glmark2-es2 benchmark

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crashoverride
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glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 5:28 pm

Tested with Ubuntu Mate 18.04.1 updated to today. Desktop compositor disabled. 4K@30 desktop (for unknown reasons 4K@60 is not available). Command run via SSH to H2.

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=======================================================
    glmark2 2014.03+git20150611.fa71af2d
=======================================================
    OpenGL Information
    GL_VENDOR:     Intel Open Source Technology Center
    GL_RENDERER:   Mesa DRI Intel(R) UHD Graphics 600 (Geminilake 2x6) 
    GL_VERSION:    OpenGL ES 3.2 Mesa 18.0.5
=======================================================
[build] use-vbo=false: FPS: 1084 FrameTime: 0.923 ms
[build] use-vbo=true: FPS: 1147 FrameTime: 0.872 ms
[texture] texture-filter=nearest: FPS: 1042 FrameTime: 0.960 ms
[texture] texture-filter=linear: FPS: 1038 FrameTime: 0.963 ms
[texture] texture-filter=mipmap: FPS: 1073 FrameTime: 0.932 ms
[shading] shading=gouraud: FPS: 814 FrameTime: 1.229 ms
[shading] shading=blinn-phong-inf: FPS: 819 FrameTime: 1.221 ms
[shading] shading=phong: FPS: 810 FrameTime: 1.235 ms
[shading] shading=cel: FPS: 810 FrameTime: 1.235 ms
[bump] bump-render=high-poly: FPS: 772 FrameTime: 1.295 ms
[bump] bump-render=normals: FPS: 1145 FrameTime: 0.873 ms
[bump] bump-render=height: FPS: 1143 FrameTime: 0.875 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 846 FrameTime: 1.182 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 497 FrameTime: 2.012 ms
[pulsar] light=false:quads=5:texture=false: FPS: 897 FrameTime: 1.115 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 452 FrameTime: 2.212 ms
[desktop] effect=shadow:windows=4: FPS: 702 FrameTime: 1.425 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 568 FrameTime: 1.761 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 499 FrameTime: 2.004 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 633 FrameTime: 1.580 ms
[ideas] speed=duration: FPS: 826 FrameTime: 1.211 ms
[jellyfish] <default>: FPS: 486 FrameTime: 2.058 ms
[terrain] <default>: FPS: 87 FrameTime: 11.494 ms
[shadow] <default>: FPS: 707 FrameTime: 1.414 ms
[refract] <default>: FPS: 100 FrameTime: 10.000 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 755 FrameTime: 1.325 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 755 FrameTime: 1.325 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 753 FrameTime: 1.328 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 758 FrameTime: 1.319 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 762 FrameTime: 1.312 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 758 FrameTime: 1.319 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 759 FrameTime: 1.318 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 760 FrameTime: 1.316 ms
=======================================================
                                  glmark2 Score: 759 
=======================================================
The "ideas", "jellyfish", and "shadow" tests all showed noticeable rendering problems.

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 5:38 pm

The lack of 4K@60 appears to be the same issue as seen on N1:
viewtopic.php?f=150&t=30205#p215931

The command for H2 is a little different since it has two display connections (DP1 = DisplayPort, HDMI-1 = ???, HDMI-2 = HDMI):

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sudo xrandr --newmode "3840x2160_60" 594.000, 3840, 4016, 4104, 4400, 2160, 2168, 2178, 2250, -hsync +vsync
sudo xrandr --addmode HDMI-2 3840x2160_60
sudo xrandr --output HDMI-2 --mode 3840x2160_60
[edit]
Score for 4k@60:

Code: Select all

=======================================================
    glmark2 2014.03+git20150611.fa71af2d
=======================================================
    OpenGL Information
    GL_VENDOR:     Intel Open Source Technology Center
    GL_RENDERER:   Mesa DRI Intel(R) UHD Graphics 600 (Geminilake 2x6) 
    GL_VERSION:    OpenGL ES 3.2 Mesa 18.0.5
=======================================================
[build] use-vbo=false: FPS: 1014 FrameTime: 0.986 ms
[build] use-vbo=true: FPS: 1075 FrameTime: 0.930 ms
[texture] texture-filter=nearest: FPS: 967 FrameTime: 1.034 ms
[texture] texture-filter=linear: FPS: 962 FrameTime: 1.040 ms
[texture] texture-filter=mipmap: FPS: 1002 FrameTime: 0.998 ms
[shading] shading=gouraud: FPS: 758 FrameTime: 1.319 ms
[shading] shading=blinn-phong-inf: FPS: 759 FrameTime: 1.318 ms
[shading] shading=phong: FPS: 752 FrameTime: 1.330 ms
[shading] shading=cel: FPS: 751 FrameTime: 1.332 ms
[bump] bump-render=high-poly: FPS: 737 FrameTime: 1.357 ms
[bump] bump-render=normals: FPS: 1065 FrameTime: 0.939 ms
[bump] bump-render=height: FPS: 1069 FrameTime: 0.935 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 797 FrameTime: 1.255 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 485 FrameTime: 2.062 ms
[pulsar] light=false:quads=5:texture=false: FPS: 836 FrameTime: 1.196 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 432 FrameTime: 2.315 ms
[desktop] effect=shadow:windows=4: FPS: 650 FrameTime: 1.538 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 544 FrameTime: 1.838 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 463 FrameTime: 2.160 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 612 FrameTime: 1.634 ms
[ideas] speed=duration: FPS: 777 FrameTime: 1.287 ms
[jellyfish] <default>: FPS: 451 FrameTime: 2.217 ms
[terrain] <default>: FPS: 84 FrameTime: 11.905 ms
[shadow] <default>: FPS: 655 FrameTime: 1.527 ms
[refract] <default>: FPS: 92 FrameTime: 10.870 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 696 FrameTime: 1.437 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 699 FrameTime: 1.431 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 696 FrameTime: 1.437 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 700 FrameTime: 1.429 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 705 FrameTime: 1.418 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 702 FrameTime: 1.425 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 700 FrameTime: 1.429 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 704 FrameTime: 1.420 ms
=======================================================
                                  glmark2 Score: 708 
=======================================================
Last edited by crashoverride on Thu Nov 29, 2018 9:07 pm, edited 1 time in total.

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Re: glmark2-es2 benchmark

Unread post by meveric » Thu Nov 29, 2018 6:31 pm

why glmark2-es2? Why not glmark2?
The Intel GPU counts as a "Desktop" GPU not as a "embedded" GPU.
You should check OpenGL not OpenGL ES.
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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 6:57 pm

meveric wrote:why glmark2-es2? Why not glmark2?
Two reasons:
1) GLES2 is universal so the results are comparable across platforms.
2) I develop for GLES2, so GL results are meaningless to me.

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 7:09 pm

I should also note that I launched firefox on my 4k@60 display and it looks terrible! There is something causing 'halos' when rendering. Its similar to what you see with bad YUV420 to RGB conversion.

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 7:39 pm

Tested on my Samsung 4K monitor: the display works at 4K@60 and is no longer haloed. However, the colors are very washed out. This is similar to what is seen when the RGB range is "limited" rather than "full".

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 7:42 pm

Switched to 1080p@60 and there are still issues with color reproduction on both TV and monitor.

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Nov 29, 2018 9:05 pm

crashoverride wrote:This is similar to what is seen when the RGB range is "limited" rather than "full".
I found out how to set this:

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sudo xrandr --output HDMI-2 --set "Broadcast RGB" "Full"
The valid values are "Automatic", "Full", and "Limited 16:235".

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Re: glmark2-es2 benchmark

Unread post by odroid » Fri Nov 30, 2018 9:16 am

crashoverride wrote:
crashoverride wrote:This is similar to what is seen when the RGB range is "limited" rather than "full".
I found out how to set this:

Code: Select all

sudo xrandr --output HDMI-2 --set "Broadcast RGB" "Full"
The valid values are "Automatic", "Full", and "Limited 16:235".
Good to learn that command. :o

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Re: glmark2-es2 benchmark

Unread post by crashoverride » Thu Dec 13, 2018 4:21 am

4k@60 dual channel DRAM (2 x Samsung DDR4-2400)

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=======================================================
    glmark2 2014.03+git20150611.fa71af2d
=======================================================
    OpenGL Information
    GL_VENDOR:     Intel Open Source Technology Center
    GL_RENDERER:   Mesa DRI Intel(R) UHD Graphics 600 (Geminilake 2x6) 
    GL_VERSION:    OpenGL ES 3.2 Mesa 18.0.5
=======================================================
[build] use-vbo=false: FPS: 1530 FrameTime: 0.654 ms
[build] use-vbo=true: FPS: 1558 FrameTime: 0.642 ms
[texture] texture-filter=nearest: FPS: 1461 FrameTime: 0.684 ms
[texture] texture-filter=linear: FPS: 1475 FrameTime: 0.678 ms
[texture] texture-filter=mipmap: FPS: 1494 FrameTime: 0.669 ms
[shading] shading=gouraud: FPS: 1189 FrameTime: 0.841 ms
[shading] shading=blinn-phong-inf: FPS: 1195 FrameTime: 0.837 ms
[shading] shading=phong: FPS: 1160 FrameTime: 0.862 ms
[shading] shading=cel: FPS: 1135 FrameTime: 0.881 ms
[bump] bump-render=high-poly: FPS: 911 FrameTime: 1.098 ms
[bump] bump-render=normals: FPS: 1536 FrameTime: 0.651 ms
[bump] bump-render=height: FPS: 1491 FrameTime: 0.671 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 995 FrameTime: 1.005 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 545 FrameTime: 1.835 ms
[pulsar] light=false:quads=5:texture=false: FPS: 1281 FrameTime: 0.781 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 540 FrameTime: 1.852 ms
[desktop] effect=shadow:windows=4: FPS: 909 FrameTime: 1.100 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 644 FrameTime: 1.553 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 476 FrameTime: 2.101 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 761 FrameTime: 1.314 ms
[ideas] speed=duration: FPS: 1018 FrameTime: 0.982 ms
[jellyfish] <default>: FPS: 732 FrameTime: 1.366 ms
[terrain] <default>: FPS: 99 FrameTime: 10.101 ms
[shadow] <default>: FPS: 975 FrameTime: 1.026 ms
[refract] <default>: FPS: 174 FrameTime: 5.747 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 1158 FrameTime: 0.864 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 1167 FrameTime: 0.857 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 1153 FrameTime: 0.867 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 1166 FrameTime: 0.858 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 1185 FrameTime: 0.844 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 1166 FrameTime: 0.858 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 1167 FrameTime: 0.857 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 1184 FrameTime: 0.845 ms
=======================================================
                                  glmark2 Score: 1049 
=======================================================

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Re: glmark2-es2 benchmark

Unread post by odroid » Thu Dec 13, 2018 9:28 am

Nearly 50% GPU performance improvement with dual channel configuration. :o

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Re: glmark2-es2 benchmark

Unread post by back2future » Sun Feb 03, 2019 9:00 pm

Did you add additional options for i915 driver at bootloader command line or before loaded by kernel?

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 enable_fbc=1 

glmark2 --off-screen option is important for displaylink like usb framebuffer devices or other bandwidth limited (usb) devices for getting comparable scores.
( Otherwise scores are at top ~65 from my experience. )

systool -m i915 -av

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 modinfo -p i915  ¹
Thx for the benchmarks.

[ 1) example output from https://paste.ubuntu.com/22858550/
filename: /lib/modules/4.4.0-31-generic/kernel/drivers/gpu/drm/i915/i915.ko
license: GPL and additional rights
description: Intel Graphics
author: Intel Corporation
author: Tungsten Graphics, Inc.
firmware: i915/bxt_dmc_ver1.bin
firmware: i915/skl_dmc_ver1.bin
firmware: i915/skl_guc_ver4.bin
srcversion: 6247501712EC8B949DDED97
alias: pci:v00008086d000022B3sv*sd*bc03sc*i*
...
alias: pci:v00008086d00003577sv*sd*bc03sc*i*
depends: drm,drm_kms_helper,video,i2c-algo-bit
intree: Y
vermagic: 4.4.0-31-generic SMP mod_unload modversions
parm: modeset:Use kernel modesetting [KMS] (0=disable, 1=on, -1=force vga console preference [default]) (int)
parm: panel_ignore_lid:Override lid status (0=autodetect, 1=autodetect disabled [default], -1=force lid closed, -2=force lid open) (int)
parm: semaphores:Use semaphores for inter-ring sync (default: -1 (use per-chip defaults)) (int)
parm: enable_rc6:Enable power-saving render C-state 6. Different stages can be selected via bitmask values (0 = disable; 1 = enable rc6; 2 = enable deep rc6; 4 = enable deepest rc6). For example, 3 would enable rc6 and deep rc6, and 7 would enable everything. default: -1 (use per-chip default) (int)
parm: enable_fbc:Enable frame buffer compression for power savings (default: -1 (use per-chip default)) (int)
parm: lvds_channel_mode:Specify LVDS channel mode (0=probe BIOS [default], 1=single-channel, 2=dual-channel) (int)
parm: lvds_use_ssc:Use Spread Spectrum Clock with panels [LVDS/eDP] (default: auto from VBT) (int)
parm: vbt_sdvo_panel_type:Override/Ignore selection of SDVO panel mode in the VBT (-2=ignore, -1=auto [default], index in VBT BIOS table) (int)
parm: reset:Attempt GPU resets (default: true) (bool)
parm: enable_hangcheck:Periodically check GPU activity for detecting hangs. WARNING: Disabling this can cause system wide hangs. (default: true) (bool)
parm: enable_ppgtt:Override PPGTT usage. (-1=auto [default], 0=disabled, 1=aliasing, 2=full) (int)
parm: enable_execlists:Override execlists usage. (-1=auto [default], 0=disabled, 1=enabled) (int)
parm: enable_psr:Enable PSR (default: false) (int)
parm: preliminary_hw_support:Enable preliminary hardware support. (int)
parm: disable_power_well:Disable display power wells when possible (-1=auto [default], 0=power wells always on, 1=power wells disabled when possible) (int)
parm: enable_ips:Enable IPS (default: true) (int)
parm: fastboot:Try to skip unnecessary mode sets at boot time (default: false) (bool)
parm: prefault_disable:Disable page prefaulting for pread/pwrite/reloc (default:false). For developers only. (bool)
parm: load_detect_test:Force-enable the VGA load detect code for testing (default:false). For developers only. (bool)
parm: invert_brightness:Invert backlight brightness (-1 force normal, 0 machine defaults, 1 force inversion), please report PCI device ID, subsystem vendor and subsystem device ID to dri-devel@lists.freedesktop.org, if your machine needs it. It will then be included in an upcoming module version. (int)
parm: disable_display:Disable display (default: false) (bool)
parm: disable_vtd_wa:Disable all VT-d workarounds (default: false) (bool)
parm: enable_cmd_parser:Enable command parsing (1=enabled [default], 0=disabled) (int)
parm: use_mmio_flip:use MMIO flips (-1=never, 0=driver discretion [default], 1=always) (int)
parm: mmio_debug:Enable the MMIO debug code for the first N failures (default: off). This may negatively affect performance. (int)
parm: verbose_state_checks:Enable verbose logs (ie. WARN_ON()) in case of unexpected hw state conditions. (bool)
parm: nuclear_pageflip:Force atomic modeset functionality; asynchronous mode is not yet supported. (default: false). (bool)
parm: edp_vswing:Ignore/Override vswing pre-emph table selection from VBT (0=use value from vbt [default], 1=low power swing(200mV),2=default swing(400mV)) (int)
parm: enable_guc_submission:Enable GuC submission (default:false) (bool)
parm: guc_log_level:GuC firmware logging level (-1:disabled (default), 0-3:enabled) (int)

or another different example https://gist.github.com/kung-foo/f42d05 ... 1ffc2520e5]

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