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Why vulkan has much higher input primitives than OpenGL?

I create a very simple scene in UE4(empty level so only default material floor and a sky) and I notice the vulkan version has much higher input primitives than opengl (below are data in 10 seconds range)

Then I use render doc to capture the scene on both vulkan and opengl, and it turns out the primitives send to GPU are same:

The streamline says the input primitives means "The total number of input primitives to the rendering process" so I guess they should match the vertices count submitted to GPU and if we submit same number of vertices(and of course with same primitive type), we should expect they have same input primitives.

Can mali expert help to have a look at this issue? I can provide the apk, streamline files and render doc capture files if needed.

Thanks!

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  • if you can send the apk/streamline/renderdoc to developer at arm dot com please (I believe you've sent us something before), I'll find someone to look at it, see what we can work out. 

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  • if you can send the apk/streamline/renderdoc to developer at arm dot com please (I believe you've sent us something before), I'll find someone to look at it, see what we can work out. 

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