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Re: VBO not faster than immediate mode?



Is GL_IMG_vertex_program is supported by the iPhone? I know it's not on the simulator but does the iPhone/iPod Touch support it since the hardware is POWERVR no?

Cheers!


On May 25, 2008, at 10:50 PM, Mike wrote:

Thanks Ben,

Like I mentioned I have never used shark (just recently switched to Mac in the first place so EVERYTHING is new to me - even OpenGL).

I tried Time Profile (All Thread States) and the results are quite different:

31.0% 31.0% libSystem.B.dylib __semwait_signal
 0.0% 31.0% libSystem.B.dylib _pthread_cond_wait
   0.0% 31.0% libSystem.B.dylib  pthread_cond_wait$UNIX2003

 0.0% 15.5% libGLProgrammability.dylib   glvmDoWork
 0.0% 15.5% libSystem.B.dylib    _pthread_start
 0.0% 15.5% libSystem.B.dylib     thread_start

 0.0% 15.5% QuartzCore   fe_fragment_thread
 0.0% 15.5% libSystem.B.dylib    _pthread_start
 0.0% 15.5% libSystem.B.dylib     thread_start

28.3% 28.3% libSystem.B.dylib mach_msg_trap
0.0% 28.3% libSystem.B.dylib mach_msg
0.0% 15.5% OpenGL  glcDebugListener
0.0% 7.7% CoreFoundation  CFRunLoopRunSpecific
0.0% 2.0% CoreGraphics  _CGSGetPortStreamInline
0.0% 1.3% libSystem.B.dylib  mach_port_get_set_status
20.4% 20.4% iParticle updateSimulation
11.1% 11.1% libSystem.B.dylib thread_start
2.8% 2.8% libSystem.B.dylib pow$fenv_access_off
2.3% 2.3% libSystem.B.dylib __bsdthread_create


This with VBO's and 200k particles and approx. 45-60 fps. 

Well, few things are messy and I am aware of it. I have timer for redraws. After redraw (=update and draw VBO buffers) I simply spawn 4 threads for calculations hoping they finish before next redraw. That was a quick hack but everything seems to work without garbage on screen. 

Anyway  it seems that I am wasting also 11% for those thread spawnings (which I suspected) so I need to design little better system for those with my limited (read non-existing) threading knowledge.

So what else should I read from the Shark results? 
There seems to be whopping 60% of time where something is blocking. Probably both; the VBO update and my kludged threading model?


-mike



Ben Supnik kirjoitti 25.5.2008 kello 16:24:

Hi Mike,

Depends on which profile you used...if you are CPU limited and that is "time profile" then yes, becaue it's telling you where CPU is going.

But often with VBOs the bottleneck is in wait time....the timed profiler only counts functions when they do work, not when they block.  But blocking slows down your fps.

Try "time profile (all states)" - that shows time spent in the function both working AND blocking....

Time profile can spot possible speed-ups by improving the speed of code.

Time profile (all states) can spot possible speed-ups by removing blocking.

cheers
Ben

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References: 
 >VBO not faster than immediate mode? (From: Mike <email@hidden>)
 >Re: VBO not faster than immediate mode? (From: "Bob Free" <email@hidden>)
 >Re: VBO not faster than immediate mode? (From: Mike <email@hidden>)
 >Re: VBO not faster than immediate mode? (From: Mike <email@hidden>)



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