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gl4es in glmark2

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Sep 20th, 2020
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  1. LIBGL: Initialising gl4es
  2. LIBGL: v1.1.5 built on Sep 20 2020 13:30:20
  3. LIBGL: Using GLES 2.0 backend
  4. LIBGL: loaded: libGLESv2.so
  5. LIBGL: loaded: libEGL.so
  6. LIBGL: Using GLES 2.0 backend
  7. LIBGL: Hardware Full NPOT detected and used
  8. LIBGL: Extension GL_EXT_blend_minmax detected and used
  9. LIBGL: Extension GL_EXT_draw_buffers detected and used
  10. LIBGL: FBO are in core, and so used
  11. LIBGL: PointSprite are in core, and so used
  12. LIBGL: CubeMap are in core, and so used
  13. LIBGL: BlendColor is in core, and so used
  14. LIBGL: Blend Substract is in core, and so used
  15. LIBGL: Blend Function and Equation Separation is in core, and so used
  16. LIBGL: Texture Mirrored Repeat is in core, and so used
  17. LIBGL: Extension GL_OES_mapbuffer detected
  18. LIBGL: Extension GL_OES_element_index_uint detected and used
  19. LIBGL: Extension GL_OES_packed_depth_stencil detected and used
  20. LIBGL: Extension GL_OES_depth24 detected and used
  21. LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
  22. LIBGL: Extension GL_EXT_multi_draw_arrays detected
  23. LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
  24. LIBGL: Extension GL_OES_depth_texture detected and used
  25. LIBGL: Extension GL_OES_texture_stencil8 detected and used
  26. LIBGL: Extension GL_EXT_texture_rg detected and used
  27. LIBGL: Extension GL_OES_texture_float detected and used
  28. LIBGL: Extension GL_OES_texture_half_float detected and used
  29. LIBGL: Extension GL_EXT_color_buffer_float detected and used
  30. LIBGL: high precision float in fragment shader available and used
  31. LIBGL: Extension GL_EXT_frag_depth detected and used
  32. LIBGL: Max vertex attrib: 16
  33. LIBGL: Extension GL_OES_standard_derivatives detected and used
  34. LIBGL: Max texture size: 16384
  35. LIBGL: Max Varying Vector: 32
  36. LIBGL: Texture Units: 16/16 (hardware: 32), Max lights: 8, Max planes: 6
  37. LIBGL: Extension GL_EXT_texture_filter_anisotropic detected and used
  38. LIBGL: Max Anisotropic filtering: 16
  39. LIBGL: Max Color Attachments: 8 / Draw buffers: 8
  40. LIBGL: Hardware vendor is Intel
  41. LIBGL: GLSL 300 es supported
  42. LIBGL: GLSL 310 es supported and used
  43. LIBGL: sRGB surface supported
  44. LIBGL: EGLImage from Pixmap supported
  45. LIBGL: EGLImage to Texture2D supported
  46. LIBGL: EGLImage to RenderBuffer supported
  47. LIBGL: Targeting OpenGL 2.1
  48. LIBGL: NPOT texture handled in hardware
  49. LIBGL: Not trying to batch small subsequent glDrawXXXX
  50. LIBGL: try to use VBO
  51. LIBGL: Force texture for Attachment color0 on FBO
  52. LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
  53. LIBGL: glX Will try to recycle EGL Surface
  54. LIBGL: Current folder is:/home/cringe
  55. =======================================================
  56. glmark2 2014.03
  57. =======================================================
  58. OpenGL Information
  59. GL_VENDOR: ptitSeb
  60. GL_RENDERER: GL4ES wrapper
  61. GL_VERSION: 2.1 gl4es wrapper 1.1.5
  62. =======================================================
  63. [build] use-vbo=false: FPS: 2464 FrameTime: 0.406 ms
  64. [build] use-vbo=true: FPS: 2937 FrameTime: 0.340 ms
  65. [texture] texture-filter=nearest: FPS: 2358 FrameTime: 0.424 ms
  66. [texture] texture-filter=linear: FPS: 2390 FrameTime: 0.418 ms
  67. [texture] texture-filter=mipmap: FPS: 2201 FrameTime: 0.454 ms
  68. [shading] shading=gouraud: FPS: 2066 FrameTime: 0.484 ms
  69. [shading] shading=blinn-phong-inf: FPS: 2064 FrameTime: 0.484 ms
  70. [shading] shading=phong: FPS: 1946 FrameTime: 0.514 ms
  71. [shading] shading=cel: FPS: 1901 FrameTime: 0.526 ms
  72. [bump] bump-render=high-poly: FPS: 1551 FrameTime: 0.645 ms
  73. [bump] bump-render=normals: FPS: 2492 FrameTime: 0.401 ms
  74. [bump] bump-render=height: FPS: 2342 FrameTime: 0.427 ms
  75. [effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 1494 FrameTime: 0.669 ms
  76. [effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 873 FrameTime: 1.145 ms
  77. [pulsar] light=false:quads=5:texture=false: FPS: 2325 FrameTime: 0.430 ms
  78. [desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 820 FrameTime: 1.220 ms
  79. [desktop] effect=shadow:windows=4: FPS: 1370 FrameTime: 0.730 ms
  80. [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 745 FrameTime: 1.342 ms
  81. [buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 602 FrameTime: 1.661 ms
  82. [buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 830 FrameTime: 1.205 ms
  83. [ideas] speed=duration: FPS: 1009 FrameTime: 0.991 ms
  84. [jellyfish] <default>: FPS: 1483 FrameTime: 0.674 ms
  85. [terrain] <default>: FPS: 193 FrameTime: 5.181 ms
  86. [shadow] <default>: FPS: 1575 FrameTime: 0.635 ms
  87. [refract] <default>: FPS: 424 FrameTime: 2.358 ms
  88. [conditionals] fragment-steps=0:vertex-steps=0: FPS: 1882 FrameTime: 0.531 ms
  89. [conditionals] fragment-steps=5:vertex-steps=0: FPS: 1875 FrameTime: 0.533 ms
  90. [conditionals] fragment-steps=0:vertex-steps=5: FPS: 1875 FrameTime: 0.533 ms
  91. [function] fragment-complexity=low:fragment-steps=5: FPS: 1863 FrameTime: 0.537 ms
  92. [function] fragment-complexity=medium:fragment-steps=5: FPS: 1759 FrameTime: 0.569 ms
  93. [loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 1806 FrameTime: 0.554 ms
  94. [loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 1902 FrameTime: 0.526 ms
  95. [loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 1843 FrameTime: 0.543 ms
  96. =======================================================
  97. glmark2 Score: 1674
  98. =======================================================
  99. LIBGL: Shuting down
  100.  
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