blob: cff1d53cf949d61d458cf90b285f91305e3b3e73 [file] [log] [blame]
glmark2 2012.01 (20120119)
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* X11:
- Run each benchmark in a fresh GL context. Use --reuse-context
to revert to the old default behavior of using the same context
for all benchmarks.
- Add option for showing a live FPS counter on screen (--show-fps).
- If the list of benchmarks to run contains only option-setting
descriptions, run the default benchmarks.
* Android:
- Fix crash on platforms not supporting glMapBufferOES.
- Log the glmark2 score when finishing.
- Log an error message if we fail to find a suitable EGLContext.
- Implement various stability improvements.
glmark2 2011.12 (20111215)
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* Add benchmark for bilinear filtering implemented in the fragment
shader (not included in the default benchmarks).
* Ensure we don't call any GL functions before binding a GL context.
* Fix bug in the ShaderSource object that could lead to shader
compilation errors in strict OpenGL ES 2.0 implementations.
* Refactor scene update code to reduce duplication.
glmark2 2011.11 (20111116)
==========================
* Add benchmark for bump mapping using a height map.
* Add benchmark for bump mapping using a tangent space normal map
(not included in the default benchmarks).
* Implement validation support for all default benchmarks.
* Add a colored prefix to log messages in debug mode.
* Clean up and refactor code.
glmark2 2011.10 (20111018)
==========================
* Add benchmark for buffer (VBO) updates.
* Add benchmark for drop-shadow desktop effect.
* Add support for glmark2 extra large models.
* Enable the selection of additional models in the shading benchmark.
* Gracefully handle unsupported OpenGL versions, on both X11 and Android.
* Disable screen dimming and screen rotation on Android.
glmark2 2011.09 (20110921)
==========================
* Add benchmark for blur desktop effect.
* Add support for multiple lights in the phong shading benchmark.
* Add support for loading models from OBJ geometry files.
* Add Stanford Bunny model and make it available in the build benchmark.
* Add per-scene options to set shader precision at runtime.
* Add command-line option to specify the benchmarks to run using a text file.
glmark2 2011.08 (20110818)
==========================
* Port to Android (see INSTALL.android).
* Add benchmark based on pulsar X11 GL screensaver.
* Add benchmark for 2D image processing using the GPU.
* Add command line option to set the size of the output window (-s, --size).
* Implement ShaderSource object to simplify complex shader creation.
* Implement utility functions to access resources in an abstract way.
glmark2 2011.07 (20110719)
==========================
* Replace SDL with custom window handling code.
* Add benchmark for shader conditionals.
* Add benchmark for shader function calls.
* Add benchmark for shader loops.
* Add benchmark for real phong (vs blinn-phong) lighting model.
* Add benchmark for normal mapping.
* Refactor Mesh class to increase flexibility in vertex attribute
handling.
glmark2 2011.06 (20110624)
==========================
* Improve benchmark versatility by allowing runtime-configurable,
per-scene options.
* Add command line option to list avalaible scenes and their
supported options (-l,--list-scenes).
* Allow specifying the scenes to run and their options from the
command line (-b,--benchmark).
* Add basic output validation functionality (--validate).
* Add command line option to call glFinish() instead of swapping
the front and back buffers (--no-swap-buffers).
* Manually disable VSync for GL/GLX (work around an SDL bug).
* Replace custom math and shader infrastructure with functionality
provided by LibMatrix (lp:libmatrix).
* Improve user documentation (--help and man page).
glmark2 11.05 (20110530)
==========================
* Don't use the SDL_OPENGL flag for GLESv2 (LP: #761848).
* Ensure our screen updates are not synchronized with the vertical
retrace (LP: 761855).
* Use the correct GL headers depending on the flavor (desktop vs ES2).
* Query the correct GL object for shader linking status.
glmark2 11.01 (20110125)
==========================
* Fix visual corruption in glmark2-es2 due to missing depth buffer.
* Fix linking issues with gcc 4.5.
* Use correct GL functions to manipulate shaders vs programs.
* Make result reporting more parser-friendly.
* Upgrade build system to waf 1.6.2.
glmark2 10.07.1 (20100728)
==========================
* Define the precision of fragment shader variables for OpenGL ES 2.0.
glmark2 10.07 (20100715)
========================
* First release.
* Included benchmarks:
- Rendering using vertex arrays
- Rendering using VBOs
- Texturing using nearest filtering
- Texturing using linear filtering
- Texturing using trilinear mipmapped filtering
- Lighting per vertex using simple GLSL shaders
- Lighting per pixel using elaborate GLSL shaders