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Is it possible to short-circuit a submitted draw based on time

This is an interesting question: Is it possible to query a timestamp and in doing so, determine if vertex/fragment shaders should return prematurely, thus rushing to the end of the drawcall if a particular time has elapsed? Put another way, can we use a timestamp to somehow short-circuit a submitted draw call? For example, could we issue millions of instances in a call and 'end' the call (read a timestamp in shader) when we got to, say, 14ms, thus keeping the rendering time to 60fps?

Would the workload have to be split into batches and the "time query" have to be done prior to issuing each call?

Sean

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