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[App + Src + Game] Test OpenGL and OpenVG performance; Game using OpenGL

266 posts
Thanks Meter: 1
 
By heliosdev, Senior Member on 2nd May 2009, 08:25 PM
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Test OpenGL performs different tests to show the 3d rendering performance on PPCs. It cycles through all tests by rendering 500 frames.

The tests are:
1 alpha texture: eight textured (128x256 RGBA) rotating rectangles with alpha testing
2 torus light: torus with 3k triangles and one lightsource (visual glitches)
3 color blending: blending of four rectangles and a 256x256 texture
4 sub texture: copy a 15x15 rgba texture into a 128x128 rgba texture

Currently, there are discussions on different drivers.

The images show the four test results on a HTC Touch HD (Blackstone) running the latest official HTC ROM.
Please post your frame rates and the model/ROM running this test.
More tests to come.

----------------Updates-----------------
18 January 2010
print information about available hardware acceleration in OpenVG post #47

17 January 2010
added TestOpenGLVGResolutionHD2.cab to test OpenVG on new devices like HD2 post #47

5 November 2009
Watch the test running on a HTC HD and a HTC HD2! video

10 August 2009
different resolutions test added post #47

24 June 2009
OpenVG test added post #33

17 May 2009
OpenGL game 'Lights On' added
Turn all tiles from black to yellow. Clicking on a tile turns it and all its adjacent neighbours (up/down/left/right)
It starts with a 2x2 grid and automatically grows after completion.
Anybody solved the 6x6 grid?

09 May 2009
source code released (C# .net cf 2.0)
to add a new test add a new class (in namespace OpenGLTest), implement IOpenGLTest and add a new instance to the list _openglTests in MainForm.InitGL().
To run the app in the emulator copy the file libGLES_CM.dll (software implementation) to /windows or the deployment directory of the emulator (not on the device!).
The managed OpenGL ES wrapper, Font and Texture classes are from here.
The Blackstone texture is a print screen of the xda main page (with additional alpha layer)
The text texture is out of one of the OpenGL ES specs

08 May 2009
more accurate performance measurement (taking screen size into account)
show report when closing the test (performance and OpengGL ES information)

02 May 2009
initial version
Attached Thumbnails
Click image for larger version

Name:	1 alpha texture.jpg
Views:	2379
Size:	17.4 KB
ID:	182006   Click image for larger version

Name:	2 torus light.jpg
Views:	1867
Size:	15.9 KB
ID:	182007   Click image for larger version

Name:	3 color blending.jpg
Views:	1494
Size:	21.3 KB
ID:	182008   Click image for larger version

Name:	4 sub texture.jpg
Views:	1408
Size:	17.8 KB
ID:	182009   Click image for larger version

Name:	LightsOn.jpg
Views:	1267
Size:	21.4 KB
ID:	186223  
Attached Files
File Type: cab TestOpenGL.CAB - [Click for QR Code] (97.6 KB, 6071 views)
File Type: zip TestOpenGL_src.zip - [Click for QR Code] (162.9 KB, 2278 views)
File Type: cab LightsOn.CAB - [Click for QR Code] (60.8 KB, 2109 views)
Last edited by heliosdev; 19th January 2010 at 09:57 PM.
 
 
2nd May 2009, 10:45 PM |#2  
incubus26jc's Avatar
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says its unable to choose config. anyone know why
2nd May 2009, 10:48 PM |#3  
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Hi there, I am using a Diamond with my favourite rom Vic 3.4, 3.7 is old but for me this was best, I have pissed about a bit with some of the the ati drivers found in the thread linked above and these are my scores coresponding to your screenies.
1:68
2:21
3:78
4:49
Last edited by uniqueboy; 2nd May 2009 at 10:54 PM. Reason: Added a smiley.
3rd May 2009, 09:22 AM |#4  
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incubus26jc, you'll need libgles_cm.dll in the /windows directory. Try to find the one for your device.
uniqueboy, not bad
8th May 2009, 09:14 PM |#5  
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current results on Blackstone (stock rom)
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
30340 kPixels/s

torus (3k triangles) one light
6272 kPixels/s

color blending
31498 kPixels/s

sub texture (128x128 15x15)
10762 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Version
OpenGL ES-CM 1.0

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
9th May 2009, 11:15 AM |#6  
adrianmak's Avatar
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mine result without any graphic performance dll added.
HD English stock rom
Code:
Results
--------------------------------
alpha texture (128x256 rgba)
20260 kPixels/s

torus (3k triangles) one light
5683 kPixels/s

color blending
24444 kPixels/s

sub texture (128x128 15x15)
10449 kPixels/s

OpengGL ES info
--------------------------------
Vendor
QUALCOMM, Inc.

Version
OpenGL ES-CM 1.0

Renderer
Q3Dimension MSM7500W 01.02.03 0 5.1.2

Extensions
GL_OES_byte_coordinates
GL_OES_read_format
GL_OES_fixed_point
GL_OES_single_precision_commands
GL_OES_compressed_paletted_texture
GL_OES_matrix_palette
GL_OES_point_sprite
GL_OES_point_size_array
GL_ARB_vertex_buffer_object
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_func_separate
GL_EXT_blend_equation_separate
GL_ATI_texture_compression_atitc
GL_ATI_extended_texture_coordinate_data_formats
GL_OES_draw_texture
9th May 2009, 07:21 PM |#7  
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Any source code available?
9th May 2009, 08:54 PM |#8  
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source code released!
10th May 2009, 02:02 AM |#9  
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When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.
10th May 2009, 02:45 AM |#10  
chalid's Avatar
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SE X1

Code:
Results
--------------------------------
alpha texture (128x256 rgba)
24313 kPixels/s

torus (3k triangles) one light
7374 kPixels/s

color blending
24279 kPixels/s

sub texture (128x128 15x15)
11585 kPixels/s
10th May 2009, 09:12 AM |#11  
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Quote:
Originally Posted by shadowmike

When you say "more accurate performance measurement (taking screen size into account)" Does this auto detect screensize for phones like the x1 that has a thinner screen then the HD or is it set to the HD screen size to measure performance.

Yes, it uses the current screen size. It takes the average fps after rendering 50 frames and multiplies it by the number of pixels (screen size width x height).

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