Don’t forget to treat all kinds of “scores” with a grain of doubt. For example, I’ve just ran glmark-es2 with panfork and blob drivers, and got interesting results…
Panfork:
GL_VENDOR: Panfrost
GL_RENDERER: Mali-G610 (Panfrost)
GL_VERSION: OpenGL ES 3.1 Mesa 23.0.0-devel
=======================================================
[build] use-vbo=false: FPS: 1164 FrameTime: 0.859 ms
[build] use-vbo=true: FPS: 1223 FrameTime: 0.818 ms
[texture] texture-filter=nearest: FPS: 1314 FrameTime: 0.761 ms
[texture] texture-filter=linear: FPS: 1286 FrameTime: 0.778 ms
[texture] texture-filter=mipmap: FPS: 1276 FrameTime: 0.784 ms
[shading] shading=gouraud: FPS: 1195 FrameTime: 0.837 ms
[shading] shading=blinn-phong-inf: FPS: 1170 FrameTime: 0.855 ms
[shading] shading=phong: FPS: 1132 FrameTime: 0.883 ms
[shading] shading=cel: FPS: 1110 FrameTime: 0.901 ms
[bump] bump-render=high-poly: FPS: 843 FrameTime: 1.186 ms
[bump] bump-render=normals: FPS: 1302 FrameTime: 0.768 ms
[bump] bump-render=height: FPS: 1170 FrameTime: 0.855 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 1162 FrameTime: 0.861 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 928 FrameTime: 1.078 ms
[pulsar] light=false:quads=5:texture=false: FPS: 1203 FrameTime: 0.831 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 304 FrameTime: 3.289 ms
[desktop] effect=shadow:windows=4: FPS: 943 FrameTime: 1.060 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 352 FrameTime: 2.841 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 351 FrameTime: 2.849 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 402 FrameTime: 2.488 ms
[ideas] speed=duration: FPS: 849 FrameTime: 1.178 ms
[jellyfish] <default>: FPS: 1039 FrameTime: 0.962 ms
[terrain] <default>: FPS: 69 FrameTime: 14.493 ms
[shadow] <default>: FPS: 870 FrameTime: 1.149 ms
[refract] <default>: FPS: 299 FrameTime: 3.344 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 1227 FrameTime: 0.815 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 1227 FrameTime: 0.815 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 1249 FrameTime: 0.801 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 1238 FrameTime: 0.808 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 1219 FrameTime: 0.820 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 1237 FrameTime: 0.808 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 1233 FrameTime: 0.811 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 1232 FrameTime: 0.812 ms
=======================================================
glmark2 Score: 994
Blob:
GL_VENDOR: ARM
GL_RENDERER: Mali-LODX
GL_VERSION: OpenGL ES 3.2 v1.g6p0-01eac0.efb75e2978d783a80fe78be1bfb0efc1
=======================================================
[build] use-vbo=false: FPS: 1005 FrameTime: 0.995 ms
[build] use-vbo=true: FPS: 1070 FrameTime: 0.935 ms
[texture] texture-filter=nearest: FPS: 1090 FrameTime: 0.917 ms
[texture] texture-filter=linear: FPS: 1120 FrameTime: 0.893 ms
[texture] texture-filter=mipmap: FPS: 1150 FrameTime: 0.870 ms
[shading] shading=gouraud: FPS: 1020 FrameTime: 0.980 ms
[shading] shading=blinn-phong-inf: FPS: 1027 FrameTime: 0.974 ms
[shading] shading=phong: FPS: 972 FrameTime: 1.029 ms
[shading] shading=cel: FPS: 1010 FrameTime: 0.990 ms
[bump] bump-render=high-poly: FPS: 804 FrameTime: 1.244 ms
[bump] bump-render=normals: FPS: 1169 FrameTime: 0.855 ms
[bump] bump-render=height: FPS: 1133 FrameTime: 0.883 ms
[effect2d] kernel=0,1,0;1,-4,1;0,1,0;: FPS: 1148 FrameTime: 0.871 ms
[effect2d] kernel=1,1,1,1,1;1,1,1,1,1;1,1,1,1,1;: FPS: 956 FrameTime: 1.046 ms
[pulsar] light=false:quads=5:texture=false: FPS: 1142 FrameTime: 0.876 ms
[desktop] blur-radius=5:effect=blur:passes=1:separable=true:windows=4: FPS: 737 FrameTime: 1.357 ms
[desktop] effect=shadow:windows=4: FPS: 987 FrameTime: 1.013 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 200 FrameTime: 5.000 ms
[buffer] columns=200:interleave=false:update-dispersion=0.9:update-fraction=0.5:update-method=subdata: FPS: 190 FrameTime: 5.263 ms
[buffer] columns=200:interleave=true:update-dispersion=0.9:update-fraction=0.5:update-method=map: FPS: 286 FrameTime: 3.497 ms
[ideas] speed=duration: FPS: 614 FrameTime: 1.629 ms
[jellyfish] <default>: FPS: 952 FrameTime: 1.050 ms
[terrain] <default>: FPS: 234 FrameTime: 4.274 ms
[shadow] <default>: FPS: 955 FrameTime: 1.047 ms
[refract] <default>: FPS: 362 FrameTime: 2.762 ms
[conditionals] fragment-steps=0:vertex-steps=0: FPS: 1047 FrameTime: 0.955 ms
[conditionals] fragment-steps=5:vertex-steps=0: FPS: 1074 FrameTime: 0.931 ms
[conditionals] fragment-steps=0:vertex-steps=5: FPS: 1092 FrameTime: 0.916 ms
[function] fragment-complexity=low:fragment-steps=5: FPS: 1097 FrameTime: 0.912 ms
[function] fragment-complexity=medium:fragment-steps=5: FPS: 1100 FrameTime: 0.909 ms
[loop] fragment-loop=false:fragment-steps=5:vertex-steps=5: FPS: 1108 FrameTime: 0.903 ms
[loop] fragment-steps=5:fragment-uniform=false:vertex-steps=5: FPS: 1122 FrameTime: 0.891 ms
[loop] fragment-steps=5:fragment-uniform=true:vertex-steps=5: FPS: 1135 FrameTime: 0.881 ms
=======================================================
glmark2 Score: 912
You may notice that the score of the blob driver is somewhat lower. However, the most complicated tests, e.g. terrain and refract, were actually running a lot faster!