[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

*To*: Kenneth Russell <kbr@google.com>*Subject*: Re: [Public WebGL] WebGL performance regression tests!*From*: Benoit Jacob <bjacob@mozilla.com>*Date*: Thu, 29 Mar 2012 16:03:46 -0700 (PDT)*Cc*: public webgl <public_webgl@khronos.org>, Ilja Friedel <ihf@google.com>*In-reply-to*: <CAMYvS2dOricdGVuSB4q09y0TQBPFAmjk1Y6eMeHp4_Y-UUKy6Q@mail.gmail.com>*List-id*: Public WebGL Mailing List <public_webgl.khronos.org>*Sender*: owner-public_webgl@khronos.org

----- 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. Benoit ----------------------------------------------------------- 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 -----------------------------------------------------------

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

**Re: [Public WebGL] WebGL performance regression tests!***From:*Ilja Friedel <ihf@google.com>

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

- Prev by Date:
**Re: [Public WebGL] WebGL performance regression tests!** - Next by Date:
**Re: [Public WebGL] WebGL performance regression tests!** - Previous by thread:
**Re: [Public WebGL] WebGL performance regression tests!** - Next by thread:
**Re: [Public WebGL] WebGL performance regression tests!** - Index(es):