=== modified file 'src/main.cpp'
@@ -52,11 +52,11 @@
return 1;
}
- printf("===================================================\n");
+ printf("=======================================================\n");
printf(" glmark2 %s\n", GLMARK_VERSION);
- printf("===================================================\n");
+ printf("=======================================================\n");
screen.print_info();
- printf("===================================================\n");
+ printf("=======================================================\n");
// Create the scenes.
Scene *scene[] = {
@@ -123,9 +123,9 @@
for (unsigned i = 0; i < num_scenes; i++)
score += scene[i]->calculate_score();
- printf("===================================================\n");
- printf("Your glmark2 Score is %u ^_^\n", score);
- printf("===================================================\n");
+ printf("=======================================================\n");
+ printf(" glmark2 Score: %u \n", score);
+ printf("=======================================================\n");
return 0;
}
=== modified file 'src/scenebuild.cpp'
@@ -91,6 +91,9 @@
mRunning = true;
mStartTime = SDL_GetTicks() / 1000.0;
mLastTime = mStartTime;
+
+ if (mCurrentPart == 0)
+ printf("[Suite] Precompilation\n");
}
void SceneBuild::update()
@@ -108,11 +111,10 @@
switch(mCurrentPart)
{
case 0:
- printf("Precompilation\n");
- printf(" Vertex array FPS: %u\n", mAverageFPS[mCurrentPart]);
+ printf(" [Benchmark] Vertex array FPS: %u\n", mAverageFPS[mCurrentPart]);
break;
case 1:
- printf(" Vertex buffer object FPS: %u\n", mAverageFPS[mCurrentPart]);
+ printf(" [Benchmark] Vertex buffer object FPS: %u\n", mAverageFPS[mCurrentPart]);
break;
}
mCurrentPart++;
=== modified file 'src/sceneshading.cpp'
@@ -113,6 +113,9 @@
mRunning = true;
mStartTime = SDL_GetTicks() / 1000.0;
mLastTime = mStartTime;
+
+ if (mCurrentPart == 0)
+ printf("[Suite] Shading\n");
}
void SceneShading::update()
@@ -129,12 +132,11 @@
switch(mCurrentPart) {
case 0:
- printf("Shading\n");
- printf(" GLSL per vertex lighting FPS: %u\n",
+ printf(" [Benchmark] GLSL per vertex lighting FPS: %u\n",
mAverageFPS[mCurrentPart]);
break;
case 1:
- printf(" GLSL per pixel lighting FPS: %u\n",
+ printf(" [Benchmark] GLSL per pixel lighting FPS: %u\n",
mAverageFPS[mCurrentPart]);
break;
}
=== modified file 'src/scenetexture.cpp'
@@ -97,6 +97,9 @@
mRunning = true;
mStartTime = SDL_GetTicks() / 1000.0;
mLastTime = mStartTime;
+
+ if (mCurrentPart == 0)
+ printf("[Suite] Texture filtering\n");
}
void SceneTexture::update()
@@ -113,14 +116,13 @@
switch(mCurrentPart) {
case 0:
- printf("Texture filtering\n");
- printf(" Nearest FPS: %u\n", mAverageFPS[mCurrentPart]);
+ printf(" [Benchmark] Nearest FPS: %u\n", mAverageFPS[mCurrentPart]);
break;
case 1:
- printf(" Linear FPS: %u\n", mAverageFPS[mCurrentPart]);
+ printf(" [Benchmark] Linear FPS: %u\n", mAverageFPS[mCurrentPart]);
break;
case 2:
- printf(" Mipmapped FPS: %u\n", mAverageFPS[mCurrentPart]);
+ printf(" [Benchmark] Mipmapped FPS: %u\n", mAverageFPS[mCurrentPart]);
break;
}
mCurrentPart++;