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* commit '9c7db08049e1d36c2f60dd703f27c432bc8cfbc5': Build the benchmark test to /data/local/tmp/ for automated test |
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Android.mk | ||
Composers.cpp | ||
Flatland.h | ||
GLHelper.cpp | ||
GLHelper.h | ||
Main.cpp | ||
README.txt | ||
Renderers.cpp |
Flatland is a benchmark for measuring GPU performance in various 2D UI rendering and window compositing scenarios. It is designed to be used early in the device development process to evaluate GPU hardware (e.g. for SoC selection). It uses OpenGL ES 2.0, gralloc, and the Android explicit synchronization framework, so it can only be run on devices with drivers supporting those HALs. Preparing a Device Because it's measuring hardware performance, flatland should be run in as consistent and static an environment as possible. The display should be turned off and background services should be stopped before running the benchmark. Running 'adb shell stop' after turning off the display is probably sufficient for this, but if there are device- specific background services that consume much CPU cycles, memory bandwidth, or might otherwise interfere with GPU rendering, those should be stopped as well (and ideally they'd be fixed or eliminated for production devices). Additionally, all relevant hardware clocks should be locked at a particular frequency when running flatland. At a minimum this includes the CPU, GPU, and memory bus clocks. Running flatland with dynamic clocking essentially measures the behavior of the dynamic clocking algorithm under a fairly unrealistic workload, and will likely result in unstable and useless results. If running the benchmark with the clocks locked causes thermal issues, the -s command line option can be used to insert a sleep (specified in milliseconds) in between each benchmark sample run. Regardless of the scenario being measured, each sample measurement runs for between 50 and 200 ms, so a sleep time between 10 and 50 ms should address most thermal problems. Interpreting the Output The output of flatland should look something like this: cmdline: flatland Scenario | Resolution | Time (ms) 16:10 Single Static Window | 1280 x 800 | fast 16:10 Single Static Window | 2560 x 1600 | 5.368 16:10 Single Static Window | 3840 x 2400 | 11.979 16:10 App -> Home Transition | 1280 x 800 | 4.069 16:10 App -> Home Transition | 2560 x 1600 | 15.911 16:10 App -> Home Transition | 3840 x 2400 | 38.795 16:10 SurfaceView -> Home Transition | 1280 x 800 | 5.387 16:10 SurfaceView -> Home Transition | 2560 x 1600 | 21.147 16:10 SurfaceView -> Home Transition | 3840 x 2400 | slow The first column is simply a description of the scenario that's being simulated. The second column indicates the resolution at which the scenario was measured. The third column is the measured benchmark result. It indicates the expected time in milliseconds that a single frame of the scenario takes to complete. The third column may also contain one of three other values: fast - This indicates that frames of the scenario completed too fast to be reliably benchmarked. This corresponds to a frame time less than 3 ms. Rather than spending time trying (and likely failing) to get a stable result, the scenario was skipped. slow - This indicates that frames of the scenario took too long to complete. This corresponds to a frame time over 50 ms. Rather than simulating a scenario that is obviously impractical on this device, the scenario was skipped. varies - This indicates that the scenario was measured, but it did not yield a stable result. Occasionally this happens with an otherwise stable scenario. In this case, simply rerunning flatland should yield a valid result. If a scenario repeatedly results in a 'varies' output, that probably indicates that something is wrong with the environment in which flatland is being run. Check that the hardware clock frequencies are locked and that no heavy-weight services / daemons are running in the background.