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-rw-r--r--benchmarks/manual/gputhroughput/README.md16
-rw-r--r--benchmarks/manual/gputhroughput/blendedrect.qml2
-rw-r--r--benchmarks/manual/gputhroughput/blendedtexture.qml2
-rw-r--r--benchmarks/manual/gputhroughput/drawcalls.qml10
-rw-r--r--benchmarks/manual/gputhroughput/gaussblur.qml4
-rw-r--r--benchmarks/manual/gputhroughput/opaquerect.qml3
-rw-r--r--benchmarks/manual/gputhroughput/opaquetexture.qml3
7 files changed, 40 insertions, 0 deletions
diff --git a/benchmarks/manual/gputhroughput/README.md b/benchmarks/manual/gputhroughput/README.md
new file mode 100644
index 0000000..28800bb
--- /dev/null
+++ b/benchmarks/manual/gputhroughput/README.md
@@ -0,0 +1,16 @@
+# gputhroughput
+
+These benchmarks test your GPU for the most part. The QML part is mostly there
+to set things up and the benchmark will fill the graphics pipeline with enough
+stuff to make it suffer.
+
+**Note**! These tests are only designed to be used with the sustained-fps shell.
+
+The purpose of these benchmarks is to give an indication how how much one can
+expect to put on screen, and to decide how big the screen can actually be.
+Especially in the embedded space where a low end chip may have to drive an HD
+display, these tests can help to illustrate if the GPU is up to the task or not.
+
+Run them in --fullscreen to get the right numbers. 1 means your in trouble. 2 means
+you can manage with a lot of work. 4 and above and you should be good shape, GPU-wise.
+
diff --git a/benchmarks/manual/gputhroughput/blendedrect.qml b/benchmarks/manual/gputhroughput/blendedrect.qml
index 6fa2e00..cd0d2c6 100644
--- a/benchmarks/manual/gputhroughput/blendedrect.qml
+++ b/benchmarks/manual/gputhroughput/blendedrect.qml
@@ -1,5 +1,7 @@
import QtQuick 2.0
+// Stacks x number of alphablended rectangles on top of each other.
+// Rough test of fillrate.
Item {
id: root;
property int count: 10
diff --git a/benchmarks/manual/gputhroughput/blendedtexture.qml b/benchmarks/manual/gputhroughput/blendedtexture.qml
index bac0265..51f067e 100644
--- a/benchmarks/manual/gputhroughput/blendedtexture.qml
+++ b/benchmarks/manual/gputhroughput/blendedtexture.qml
@@ -1,5 +1,7 @@
import QtQuick 2.0
+// Stacks x number of alphablended textures on top of each other.
+// Rouch test of fill and texel rate.
Item {
id: root;
property int count: 8;
diff --git a/benchmarks/manual/gputhroughput/drawcalls.qml b/benchmarks/manual/gputhroughput/drawcalls.qml
index 7d9a14b..bdd6289 100644
--- a/benchmarks/manual/gputhroughput/drawcalls.qml
+++ b/benchmarks/manual/gputhroughput/drawcalls.qml
@@ -1,5 +1,15 @@
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;
diff --git a/benchmarks/manual/gputhroughput/gaussblur.qml b/benchmarks/manual/gputhroughput/gaussblur.qml
index bb96147..8c8860e 100644
--- a/benchmarks/manual/gputhroughput/gaussblur.qml
+++ b/benchmarks/manual/gputhroughput/gaussblur.qml
@@ -1,6 +1,10 @@
import QtQuick 2.2
import QtGraphicalEffects 1.0
+// This benchmark is added to test how feasible live blurring
+// is. Live blurring is an extreme fillrate test and is only something that
+// should be considered on gaming and industrial hardware. And then you still
+// probably want to cheat :p
Item {
id: root;
property int count: 8
diff --git a/benchmarks/manual/gputhroughput/opaquerect.qml b/benchmarks/manual/gputhroughput/opaquerect.qml
index 641e188..dd1a07b 100644
--- a/benchmarks/manual/gputhroughput/opaquerect.qml
+++ b/benchmarks/manual/gputhroughput/opaquerect.qml
@@ -1,5 +1,8 @@
import QtQuick 2.0
+// Stacks x number of opaque rectangles on top of each other.
+// Will go a lot higher than blendedrect if the target hardware supprts
+// [early-z](https://en.wikipedia.org/?title=Z-buffering)
Item {
id: root;
property int count: 16;
diff --git a/benchmarks/manual/gputhroughput/opaquetexture.qml b/benchmarks/manual/gputhroughput/opaquetexture.qml
index 483903a..07762e0 100644
--- a/benchmarks/manual/gputhroughput/opaquetexture.qml
+++ b/benchmarks/manual/gputhroughput/opaquetexture.qml
@@ -1,5 +1,8 @@
import QtQuick 2.0
+// Stacks x number of opaque textures on top of each other.
+// Will go a lot higher than blendedtexture if target hardware supports
+// [early-z](https://en.wikipedia.org/?title=Z-buffering)
Item {
id: root;