diff options
Diffstat (limited to 'indra/newview/llglsandbox.cpp')
-rw-r--r-- | indra/newview/llglsandbox.cpp | 133 |
1 files changed, 66 insertions, 67 deletions
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index b50e1d6d3c..1b22b903fc 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -821,7 +821,7 @@ void LLViewerObjectList::renderObjectBeacons() const LLVector3 &thisline = debug_beacon.mPositionAgent; gGL.begin(LLRender::LINES); - gGL.color4fv(color.mV); + gGL.color4fv(linearColor4(color).mV); draw_cross_lines(thisline, 2.0f, 2.0f, 50.f); draw_line_cube(0.10f, thisline); @@ -850,7 +850,7 @@ void LLViewerObjectList::renderObjectBeacons() const LLVector3 &thisline = debug_beacon.mPositionAgent; gGL.begin(LLRender::LINES); - gGL.color4fv(debug_beacon.mColor.mV); + gGL.color4fv(linearColor4(debug_beacon.mColor).mV); draw_cross_lines(thisline, 0.5f, 0.5f, 0.5f); draw_line_cube(0.10f, thisline); @@ -994,9 +994,8 @@ private: //----------------------------------------------------------------------------- F32 gpu_benchmark() { - if (!gGLManager.mHasTimerQuery) + if (gGLManager.mGLVersion < 3.3f) { // don't bother benchmarking venerable drivers which don't support accurate timing anyway - // and are likely to be correctly identified by the GPU table already. return -1.f; } @@ -1036,8 +1035,6 @@ F32 gpu_benchmark() //time limit, allocation operations shouldn't take longer then 30 seconds, same for actual benchmark. const F32 time_limit = 30; - ShaderProfileHelper initProfile; - std::vector<LLRenderTarget> dest(count); TextureHolder texHolder(0, count); std::vector<F32> results; @@ -1058,7 +1055,7 @@ F32 gpu_benchmark() for (U32 i = 0; i < count; ++i) { //allocate render targets and textures - if (!dest[i].allocate(res, res, GL_RGBA, false, false, LLTexUnit::TT_TEXTURE, true)) + if (!dest[i].allocate(res, res, GL_RGBA)) { LL_WARNS("Benchmark") << "Failed to allocate render target." << LL_ENDL; // abandon the benchmark test @@ -1091,9 +1088,9 @@ F32 gpu_benchmark() delete [] pixels; //make a dummy triangle to draw with - LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, GL_STREAM_DRAW); + LLPointer<LLVertexBuffer> buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); - if (!buff->allocateBuffer(3, 0, true)) + if (!buff->allocateBuffer(3, 0)) { LL_WARNS("Benchmark") << "Failed to allocate buffer during benchmark." << LL_ENDL; // abandon the benchmark test @@ -1117,67 +1114,51 @@ F32 gpu_benchmark() v[1].set(-1, -3, 0); v[2].set(3, 1, 0); - buff->flush(); - - // ensure matched pair of bind() and unbind() calls - ShaderBinder binder(gBenchmarkProgram); - -//#ifdef GL_ARB_vertex_array_object - U32 glarray = 0; - - if (LLRender::sGLCoreProfile) - { - glGenVertexArrays(1, &glarray); - glBindVertexArray(glarray); + buff->unmapBuffer(); + + LLGLSLShader::unbind(); + + F32 time_passed = 0; // seconds + + { //run CPU timer benchmark + glFinish(); + gBenchmarkProgram.bind(); + for (S32 c = -1; c < samples && time_passed < time_limit; ++c) + { + LLTimer timer; + timer.start(); + + for (U32 i = 0; i < count; ++i) + { + dest[i].bindTarget(); + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + dest[i].flush(); + } + + //wait for current batch of copies to finish + glFinish(); + + F32 time = timer.getElapsedTimeF32(); + time_passed += time; + + if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow + { + //store result in gigabytes per second + F32 gb = (F32)((F64)(res * res * 8 * count)) / (1000000000); + F32 gbps = gb / time; + results.push_back(gbps); + } + } + gBenchmarkProgram.unbind(); } -//#endif - - buff->setBuffer(LLVertexBuffer::MAP_VERTEX); - glFinish(); - - F32 time_passed = 0; // seconds - for (S32 c = -1; c < samples && time_passed < time_limit; ++c) - { - LLTimer timer; - timer.start(); - - for (U32 i = 0; i < count; ++i) - { - dest[i].bindTarget(); - texHolder.bind(i); - buff->drawArrays(LLRender::TRIANGLES, 0, 3); - dest[i].flush(); - } - - //wait for current batch of copies to finish - glFinish(); - - F32 time = timer.getElapsedTimeF32(); - time_passed += time; - - if (c >= 0) // <-- ignore the first sample as it tends to be artificially slow - { - //store result in gigabytes per second - F32 gb = (F32) ((F64) (res*res*8*count))/(1000000000); - F32 gbps = gb/time; - results.push_back(gbps); - } - } - -//#ifdef GL_ARB_vertex_array_object - if (LLRender::sGLCoreProfile) - { - glBindVertexArray(0); - glDeleteVertexArrays(1, &glarray); - } -//#endif - std::sort(results.begin(), results.end()); F32 gbps = results[results.size()/2]; - LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << "GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL; + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to CPU timers, " << (F32)results.size() << " tests took " << time_passed << " seconds" << LL_ENDL; #if LL_DARWIN if (gbps > 512.f) @@ -1188,14 +1169,32 @@ F32 gpu_benchmark() } #endif + // run GPU timer benchmark + { + ShaderProfileHelper initProfile; + dest[0].bindTarget(); + gBenchmarkProgram.bind(); + for (S32 c = 0; c < samples; ++c) + { + for (U32 i = 0; i < count; ++i) + { + texHolder.bind(i); + buff->setBuffer(); + buff->drawArrays(LLRender::TRIANGLES, 0, 3); + } + } + gBenchmarkProgram.unbind(); + dest[0].flush(); + } + F32 ms = gBenchmarkProgram.mTimeElapsed/1000000.f; F32 seconds = ms/1000.f; - F64 samples_drawn = res*res*count*results.size(); + F64 samples_drawn = gBenchmarkProgram.mSamplesDrawn; F32 samples_sec = (samples_drawn/1000000000.0)/seconds; - gbps = samples_sec*8; + gbps = samples_sec*4; // 4 bytes per sample - LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << "GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL; + LL_INFOS("Benchmark") << "Memory bandwidth is " << llformat("%.3f", gbps) << " GB/sec according to ARB_timer_query, total time " << seconds << " seconds" << LL_ENDL; return gbps; } |