3014d4ff8a
Okey; to summarise the changes... We have converted Clutter and Cogl over to using floating point internally instead of 16.16 fixed, but we have maintained the cogl-fixed API as a utility to applications in case they want to implement their own optimizations. The Clutter API has not changed (though ClutterFixed and ClutterUnit are now internally floats) but all Cogl entry points have been changed to accept floats now instead of CoglFixed. To summarise the rationale... There have been a number of issues with using fixed point though out Clutter and Cogl including: lack of precision, lack of range, excessive format conversion (GPUs tend to work nativly with IEEE floats) and maintainability. One of the main arguments for fixed point - performance - hasn't shown itself to be serious in practice so far since we seem to be more limited by GPU performance and making improvements regarding how we submit data to OpenGL[ES]/the GPU has had a more significant impact. Ref: The recent multiple rectangle queuing changes + the cogl-texture-agressive-batching branch which show significant performance gains, and that recent tests on the ipodtouch (ARM + MBX) also showed no loss of performance running with floats. So finally; please forgive the inevitable fallout, this is a far reaching change. There are still a few known issues with the fixed to float conversion but enough works for all our conformance tests to pass, and the remaining issues hopefully wont be too tricky to solve. For reference two tags will be available either side of this change: "cogl-fixed-end" and "cogl-float-start" |
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conform | ||
data | ||
interactive | ||
micro-bench | ||
tools | ||
Makefile.am | ||
README |
Outline of test categories: The conform/ tests should be non-interactive unit-tests that verify a single feature is behaving as documented. See conform/ADDING_NEW_TESTS for more details. The micro-bench/ tests should be focused perfomance test, ideally testing a single metric. Please never forget that these tests are synthetec and if you are using them then you understand what metric is being tested. They probably don't reflect any real world application loads and the intention is that you use these tests once you have already determined the crux of your problem and need focused feedback that your changes are indeed improving matters. There is no exit status requirements for these tests, but they should give clear feedback as to their performance. If the framerate is the feedback metric, then the test should forcibly enable FPS debugging. The interactive/ tests are any tests whos status can not be determined without a user looking at some visual output, or providing some manual input etc. This covers most of the original Clutter tests. Ideally some of these tests will be migrated into the conformance/ directory so they can be used in automated nightly tests. Other notes: All tests should ideally include a detailed description in the source explaining exactly what the test is for, how the test was designed to work, and possibly a rationale for the aproach taken for testing.