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  • GL Demos for PTS

    I came across this page http://norsetto.890m.com/demos/demos.php with a bunch of OpenGL demos + source. FPS can be toggled on/off, i'm not sure how much they stress modern hardware though...

  • #2
    Thanks for passing along the link, though it looks like there is no timed aspect to any of them? --fps also seems to be broken for me. It could easily be turned into a benchmark, but as it stands right now without modifications I am not sure that it would work well for PTS.
    Michael Larabel
    https://www.michaellarabel.com/

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    • #3
      Thanks for visiting, I'm the author of the demos and I'm therefore interested about this problem. You say that no fps are being displayed?
      If you can let me have some details (demo concerned, rate being displayed, GL info (available with the --info switch), hardware info, if possible a compilation log, etc.) I'll be glad to look into it.

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      • #4
        Collision and Animation are two I know I tried where FPS wasn't displayed on the screen when using --fps. The --info switch didn't work either "Warning: unknown parameter --info"

        Would it be possible to make it a timed demo where it runs for X seconds and then outputs the average FPS to stdout?
        Michael Larabel
        https://www.michaellarabel.com/

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        • #5
          Thats pretty strange, do you know what version of gcc and libc you used for compilation? Have you tried to press the f key while the demo is running?

          >Would it be possible to make it a timed demo
          >where it runs for X seconds and then outputs
          >the average FPS to stdout?

          The following patch will make animation.c output the average FPS every 1000 frames:

          --- src/animation.c.old 2008-04-22 00:40:45.000000000 +0200
          +++ src/animation.c 2008-04-22 00:39:16.000000000 +0200
          @@ -589,12 +589,12 @@

          iFrames = 0;
          t1 = etime;
          - }
          if (print_fps)
          {
          if (windowpos)
          {
          sprintf(cBuffer,"FPS: %.1f", fps);
          + printf("FPS: %.1f\n", fps);

          glColor3f(1.0f, 1.0f, 1.0f);
          glPushAttrib(GL_LIST_BIT);
          @@ -606,6 +606,7 @@
          else
          printf("FPS: %.1f\n", fps);
          }
          + }
          lCam = 0.0f;
          vCam = 0.0f;
          dCam = 0.0f;

          It can also be modified to output fps every X sec where X is a command option parameter, but since you have problems to pass switches to it seems a bit pointless right now.

          animation.c is not very stressfull, perhaps you may want to use shadow.c (press g while running to activate the shader) since at least there is an additional off-screen rendering.

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          • #6
            I have modified the shadow.c demo (http://norsetto.890m.com/downloads/shadow.tar.gz) if you want to try it out. It now defaults to using the shadow shader and outputs to stdout the computed fps every t sec, where t can be passed with the fps option (for instance -f2.5 or --fps=2.5 will set t to 2.5 sec, t defaults to 5secs if none is passed).
            Its also using the gnu lib getopt_long function for argument handling now, which should work on every gnu system.

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            • #7
              Cesare,

              Shadow now works, thanks... Few more requests...

              - When you close the window or the test ends, can you make it output the average FPS?

              - Can you add an argument (something like "runlength") for specifying how many seconds to run before it automatically kills itself? That's what would be needed as well to get it into the test suite.
              Michael Larabel
              https://www.michaellarabel.com/

              Comment


              • #8
                Michael,

                you can find an updated shadow.c that includes your requests here:

                http://www.webalice.it/norsetto/shadow.c

                It includes printing the average fps also while running (both to screen and stdout) and I also added a signal handler so that the application exit gracefully (printing the average fps) if it receives a SIGHUP, SIGINT or SIGTERM signal.

                To specify a runlength use the -r or --runlegth option, for instance:

                shadow --fps=1.0 --runlength=15.1

                will collect fps every sec and stops after 15 sec.

                Let me know if you need more.

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                • #9
                  Originally posted by Cesare Tirabassi View Post
                  Michael,

                  you can find an updated shadow.c that includes your requests here:



                  It includes printing the average fps also while running (both to screen and stdout) and I also added a signal handler so that the application exit gracefully (printing the average fps) if it receives a SIGHUP, SIGINT or SIGTERM signal.

                  To specify a runlength use the -r or --runlegth option, for instance:

                  shadow --fps=1.0 --runlength=15.1

                  will collect fps every sec and stops after 15 sec.

                  Let me know if you need more.
                  Great, thanks a lot.

                  If you check out the latest git (http://phorogit.com/index.php?p=phoronix-test-suite.git) there is now a norsetto-shadow benchmark. If you run phoronix-test-suite benchmark norsetto-shadow, it will run the test and show the results. if you have any other good OpenGL tests, and can produce the results in the same way, let me know and I can push them upstream too.
                  Michael Larabel
                  https://www.michaellarabel.com/

                  Comment


                  • #10
                    Thanks to you Michael, I really appreciate it.
                    Landscape would be a really nice demo (I could easily modify it so that it autonomously moves through the scenery) but unfortunately uses (albeit modified) some copyrighted artwork and therefore is not redistributable. If I ever manage to find some free good artwork to replace that material I will certainly propose it to you.

                    Keep up the good work!

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