Lines Matching full:upload

19     Buffer upload performance tests
61 + Buffer upload performance after a draw call using the target buffer
68 + Complex buffer usage before upload (e.g transform feedback, copyBufferSubData)
69 + Sustained upload performance tests
73 Upload performance tests approximate upload speed by testing time usage of different
74 buffer upload functions with multiple different buffer sizes. The time usage of these
78 parameters. The test result of an upload test is the median transfer rate of the test
119 performance from the observation of a buffer upload completion (a return from a
122 "processing time" does not include the upload time. All tests and test samples have the
126 Each case's draw function, uploaded buffer type, and upload method is encoded to the case
141 buffer, upload another buffer, and then render using the just uploaded buffer. The
142 processing rate (excluding the upload time) is measured. The results are baseline
145 render_after_upload.upload_unrelated_and_draw.* tests upload an unrelated buffer and
147 unrelated upload size is equal to the rendering workload size.
149 render_after_upload.upload_and_draw.* cases upload a buffer and then render using it. In
150 used_buffer.* group cases, the buffer has been used in rendering before upload. In
152 case if the upload method is not glBufferData, glBufferData is called with NULL data
153 argument before using the actual upload method for specifying the buffer contents. In
155 target buffer upload with glBufferData. The rendering does not depend on this second
156 upload. The unrelated upload size is equal to the rendering workload size.
160 render_after_upload.reference.draw_upload_draw.* cases with the exception that the upload
161 target buffer is used in rendering just before issuing upload commands.
163 render_after_upload.upload_wait_draw.* cases upload a buffer, wait a certain number of
166 result value of 0 would indicate that rendering is just as fast just after upload than
172 upload frame or in the frame of the final rendering, in order to keep frame times