![]() ![]() We also provide media editions for the technology press. The corporate version is available for licensing through our GFXBench GL Benchmark Development Program. The community version of GFXBench 4.0 is now available for download on Google Play and for Windows 7, 8, 10 desktop . In order to provide cross-API comparability, DX12, Metal and Vulkan support is planned, too. GFXBench 4.0 is the first graphics benchmark designed to close the gap between desktop and mobile graphics by measuring the performance of desktop OpenGL and OpenGL ES 3.1 plus Android Extension Pack implementations. Including Manhattan tests for OpenGL ES 3.0 and 3.1, GFXBench 4.0 is a comprehensive GPU benchmark measuring device performance with all the latest high-end graphics features. The benchmark automatically detects the device's capabilities and selects the most appropriate test set to provide accurate information.Ĭross-platform and cross-API benchmarking “Providing ways to measure how the hardware performs during prolonged periods of time is a vital part of our mission”, says Ferenc Pinter, Development Lead of Kishonti.īesides the new additions including Car Chase and a new low-level tessellation test, GFXBench 4.0 carries over all tests from previous versions for comparison and supports on-screen and off-screen test modes. GFXBench 4.0 continues the tradition of including sustained performance test, iterating for 30 test runs to stress test the hardware and look at how performance changes over test runs. The scene has dynamic lighting with cascaded shadows for a more realistic sense of depth. Additional post effects include depth-of-field, and screen-space ambient occlusion - which further enhances the details provided by tessellation. The graphics pipeline is based on deferred rendering combining physically-based materials and image-based specular reflections. Texture compression is enhanced by the recent possibility to use ASTC, instead of ETC2. A highly scalable, compute shader-based motion blur algorithm is responsible for plausible camera and object movements. The scene uses geometry and compute shaders for HDR tone mapping and bloom, and also for post-process effects such as lens flares and particles. The smooth surface of the car is provided by Bézier-curves and adaptive tessellation that enables further refinement based on the camera view. Two kinds of tessellation techniques are used to provide realistic graphics content: to improve the details of the background rock mountain environment up-close, the scene features hardware-based tessellation with displacement maps. The main addition to the test suite is Car Chase, a new high-level test scene makes which makes use of latest OpenGL ES 3.1 plus Android Extension Pack features. ![]() ![]() Utilizing latest API features: hardware tessellation, geometry and compute shaders, ASTC textures This hang is with slightly newer Mesa, so if #3170 (moved) doesn't happen any more, it may have been Mesa issue.GFXBench 4.0 introduces Car Chase to test Android devices with high-end graphics featuresīringing the popular GFXBench benchmarking suite to desktop OpenGL and OpenGL ES 3.1 plus Android Extension Pack, GFXBench 4.0 enables measuring mobile and desktop performance with advanced graphics effects and increased workloads.Ĭar Chase is the first benchmark to test devices with game-like content utilizing Android Extension Pack features such as hardware tessellation. Note: I have no idea whether this is regression or not, because earlier I've seen just #3170 (moved) because those tests run before this one. GPU error file is attached: i915_error_state-tgl-manhattan31.txt DMAR: DRHD: handling fault status reg 3 DMAR: Request device PASID ffffffff fault addr cd6f0000 PTE Read access is not set DMAR: DRHD: handling fault status reg 3 DMAR: Request device PASID ffffffff fault addr cd6f0000 PTE Read access is not set DMAR: DRHD: handling fault status reg 3 DMAR: Request device PASID ffffffff fault addr cd6f0000 PTE Read access is not set DMAR: DRHD: handling fault status reg 3 GPU crash dump saved to /sys/class/drm/card0/error i915 0000:00:02.0: Resetting rcs0 for stopped heartbeat on rcs0 i915 0000:00:02.0: testfw_app context reset due to GPU hang. The GPU crash dump is required to analyze GPU hangs, so please always attach it. drm/i915 developers can then reassign to the right component if it's not a kernel issue. Iteration 1/3: bin/testfw_app -gfx egl -gl_api gles -width 1920 -height 1080 -fullscreen 1 -test_id gl_manhattan31 Asynchronous wait on fence 0000:00:02.0:weston:1a42c timed out (hint:intel_atomic_commit_ready ) i915 0000:00:02.0: GPU HANG: ecode 12:1:859ffefb, in testfw_app GPU hangs can indicate a bug anywhere in the entire gfx stack, including userspace. ![]()
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