On Tue, 2008-11-11 at 17:55 +0000, Robert Osfield wrote: > Hi All, > > Today I've been coding up a new example that is written with the > intent of testing out the capabilities of our hardware/drivers/OS's to > allocate lots of windows/pbuffers on the window manage side, and lots > of FBO's, texture and geometries on the OpenGL object side. The new > example is called osgmemorytest and is now checked into svn/trunk. > > This new example has a couple of specific uses - first up it's > educational - we can quickly test just how many objects we can throw > at our systems and expect them to run, secondly its a diagnostic tool > - so when things go wrong we can use it too recreate the problems we > see in our own apps but with a small focused code set, finally it's a > way of comparing capabilities across platforms/drivers - which in turn > might lead back to diagnostics on problem platforms. > > In the thread about RTT/FBO memory problems under Linux I discuss a > few of the tests I've done with this new example. These all related > to stress testing FBO's allocations. There are other areas that are > worthy of stress testing too and I would love to get feedback from > other platforms just to get a feel about what different platforms are > capable of. Here's a couple of tests that I'd appreciate it if users > could run and report back results (along with platform/hardware info). > Be warned that push things too far and you can start stalling the > machine or even crashing it in extreme cases where the OpenGL driver > is misbehaving. > > 1) How many windows can I open? Try to open 1000 windows: > > > osgmemorytest --window -c 1000 > > 2) How many pbuffers can I open? Try to open 1000 pbuffers: > > > osgmemorytest --pbuffer -c 1000 > > 3) How many texture objects can I open? Try to open 10000 256x256 RGB > textures: > > > osgmemorytest --texture 256 256 -g 10000 > > 4) How many display listed based geometry objects can I open? Try to > open 10000 32x32 geometry tile: > > > osgmemorytest --geometry 32 32 -g 10000 > > 5) How many vertex buffer object based geometry objects can I open? > Try to open 10000 32x32 geometry tile: > > > osgmemorytest --geometry-vbo 32 32 -g 10000 > > 6) How many vertex array geometry objects can I open? Try to open > 10000 32x32 geometry tile: > > > osgmemorytest --geometry-va 32 32 -g 10000 > > 7) How many display listed geometry objects can I open? Try to open > 1000 256x256 fbo's > > > osgmemorytest --fbo 256 256 -g 1000 > > 8) How many display listed geometry objects can I open? Try to open > 1000 1024x1024 fbo's > > > osgmemorytest --fbo 1024 1024 -g 1000 > > 9) How many display listed geometry objects can I open? Try to open > 1000 2048x2048 fbo's > > > osgmemorytest --fbo 2048 2048 -g 1000
I probably won't be the only one to say it but... This is wicked awesome. :) We may even put the results of something like this up on our website for the various machines we sell (since we sell a great deal of high-end machines to government, etc. that do simulations or something similar--they can't tell us or they have to kill us, you know.) > -- > > To get things kicked off here's my results: > > Machine: Kubuntu 7.10, Intel Quad core, 4GB, Gefore 640Mb 8800GTS > >From glxinfo: OpenGL version string: 2.1.1 NVIDIA 100.14.19 > > 1) window test: get 108 windows opened before failure. > 2) pbuffer test: 215 pbuffers opened before failure. > 3) texture test: alll 10,000 texture allocated and download to OpenGL > in 6.9 seconds > 4) geometry test: all 10,000 geometries allocated and download to > OpenGL in 4.3 seconds > 5) geometry test: all 10,000 geometries allocated and download to > OpenGL in 1.0 seconds > 6) geometry test: all 10,000 geometries allocated and download to > OpenGL in 0.7 seconds > 7) fbo test: 145 fbo's created before failure. > 8) fbo test: 157 fbo's created before failure. > 9) fbo test: 166 fbo's created before failure. > > Note 7 to 9 results are the exact opposite of what we would expect, > clearly there is a very silly bug in the OpenGL driver. > > I look forward to what results others get. I will later push up the > geometry and texture tests to see how far they can go... > > Robert. > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org