reduce the times of glDrawElement in our render loop |
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Issue descriptionThe number of glDrawElements can largely impact performance. On mobile VR applications the general consensus is that more than 50-100 draw calls per frame will limit your ability to hit a 60Hz refresh rate. [refer: https://google.github.io/gapid/tutorials/optimize] This might not be a problem for us at the moment, but as we add more UiElement which had glDrawElement. We might bite by this. This is to track reduce the number of glDrawElements in our render loop. One possibility is here: https://cs.chromium.org/chromium/src/chrome/browser/vr/renderers/textured_quad_renderer.cc?rcl=4a6e4e7bab49b8002e2c7c1d1611af4239aae127&l=257 We could probably do the same for gradient rect too.
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May 23 2018
In order to take full advantage of the change, we need to first get sorting of elements going. I have an experimental CL on this crrev.com/c/1069591 which didn't have any noticeable performance gain. But if we can draw all our gradients at once, we probably will see some improvement, as we will be saving GPU cycles.
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Jan 15
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Jan 18
(4 days ago)
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Comment 1 by acondor@chromium.org
, May 22 2018