Platform/GFX/MobileGPUs: Difference between revisions

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They are always expensive regardless of the type of GPU, but talking with ARM people it sounded like there was something about deferred that made it worse. The ARM document explains: ''"The processing required by draw calls include allocating memory, copying data, and processing data. The overhead is the same whether you draw a single triangle or thousands of triangles in a draw call."''
They are always expensive regardless of the type of GPU, but talking with ARM people it sounded like there was something about deferred that made it worse. The ARM document explains: ''"The processing required by draw calls include allocating memory, copying data, and processing data. The overhead is the same whether you draw a single triangle or thousands of triangles in a draw call."''


The consensus seems to be that it is worth using texture atlas to minimize draw calls, even if (in the case of a browser) that means dynamically updating the atlas with glTexSubImage2D. Well, at least on drivers where glTexSubImage2D is not broken.
== Replacing a texture image can cause a pipeline stall ==
 
Since deferred GPUs accept new GL calls while they are still resolving the previous frame, if a texImage2D call replaces an image in a texture that is still being sampled, this will stall the pipeline.


== Anything that can force immediate framebuffer resolving is expensive ==
== Anything that can force immediate framebuffer resolving is expensive ==
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