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Re: Triangle performance problem




On May 20, 2009, at 9:06 AM, Space Ship Traveller wrote:

Hi Paul,

I removed glBegin, it was in some virtualization debug code, which I've updated to use glDrawArrays.

I also made it so the app is constantly drawing 6000 of the triangles, so that we can see a good sample of the worst case scenario.

Here is an example. It said my app was in OpenGL 48% of the time:

GL Function # of Calls Total Time (µsec) Avg Time (µsec) % GL Time % App Time
CGLFlushDrawable 2,364 26741655 11312.04 82.81 39.54
glDrawArrays 7,988 3825748 478.94 11.85 5.66
glDrawElements 11,339 550065 48.51 1.70 0.81
glTexSubImage2D 2,007 461869 230.13 1.43 0.68
glClear 2,364 239508 101.31 0.74 0.35
glPopAttrib 18,460 126857 6.87 0.39 0.19
glPopClientAttrib 16,096 112162 6.97 0.35 0.17
glPushAttrib 18,460 85439 4.63 0.26 0.13
glTexParameteri 48,299 16946 0.35 0.05 0.03
glTexImage2D 7 13480 1925.73 0.04 0.02
glColor3fv 59 13089 221.86 0.04 0.02
glPushClientAttrib 16,096 13087 0.81 0.04 0.02
glEnableClientState 47,652 9859 0.21 0.03 0.01
glEnable 36,173 8866 0.25 0.03 0.01
glDisable 26,462 8320 0.31 0.03 0.01

Usually, the advice to use larger draw batches is to reduce CPU usage in the driver, more than improve performance of the GPU. Most of your time is in CGLFlushDrawable, which basically means you're waiting on the GPU?


Can you estimate how large your triangles are (in screen pixels)? Are you using multisampling? If the total number of covered pixels are large enough, then the bottleneck will be filling pixels, even if you're producing those pixels with a small number of triangles.

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References: 
 >Triangle performance problem (From: Space Ship Traveller <email@hidden>)
 >Re: Triangle performance problem (From: Steven Canfield <email@hidden>)
 >Re: Triangle performance problem (From: Space Ship Traveller <email@hidden>)
 >Re: Triangle performance problem (From: Paul Sargent <email@hidden>)
 >Re: Triangle performance problem (From: Space Ship Traveller <email@hidden>)



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