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@BoyBaykiller
Last active October 25, 2024 20:42
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OpenGL Performance overhead of bindless resident textures

Currently, having many bindless resident textures can cause a big performance overhead in the OpenGL driver. Just to give you a rough idea of scale, these are the numbers I am getting in my renderer:

Count Time
0 0.5ms
1_000 0.56ms
2_000 7.8ms
4_000 16.6ms
8_000 58.8ms

After the first ~1000 it goes downhill. I am not using the textures in any way, just creating and making resident.

I've made a minimal reproducible with an empty render loop (no GL-calls). When you run it with shouldReproduce = true the FPS shown in the window title should be significantly lower than with shouldReproduce = false. Note that the overhead in the minimal reproducible is not nearly as big as in my renderer but it's still there.

I wonder what is causing the overhead and wether it can be reduced.

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