Some quick Googling reveals these open-source benchmarks:
MotionMark http://browserbench.org/MotionMark 
<http://browserbench.org/MotionMark>
CaskBench https://github.com/ezhangle/caskbench 
<https://github.com/ezhangle/caskbench>
Skia project’s collection of benchmarks 
https://skia.googlesource.com/skia/+/master/bench/ 
<https://skia.googlesource.com/skia/+/master/bench/>
Cairo-demos https://openbenchmarking.org/test/pts/cairo-demos 
<https://openbenchmarking.org/test/pts/cairo-demos>

Please feel free to try others not on this list.

Thanks,
Myles

> On Nov 3, 2016, at 12:19 PM, Brent Fulgham <bfulg...@apple.com> wrote:
> 
> I would suggest “http://browserbench.org/MotionMark 
> <http://browserbench.org/MotionMark>”. :-)
> 
> -Brent
> 
>> On Nov 3, 2016, at 12:17 PM, Rogovin, Kevin <kevin.rogo...@intel.com 
>> <mailto:kevin.rogo...@intel.com>> wrote:
>> 
>> Hi,
>> 
>> What are some good 2D UI graphics benchmarks that are cross-platform-ish? 
>> I'd think I need to port them to Fast UI Draw, but that is possible.
>> 
>> I am very confident that Fast UI Draw will perform at the top by a large 
>> margin. The more complicated and heavier the load, the better it will do.
>> 
>> -Kevin
>> 
>> -----Original Message-----
>> From: mmaxfi...@apple.com <mailto:mmaxfi...@apple.com> 
>> [mailto:mmaxfi...@apple.com <mailto:mmaxfi...@apple.com>] 
>> Sent: Thursday, November 3, 2016 9:07 PM
>> To: Rogovin, Kevin <kevin.rogo...@intel.com <mailto:kevin.rogo...@intel.com>>
>> Cc: Carlos Garcia Campos <carlo...@webkit.org <mailto:carlo...@webkit.org>>; 
>> webkit-dev@lists.webkit.org <mailto:webkit-dev@lists.webkit.org>
>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>> 
>> It sounds like the primary focus of your work is improving performance. It 
>> also sounds like the only benchmark you’ve run is an artificial one that you 
>> constructed yourself.
>> 
>> Given these two things, I would strongly hesitate to call our interest 
>> "significant community enthusiasm.”
>> 
>> Why don’t you start by running some of the many existing graphics benchmarks 
>> with your library?
>> 
>> Please correct me if my assumptions are mistaken.
>> 
>> Thanks,
>> Myles
>> 
>>> On Nov 3, 2016, at 12:50 AM, Rogovin, Kevin <kevin.rogo...@intel.com 
>>> <mailto:kevin.rogo...@intel.com>> wrote:
>>> 
>>> Adding a new GraphicsContext is what I want to do as it seems the path of 
>>> least pain and suffering. However, all the other things of a backend I do 
>>> not need to do. I do not know how to add a GraphicsContext backend in terms 
>>> of makefile magicks and configuration. I also do not know the plumbing for 
>>> making it active. In theory, FastUIDraw's GraphicsContext will work on any 
>>> platform that does OpenGL 3.3 or OpenGL ES 3.0. What is the plumbing to do 
>>> this? Years ago I remember that the build configuration is what governed 
>>> what backend was built... and I usually just piggy packed onto another... 
>>> years ago I remember there was like an SDL style backend that did not 
>>> require a large toolkit, just SDL.. is that still alive? where is it? I 
>>> could piggy back the work there if it still is alive...
>>> 
>>> Also, to get permission to do this work, I need significant community 
>>> enthusiasm otherwise I will not be able to justify the large amount of work 
>>> needed. This is another area where I need a great deal of help.
>>> 
>>> Best Regards,
>>> -Kevin Rogovin
>>> 
>>> -----Original Message-----
>>> From: Carlos Garcia Campos [mailto:carlo...@webkit.org 
>>> <mailto:carlo...@webkit.org>]
>>> Sent: Thursday, November 3, 2016 9:43 AM
>>> To: Rogovin, Kevin <kevin.rogo...@intel.com 
>>> <mailto:kevin.rogo...@intel.com>>; Myles C. Maxfield 
>>> <mmaxfi...@apple.com <mailto:mmaxfi...@apple.com>>
>>> Cc: webkit-dev@lists.webkit.org <mailto:webkit-dev@lists.webkit.org>
>>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>>> 
>>> El jue, 03-11-2016 a las 07:35 +0000, Rogovin, Kevin escribió:
>>>> Hi,
>>>> 
>>>> The main issue of making a Cairo backend to FastUIDraw is clipping.
>>>> Cairo tracks the clipping region in CPU and does things that are fine 
>>>> for CPU-based rendering (i.e. span based rendering) but are 
>>>> absolutely awful for GPU rendering (from my slides, one sees that GL 
>>>> backed QPainter and Cairo do much worse than CPU backed). FastUIDraw 
>>>> only supports clipIn and clipOut and pushes all the clipping work to 
>>>> the GPU with almost no CPU work. It does NOT track the clipping 
>>>> region at all. I can give more technical details how it works (and 
>>>> those details are why FastUIDraw cannot be used a backend for Cairo).
>>>> For those interested in where the code is located for clipping in 
>>>> FastUIDraw, it is located at src/fastuidraw/painter/painter.cpp,
>>>> methods clipInRect, clipOutPath and clipInPath. Their implementations 
>>>> are very short and simple and are quite cheap on CPU.
>>> 
>>> I see. Then I guess adding a new GraphicsContext for FastUIDraw is the 
>>> easiest and best way to try this out in WebKit. Would it be possible to  
>>> just add a new GraphicsContext implementation? or would you also need to 
>>> change other parts of the graphics implementation or the GraphicsContext 
>>> API itself?
>>> 
>>>> Best Regards,
>>>> -Kevin
>>>> 
>>>> -----Original Message-----
>>>> From: Carlos Garcia Campos [mailto:carlo...@webkit.org 
>>>> <mailto:carlo...@webkit.org>]
>>>> Sent: Thursday, November 3, 2016 9:27 AM
>>>> To: Rogovin, Kevin <kevin.rogo...@intel.com 
>>>> <mailto:kevin.rogo...@intel.com>>; Myles C. Maxfield <mmax 
>>>> fi...@apple.com <mailto:fi...@apple.com>>
>>>> Cc: webkit-dev@lists.webkit.org <mailto:webkit-dev@lists.webkit.org>
>>>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>>>> 
>>>> El jue, 03-11-2016 a las 06:58 +0000, Rogovin, Kevin escribió:
>>>>> Hi!
>>>>> 
>>>>> Question answers:
>>>>> 1.      Currently FastUIDraw has a backend to OpenGL 3.3 and OpenGL 
>>>>> ES 3.0. One of its design goals is to make it not terribly awful to 
>>>>> write a backend to different 3D API’s.
>>>>> 2.      I think I was unclear in my video. I have NOT migrated ANY 
>>>>> UI rendering library to use Fast UI Draw. What I have done is made a 
>>>>> demo
>>>>> (painter-cells) and ported that demo to Fast UI Draw, Cairo, Qt’s 
>>>>> QPainter and SKIA. The diffs between the ports is almost trivial (it 
>>>>> really is just using those different rendering API’s).
>>>> 
>>>> That makes me wonder, would it be possible to add a new cairo backend 
>>>> based on FastUIDraw? That would make very easy to try it out with the 
>>>> current GraphicsContext cairo backend.
>>>> 
>>>>> 3.      There are a few areas:
>>>>> a.      Reduce some render to offscreen buffers. When I worked with 
>>>>> WebKit YEARS ago, I saw a few instances of rendering to texture that 
>>>>> are unnecessary and even harm performance for GPU rendering. The 
>>>>> first example was where a brush pattern with an image and/or 
>>>>> gradient applied is to be drawn tiled across an area. WebKit (at 
>>>>> that time) first drew a single instance of that pattern to an image, 
>>>>> then drew that image tiled. For GPU renderers we can (very easily) 
>>>>> just do the repeat pattern (of both original image and gradient) 
>>>>> from a shader.
>>>>> Another instance happens at RenderLayer where a new GraphicsContext 
>>>>> “layer” is started on a transformation that has rotation or 
>>>>> perspective. For FastUIDraw, this is not necessary, though if a 
>>>>> layer is transparent, then it is.
>>>>> b.      In addition, FastUIDraw has an interface so that if “what”
>>>>> is
>>>>> drawn is unchanged but the “how” changes, then a caller can cache 
>>>>> the “what” to send to the GPU. To be explicit, “what” to draw is 
>>>>> essentially attributes and indices and those values do NOT depend on 
>>>>> the state of “how” to draw. Examples of “how” to draw: current 
>>>>> transformation, brush to apply, clipping applied, stroking 
>>>>> parameters (including dash pattern) and blending mode. I admit that 
>>>>> I am quite proud of being able to use the same attributes an indices 
>>>>> even if stroking parameters (stroking width, miter limit and dash
>>>>> pattern) change. Text rendering “what” to draw does depend on what 
>>>>> glyphs one wants to use. Specifically, if drawing coverage font 
>>>>> glyphs, then attributes and indices values change if one wants to 
>>>>> draw the glyph biffer, but for the GPU rendered glyphs they do not.
>>>>> 4.      The renderer implements full 3x3 transformations. However, 
>>>>> the renderer does NOT implement out-of-order transparency. For a 
>>>>> GPU, a
>>>>> 3x3 transformation is cheap (naturally!). The renderer does handle, 
>>>>> with a very little additional overhead changing clipping even 
>>>>> between nasty rotations or perspective changes. The demo 
>>>>> painter-cells deliberately pushes and does lots of nasty clipping 
>>>>> and the performance impact of it on FastUIDraw is very small.
>>>>> 5.      Drawing text is a right pain in the rear. Currently, 
>>>>> FastUIDraw has 3 methods to draw text: coverage, distance field and 
>>>>> an original GPU algorithm that I devised for another open sourced 
>>>>> project years ago. Coverage is needed when glyphs are drawn small 
>>>>> and hinting becomes important. The original GPU algorithm keeps 
>>>>> corners sharps and does a computation in the fragment shader to 
>>>>> compute a coverage value.
>>>>> Distance field is a fall back which has render quality issues 
>>>>> (namely corners are rounded) but is very, very cheap.
>>>>> I want to write an additional glyph renderer that is much faster 
>>>>> than the original GPU method and keeps corners sharp. This new one 
>>>>> is to use the ideas found in https://github.com/Chlumsky/msdfgen 
>>>>> <https://github.com/Chlumsky/msdfgen> but 
>>>>> I have a way to make the distance field generation much, much faster 
>>>>> and handle natively cubics (instead of breaking cubics into
>>>>> quadratics)
>>>>> 
>>>>> For convenience, below is a list of features FastUIDraw implements:
>>>>> 1.      3x3 transformation matrix
>>>>> 2.      path stroking with anti-aliasing a.      dashed stroking too 
>>>>> b.      miter, rouned, bevel joins c.      flat, square and rounded 
>>>>> caps 3.      path filling against an arbitrary fill rule 4.
>>>>> “brush”
>>>>> a.      linear gradients
>>>>> b.      two point conical gradients (I call these radial gradients) 
>>>>> c.
>>>>> images
>>>>>                                                    i. nearest, 
>>>>> bilinear and bicubic filtering 5.      Clipping a.      clipIn 
>>>>> against rect or filled path (with arbitrary fill rule) b.      
>>>>> clipOut against path (with arbitrary fill rule) 6.      Glyph 
>>>>> rendering a.
>>>>> coverage fonts b.      1-channel distance field c.      curve-pair 
>>>>> analytic (original algorithm) 7.      all 12 Porter-Duff blend modes
>>>>> 
>>>>> However, I still have work to do:
>>>>> 1.      anti-alias path fills
>>>>> 2.      anti-alias clipping
>>>>> 3.      more glyph rendering work
>>>>> 4.      some optimizations related to culling on path-fills 5.
>>>>> dash pattern adjustments from contour length as found in http 
>>>>> s://www.w3.org/TR/svg-strokes/ <s://www.w3.org/TR/svg-strokes/> 6.      
>>>>> the analog of 
>>>>> GraphicContext’s begin/endTransparencyLayer 7.      The 
>>>>> blend/combine/transfer modes of W3C that are not from Porter-Duff.
>>>>> 
>>>>> At this point, I need to garner interest to be able to get time to 
>>>>> work on this project at my employer. The stronger the enthusiasm I 
>>>>> can get the better my chances for continuing the work.
>>>> 
>>>> This looks really interesting, I think the GTK+ port could benefit 
>>>> from this if it eventually can be used as a cairo replacement.
>>>> 
>>>>> Best Regards,
>>>>> -Kevin Rogovin
>>>>> 
>>>>> From: Myles C. Maxfield [mailto:mmaxfi...@apple.com 
>>>>> <mailto:mmaxfi...@apple.com>]
>>>>> Sent: Thursday, November 3, 2016 1:30 AM
>>>>> To: Rogovin, Kevin <kevin.rogo...@intel.com 
>>>>> <mailto:kevin.rogo...@intel.com>>
>>>>> Cc: webkit-dev@lists.webkit.org <mailto:webkit-dev@lists.webkit.org>
>>>>> Subject: Re: [webkit-dev] WebKit GPU rendering possibility
>>>>> 
>>>>> Hello,
>>>>> 
>>>>> This is certainly interesting work! I have a few questions about the 
>>>>> approach of this renderer.
>>>>> 
>>>>> 1. What API is this on top of? OpenGL? Metal? Vulkan? Raw GPU 
>>>>> commands[1]?
>>>>> 2. You mention in your video that you have already migrated Cairo on 
>>>>> top of your new tech. Traditionally, a web engine is divorced from a 
>>>>> 2D rendering engine such as Cairo. Why can’t the ports of WebKit 
>>>>> which use Cairo get this new tech without any change?
>>>>> 3. What sort of API changes do you have in mind to make 
>>>>> GraphicsContext adopt?
>>>>> 4. Out of curiosity, does the renderer implement 3D transforms?
>>>>> Did
>>>>> you have to implement 3-D triangle subdivision along intersections 
>>>>> (perhaps for order-independent transparency)?
>>>>> 5. Which algorithm did you choose to draw text?
>>>>> 
>>>>> Historically, the WebKit team has hesitated to allow experiments in 
>>>>> the OpenSource repository. Traditionally, this sort of exploratory 
>>>>> work is done in a branch, and only after it has proved to be an 
>>>>> improvement, the work is adopted on trunk.
>>>>> 
>>>>> Thanks,
>>>>> Myles
>>>>> 
>>>>> [1] https://01.org/linuxgraphics/documentation/hardware-specificati 
>>>>> <https://01.org/linuxgraphics/documentation/hardware-specificati>
>>>>> on
>>>>> -prms
>>>>> 
>>>>> On Nov 2, 2016, at 9:35 AM, Rogovin, Kevin <kevin.rogo...@intel.com 
>>>>> <mailto:kevin.rogo...@intel.com>
>>>>>> 
>>>>> wrote:
>>>>> 
>>>>> Hi,
>>>>> 
>>>>> I was directed here by some colleagues as this is the place to post 
>>>>> the following to get started on the following proposal.
>>>>> 
>>>>> I have been working on an experimental 2D renderer that requires a 
>>>>> GPU, the project is open sourced on github at https://github.com/01 
>>>>> <https://github.com/01> 
>>>>> or g/fastuidraw. I gave a talk at the X Developers Conference this 
>>>>> year which can be seen from 
>>>>> https://www.x.org/wiki/Events/XDC2016/Progra 
>>>>> <https://www.x.org/wiki/Events/XDC2016/Progra>
>>>>> m/
>>>>> rogovin_fast_ui_draw/ .
>>>>> 
>>>>> I made a benchmark which makes heavy use of rotations and clipping 
>>>>> and ported to SKIA, Qt’s QPainter and Cairo. The benchmark and its 
>>>>> ports are in the git repo linked above under the branch 
>>>>> with_ports_of_painter-cells. It's performance advantage of 
>>>>> FastUIDraw against the other renderers was quite severe (against 
>>>>> Cairo and Qt's QPainter over 9 times and against SKIA about 5 times 
>>>>> faster).
>>>>> 
>>>>> I would like to explore the option of using FastUIDraw to implement 
>>>>> a WebCore::GraphicsContext backend for the purpose of making drawing 
>>>>> faster and more efficient on Intel devices that are equipped with a 
>>>>> GPU. I also think that some minor modifications to WebKit’s use of 
>>>>> GraphicsContext will also give some benefits. I have worked on 
>>>>> WebKit a few years ago and knew/know my way around the rendering 
>>>>> code very well (atleast at that time).
>>>>> 
>>>>> Looking forward to collaboration,
>>>>> -Kevin Rogovin
>>>>> 
>>>>> _______________________________________________
>>>>> webkit-dev mailing list
>>>>> webkit-dev@lists.webkit.org
>>>>> https://lists.webkit.org/mailman/listinfo/webkit-dev
>>>>> 
>>>>> _______________________________________________
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>> 
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