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the412banner/aio-graphics-test

21CAudience · generalComplexity · 2/5Setup · easy

TLDR

A single Windows executable that tests every graphics API (Vulkan, OpenGL, DirectX 1-12) inside Winlator on Android, so you can pinpoint which translation layer is breaking your games.

Mindmap

mindmap
  root((aio-graphics-test))
    What it does
      Renders spinning cubes per API
      Diagnoses broken translation layers
      Fragment shader benchmarks
    Graphics APIs
      Vulkan
      OpenGL
      DirectX 8 thru 12
    Test Scenes
      DirectX 11 suite
      Procedural visuals
      Disk speed benchmark
    Audience
      Winlator users
      Android gamers
      Compatibility testers
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Things people build with this

USE CASE 1

Test which graphics translation layer is causing visual glitches in a Windows game running on Winlator.

USE CASE 2

Benchmark DirectX 11 draw throughput, tessellation, and compute shaders on an Android device.

USE CASE 3

Run the interactive planet or terrain scenes as a GPU stress test before playing a demanding game.

Tech stack

CDirectXVulkanOpenGLHLSL

Getting it running

Difficulty · easy Time to first run · 5min

Drop the pre-built executable into a Winlator container, no installation required.

No license information was mentioned in the explanation.

In plain English

AIO Graphics Test is a single Windows executable designed for people who run Windows games on Android using an app called Winlator. Winlator lets Android devices run Windows software by translating graphics calls through a chain of compatibility layers. When something looks wrong or runs slowly in a game, it can be hard to know which layer in that chain is the problem. This tool gives you a way to test each layer separately so you can pinpoint the issue. The tool renders the same spinning cube using every major graphics API available in the Winlator stack: Vulkan, OpenGL, and DirectX versions ranging from the mid-1990s up through DirectX 12. Each of those rendering paths goes through a different set of translation software, so if the cube looks correct in some modes but broken in others, you know which translation layer to investigate. Two separate builds are provided, one 64-bit and one 32-bit, because most older Windows games run as 32-bit applications and use a different set of translation library files than 64-bit apps. Beyond the diagnostic cubes, the tool includes a suite of scenes that specifically test the DirectX 11 path in detail: a textured cube, 512 cubes rendered at once to test draw throughput, tessellation, compute shader particles, an animated underwater scene with a dolphin, geometry shaders, and several others. Each scene is chosen to stress a specific part of the translation pipeline. The tool also includes a gallery of visually detailed procedural scenes: a planet viewed from orbit, a rainy city at night, moonlit sand dunes, a volumetric space nebula, and an ocean surface. These scenes are computationally heavy and serve as fragment shader benchmarks. Two of the scenes are interactive, letting you fly a camera through terrain or leave a planet's surface and travel to a second planet, with optional gamepad support. A disk speed benchmark and a GPU information display (showing driver version, memory, supported features, and extensions for both Vulkan and OpenGL) round out the tool. The whole thing runs from an in-app menu designed to work on touchscreens, since Winlator is used on touch devices. No installation is required: just drop the executable into a Winlator container and run it.

Copy-paste prompts

Prompt 1
I'm using Winlator on Android and a game looks corrupted. Walk me through using aio-graphics-test to identify which DirectX or Vulkan translation layer is the problem.
Prompt 2
Explain the difference between the 32-bit and 64-bit builds of aio-graphics-test and when I should use each one.
Prompt 3
Which scene in aio-graphics-test would best stress-test the fragment shader pipeline, and what numbers should I look for?
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