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author | Wolfgang Draxinger <Wolfgang.Draxinger@draxit.de> | 2016-04-25 00:27:28 +0200 |
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committer | Wolfgang Draxinger <Wolfgang.Draxinger@draxit.de> | 2016-04-25 00:27:28 +0200 |
commit | a6d0ebd66b0ca5f4125df72fa96e3ef6bdb8d2ad (patch) | |
tree | d62d7b9d895149107db582a636b872645a78ad09 | |
parent | fa9460072407ae2f131e6f7b268e5bbbbb086550 (diff) | |
download | pointoverdrawbench-a6d0ebd66b0ca5f4125df72fa96e3ef6bdb8d2ad.tar.gz pointoverdrawbench-a6d0ebd66b0ca5f4125df72fa96e3ef6bdb8d2ad.tar.bz2 |
README added
-rw-r--r-- | README | 47 |
1 files changed, 47 insertions, 0 deletions
@@ -0,0 +1,47 @@ +=== a simple benchmark to evaluate drawing time of points with high overdraw === + +Upon writing a benchmark to evaluate the cost of using various data types +for vertex attributes I notices a strange behaviour in drawing huge amounts +of blended point with lots of overdraw: The naive expectation would be, that +when drawing a constant amount of point the more fragments are touched, the +higher to overall draw time. + +As it turns out for at least a NVidia GeForce GTX980 things are not that simple. +The drawing times actually reduce with increasing viewport size... or rather +increasing vertical size; the horizontal size doesn't seem to have that much +of an effect. + +To gather data from more GPUs I provide this source code repository and ask +people to run the program with their GPUs and submit the results for evaluation. + +**IMPORTANT NOTICE:** +_The program depends on OpenGL-4.3, namely compute shaders. However since this +is more or less a quick hack I didn't add any version or feature checking. So +if trying to run this program on a system that lacks OpenGL-4.3 the results +are undefined and may range from a black window with nonsensical numbers to +immediate program crashes!_ + +== Build Dependencies == +- OpenGL headers and linker stubs + - Windows: compiler toolchains should have them without extra effort + - X11/GLX (Linux / *BSD / Solaris): if OpenGL drivers are installed, they + should be available. Otherwise install the Mesa development support + package. + +- GLUT (kind of smells, but everybody dabbling with GPUs has it around) +- GLEW (kind of sucks, but everybody dabbling with GPUs has it around) + +== Build Instructions == +- Using *make*: just run `make` +- Using *CMake*: `mkdir $BUILDDIR ; cd $BUILDDIR ; cmake $SOURCEDIR ; make` + +== Run Instructions == +Run the program and direct its stdout into a file, .e.g. + + ./pointoverdrawbench > statistics.log + +OpenGL debug messages are emitted to stderr. If you see something noteworthy +there, add this to your report. + +== How to report results == +Submit them as a Github Issue |