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.
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> 

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