If anyone remembers GEMBench for the Atari ST, it basically drew windows and text and scrolled and justified text and created moire patterns and drew solid (filled) rectangles and such… as fast as possible. While those days of being amazed at how fast our computers were was fun, BeRometer was the closest thing we had to it in BeOS. But I don’t believe it was ever open-sourced or functions in Haiku nowadays. Ok, maybe the 32-bit version of Haiku (which mimics BeOS), but not the 64-bit version… or any other platform variant (I believe the only truly functional Haikus are x86 (32-bit), x86_64, and RiscV).
Which got me to thinking… what if we created a similar benchmark for today’s Haiku? So I got to digging, and I found this:
Took me a little while to figure out what was meant in what was said. I think Paladin has changed a bit since that blog was written, or maybe more descriptive text was left out, but I finally figured it out. However, come to find out, Paladin seems to now have this exact code already available within it. And, upon looking at it (and then running it), the code doesn’t exactly match the example in the blog, so I’m thinking Haiku’s code references have changed a bit, since then, as well.
That being said, how would we go about trying to replicate what GEMBench and/or BeRometer did? I’m not concerned with disk-oriented benchmarks, but graphical, memory, and CPU-bound benchmarks.
And, then, at some point, how would I go about making a Haiku (RiscV)-executable version?