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*To*: Benoit Jacob <bjacob@mozilla.com>*Subject*: Re: [Public WebGL] WebGL performance regression tests!*From*: Kenneth Russell <kbr@google.com>*Date*: Thu, 29 Mar 2012 17:12:31 -0700*Cc*: public webgl <public_webgl@khronos.org>, Ilja Friedel <ihf@google.com>*Dkim-signature*: v=1; a=rsa-sha256; c=relaxed/relaxed; d=google.com; s=20120113; h=mime-version:in-reply-to:references:date:message-id:subject:from:to :cc:x-system-of-record:content-type:content-transfer-encoding; bh=/KBRWdYgy6mMF9hHRsVIQ03+QvviuR/dAfbo2+nGgZo=; b=N39VKNOmc7JViD5VHTScksP9RDVaaqLitEuk9PoyC84oxBjK0N7RV3NPRuWXPW1N3m XTPjoBIXgy6CP8KSSzyGLd+3GoGLQFqczNDLpigVyE4HxRITxtm4or0DfR0TcxHA2FhD g851jQI0UxDYA1gzFNZYVqrhZJ2ejpxHMLx4jtYuzkFDkKHlX14V1diAni5DSuRq6O2T JOC4aiDaQ+hryFKXzTv6jdqIVbyX8yEU3Z+VUVUXkcp00URMSeKTQl74EZPY+XglCIfN WvJABzLWJ23+9DGR7Kn4CcbN+oOjy/jzMFxz5PawZnp+597Dbk2N3P/vB49B8I57ASvZ oz4g==*In-reply-to*: <2107336038.506972.1333062226614.JavaMail.root@zimbra1.shared.sjc1.mozilla.com>*List-id*: Public WebGL Mailing List <public_webgl.khronos.org>*References*: <CAMYvS2dOricdGVuSB4q09y0TQBPFAmjk1Y6eMeHp4_Y-UUKy6Q@mail.gmail.com> <2107336038.506972.1333062226614.JavaMail.root@zimbra1.shared.sjc1.mozilla.com>*Sender*: owner-public_webgl@khronos.org

On Thu, Mar 29, 2012 at 4:03 PM, Benoit Jacob <bjacob@mozilla.com> wrote: > > > ----- Original Message ----- >> On Thu, Mar 29, 2012 at 3:27 PM, Ilja Friedel <ihf@google.com> wrote: >> > On Thu, Mar 29, 2012 at 2:21 PM, Benoit Jacob <bjacob@mozilla.com> >> > wrote: >> >> >> >> >> >> For what it's worth, the performance regression tests are now much >> >> expanded, covering in particular the dreaded texture format >> >> conversions. >> >> >> >> Still same URL: >> >> >> >> http://hg.mozilla.org/users/bjacob_mozilla.com/webgl-perf-tests/raw-file/tip/webgl-performance-tests.html >> > >> > >> > I second the very nice. To run this in practice in a regression >> > suite one >> > would need an easy way to adjust the work done for each individual >> > test to >> > say 50ms or 100ms. Right now on my atom test runtimes are between >> > 8ms and >> > 517ms. 8ms is awfully hard to distinguish from zero and computing >> > any sum >> > (or even geometric mean) is dodgy. Maybe allow for some kind of >> > configuration/ parameterization of the number of loops running for >> > each >> > test? >> >> Good point. The V8 benchmark suite generally runs each benchmark for >> a >> fixed period of time, say 2 seconds, and measures the number of >> iterations of the test that can be performed in that time, rather >> than >> using a fixed number of iterations. This seems to be a pretty robust >> methodology. > > The performance tests currently run until both conditions are met: they've either done 10 iterations, and run for at least 300 ms. > > See in WebGLPerformanceTest.js: > > WebGLPerformanceTest.prototype.hasRecordedEnoughFrames = function(time) { > // stop when we have recorded at least 10 frames and run for at least 300 ms > return this.timings.length > 10 && > time - this.startTime > 300; > } > > The final result is then computed as the median result among all iterations/frames. > > So when you get "8 ms", it doesn't mean that the test stopped after 8 ms. It means that 8 ms is the median frame time. Sounds good. Thanks for the clarification. -Ken ----------------------------------------------------------- You are currently subscribed to public_webgl@khronos.org. To unsubscribe, send an email to majordomo@khronos.org with the following command in the body of your email: unsubscribe public_webgl -----------------------------------------------------------

**References**:**Re: [Public WebGL] WebGL performance regression tests!***From:*Kenneth Russell <kbr@google.com>

**Re: [Public WebGL] WebGL performance regression tests!***From:*Benoit Jacob <bjacob@mozilla.com>

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