Arm Community
Site
Search
User
Site
Search
User
Groups
Education Hub
Distinguished Ambassadors
Open Source Software and Platforms
Research Collaboration and Enablement
Forums
AI and ML forum
Architectures and Processors forum
Arm Development Platforms forum
Arm Development Studio forum
Arm Virtual Hardware forum
Automotive forum
Compilers and Libraries forum
Graphics, Gaming, and VR forum
High Performance Computing (HPC) forum
Infrastructure Solutions forum
Internet of Things (IoT) forum
Keil forum
Morello forum
Operating Systems forum
SoC Design and Simulation forum
SystemReady Forum
Blogs
AI and ML blog
Announcements
Architectures and Processors blog
Automotive blog
Graphics, Gaming, and VR blog
High Performance Computing (HPC) blog
Infrastructure Solutions blog
Internet of Things (IoT) blog
Operating Systems blog
SoC Design and Simulation blog
Tools, Software and IDEs blog
Support
Arm Support Services
Documentation
Downloads
Training
Arm Approved program
Arm Design Reviews
Community Help
More
Cancel
Support forums
Graphics, Gaming, and VR forum
Mali400, lose 15ms if using a FBO
Jump...
Cancel
Locked
Locked
Replies
2 replies
Subscribers
136 subscribers
Views
3003 views
Users
0 members are here
Mali-GPU
Mali-400
Options
Share
More actions
Cancel
Related
How was your experience today?
This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion
Mali400, lose 15ms if using a FBO
Victor Bernot
over 11 years ago
Note: This was originally posted on 29th July 2013 at
http://forums.arm.com
Hello,
I am developing a game on a Galaxy S3 with a Mali 400 GPU
I noticed that as soon as I start to render my scene to a FBO, I lose 10 to 15ms in frame time when compared to directly rendering to screen....
I need a FBO in order to do some post processing, (so I want to use the content of the FBO as a source texture for a shader)
Here is what I do :
=> I use a 565 FBO, with a color attachment (I tried using or not a depth attachment, this changes nothing, depth precision is 16bits)
=> at each frame, I bind the FBO, then immediately clear it (color & depth)
=> then I render my 3D scene inside this fbo
=> after that I unbind the FBO, then draw a quad on screen with a ultra simple shader which task is only displaying the color attachment on screen, nothing else ...
=> then I draw my game's UI
=> finally I call eglSwapBuffers
So comparing FBO / not FBO there is a 10 to 15ms performance hit and this "hit" is most of the time coming from the eglSwapBuffer duration
Is that normal ? Any idea on how I could improve that ?
PS: What is even stranger is that if I start to use some more complex post processing code in the post processing shader, then I do not get much more performance hit ...
Thanks
Parents
Peter Harris
over 11 years ago
Note: This was originally posted on 29th July 2013 at
http://forums.arm.com
Can you share an APK or at least a cut down code example which reproduces the problem?
Cancel
Up
0
Down
Cancel
Reply
Peter Harris
over 11 years ago
Note: This was originally posted on 29th July 2013 at
http://forums.arm.com
Can you share an APK or at least a cut down code example which reproduces the problem?
Cancel
Up
0
Down
Cancel
Children
No data