-wide.png" - } - } - } - } -} |