GLMARK2-ES2-GBM(1)

πŸ“¦
version 2023.01^20250221gitcebbb63 Β· 2 versions
, in fedora 43, fedora 44

πŸ’– glmark2-es2-gbm β€” the manual, but make it cute πŸ’–

okay bestie, so this is the manual page for glmark2-es2-gbm, living in the General Commands Manual section (that's section 1, iykyk). It's an OpenGL (ES) 2.0 benchmark suite and honestly it's giving "let's stress-test your GPU and find out what it's really about" ✨


🌸 NAME 🌸

glmark2-es2-gbm β€” the OpenGL (ES) 2.0 benchmark suite, bestie. That's her. That's the whole name.


πŸŽ€ SYNOPSIS πŸŽ€

glmark2-es2-gbm [options]

she takes options, she runs, she slays πŸ’…


πŸ¦‹ DESCRIPTION πŸ¦‹

So glmark2-es2-gbm is a benchmark for OpenGL (ES) 2.0. And like, the important part: it only uses the subset of the OpenGL 2.0 API that's compatible with OpenGL ES 2.0. That's the whole vibe. No extra API drama, just the compatible subset, periodt.


✨ OPTIONS ✨

okay here's the menu, and no cap, every single one matters:

  • -b, --benchmark BENCH β€” pick a benchmark to run, formatted like 'scene(:opt1=val1)*'. You can use this option multiple times if you're feeling ambitious πŸ’ͺ
  • -f, --benchmark-file FILE β€” load your benchmarks from a file instead, which has a list of benchmark descriptions, one per line. Also stackable β€” you can use this option multiple times πŸ—‚οΈ
  • --validate β€” run a quick output validation test instead of running the actual benchmarks. A little vibe check for your output πŸ‘€
  • --data-path PATH β€” the path to the glmark2 models, shaders and textures πŸ“
  • --frame-end METHOD β€” how to end a frame. Options are [default,none,swap,finish,readpixels]
  • --swap-mode MODE β€” how to swap a frame. Heads up: all modes are only supported in the DRM flavor, but 'fifo' is available in all flavors to force vsync. Options: [default,immediate,mailbox,fifo]
  • --off-screen β€” render to an off-screen surface πŸ«₯
  • --visual-config β€” the visual configuration to use for the rendering target, written like 'id=ID:red=R:green=G:blue=B:alpha=A:buffer=BUF:stencil=STENCIL:samples=SAMPLES'. The parameters can be defined in any order, and any parameter you leave out gets a default: '0' for id and samples, -1 for stencil, or '1' for red, green, blue, alpha and buffer. And listen β€” if 'id' is set to a non-zero value, then all other parameters are ignored. like, fully ignored, no discussion πŸ’€
  • --good-config β€” require a config that meets all the requested component requirements (go peek at --visual-config for what those are)
  • --reuse-context β€” use a single context for all scenes. By default, each scene gets its own context, so this is the "share the vibe" option 🫢
  • -s, --size WxH β€” size of the output window. default is 800x600 ✨
  • --fullscreen β€” run in fullscreen mode. It's literally equivalent to --size -1x-1 πŸ–₯️
  • --results RESULTS β€” the types of results to report for each benchmark, as a ':'-separated list. options: [fps,cpu,shader]
  • --results-file RESULTS-FILE β€” the file to save the results to, in the format determined by the file extension. options: [csv,xml]
  • --winsys-options OPTS β€” a list of 'opt=value' pairs for window system specific options, separated by ':'
  • -l, --list-scenes β€” display info about the available scenes and their options πŸ‘‘
  • --show-all-options β€” show all the scene option values used for benchmarks. By default only the options you explicitly set are shown
  • --run-forever β€” run indefinitely, looping from the last benchmark back to the first. infinite era, no thoughts, just loops πŸ”
  • --annotate β€” annotate the benchmarks with on-screen info. It's the same as -b :show-fps=true:title=#info#
  • -d, --debug β€” display debug messages πŸ›
  • --version β€” display program version
  • -h, --help β€” display help

πŸ† BENCHMARKS πŸ†

glmark2-es2-gbm offers a whole suite of scenes that you can use to measure many aspects of OpenGL (ES) 2.0 performance. And the way each scene gets rendered is configurable through a set of options. So if you wanna know which scenes exist and what options they accept, just use the -l, --list-scenes command line option. easy πŸ’…

In glmark2-es2-gbm, a benchmark is defined as a scene plus a set of option values. You can specify the list and the order of the benchmarks to run with the -b, --benchmark command line option, and yes, possibly multiple times. If you don't specify any benchmarks, a default set of benchmarks gets used. And if a benchmark option isn't specified, it assumes its default value β€” which you can see listed with -l, --list-scenes. πŸ‘€

And here's the special case, bestie, so pay attention: a benchmark description string is allowed to not contain a scene name, which basically means it starts with ':'. When that happens, any option values you specify get used as the default values for the benchmarks that follow that description string. it's giving "set the vibe for everything after me" ✨


πŸ“ EXAMPLES πŸ“

Run the default benchmarks:

glmark2-es2-gbm

Run a benchmark using scene 'shading' with a 'duration' of '5.0' seconds and 'shading' of type 'phong':

glmark2-es2-gbm -b shading:duration=5.0:shading=phong

Run a series of benchmarks by using the -b, --benchmark command line option multiple times:

glmark2-es2-gbm -b shading:duration=5.0 -b build:use-vbo=false -b texture

Set default option values for benchmarks:

glmark2-es2-gbm -b :duration=2.0 -b shading -b build -b :duration=5.0 -b texture

πŸ‘‘ AUTHOR πŸ‘‘

glmark2-es2-gbm was written by Alexandros Frantzis and Jesse Barker, based on the original glmark by Ben Smith. legends only, honestly πŸ™Œ


that's the whole page, bestie β€” go benchmark something and come back and tell me the fps 🫢

and that's a wrap on glmark2-es2-gbm version 2023.01, dated January 2023. mwah, slay, goodbye πŸ’–βœ¨πŸŽ€

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