Created
April 13, 2016 21:29
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0.04 µs glPushGroupMarkerEXT(0, "Camera.ImageEffects"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "Camera.ImageEffects" | |
0.03 µs glPushGroupMarkerEXT(0, "Camera.GUILayer"); | |
0.02 µs glPopGroupMarkerEXT(); returns: "Camera.GUILayer" | |
0.02 µs glPopGroupMarkerEXT(); returns: "Camera.Render" | |
0.03 µs glPushGroupMarkerEXT(0, "GUI.Repaint"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "GUI.Repaint" | |
0.38 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
****************************************************************************************** | |
* Buffers 2 and 3 are used in the next few lines: | |
****************************************************************************************** | |
0.26 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00001548, 0x00000060, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT); returns: 0x16a83548 | |
0.08 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
0.05 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00000750, 0x0000000c, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT); returns: 0x16b82750 | |
0.05 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
0.96 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x00000060); | |
0.10 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
0.06 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
0.24 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x0000000c); | |
0.02 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
5.91 µs glUseProgram(87); | |
0.21 µs glBindTexture(GL_TEXTURE_2D, 22); | |
0.40 µs glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
0.17 µs glDepthFunc(GL_ALWAYS); | |
0.76 µs glUniformMatrix4fv(2, 1, 0, {0.00195312, 0, 0, 0, 0, 0.00260417, 0, 0, 0, 0, -0.019802, 0, -1, -1, -0.980198, 1}); | |
15.23 µs glDrawElementsBaseVertex(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000750, 227); | |
0.04 µs glPushGroupMarkerEXT(0, "PlayerEndOfFrame"); | |
0.04 µs glPopGroupMarkerEXT(); returns: "PlayerEndOfFrame" | |
****************************************************************************************** | |
* This frame ends.... | |
****************************************************************************************** | |
169.34 µs CGLFlushDrawable(); | |
0.05 µs glPushGroupMarkerEXT(0, "ReflectionProbes.Update"); | |
0.04 µs glPopGroupMarkerEXT(); returns: "ReflectionProbes.Update" | |
0.06 µs glPushGroupMarkerEXT(0, "Camera.Render"); | |
0.04 µs glPushGroupMarkerEXT(0, "Drawing"); | |
0.03 µs glPushGroupMarkerEXT(0, "Render.OpaqueGeometry"); | |
0.03 µs glPushGroupMarkerEXT(0, "RenderForwardOpaque.Render"); | |
0.03 µs glPushGroupMarkerEXT(0, "Clear"); | |
1.54 µs glEnable(GL_SCISSOR_TEST); | |
0.23 µs glDepthMask(GL_TRUE); | |
0.33 µs glClearColor(0.192157, 0.301961, 0.47451, 0.0196078); | |
0.32 µs glClearDepthf(1); | |
0.15 µs glClearStencil(0); | |
13.07 µs glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
0.30 µs glDisable(GL_SCISSOR_TEST); | |
0.04 µs glPopGroupMarkerEXT(); returns: "Clear" | |
0.03 µs glPopGroupMarkerEXT(); returns: "RenderForwardOpaque.Render" | |
0.02 µs glPopGroupMarkerEXT(); returns: "Render.OpaqueGeometry" | |
0.03 µs glPushGroupMarkerEXT(0, "Camera.ImageEffects"); | |
0.01 µs glPopGroupMarkerEXT(); returns: "Camera.ImageEffects" | |
0.02 µs glPushGroupMarkerEXT(0, "Render.TransparentGeometry"); | |
0.02 µs glPushGroupMarkerEXT(0, "RenderForwardAlpha.Render"); | |
3.01 µs glUseProgram(6); | |
0.70 µs glBindTexture(GL_TEXTURE_2D, 2); | |
0.20 µs glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); | |
0.08 µs glDepthFunc(GL_LEQUAL); | |
0.06 µs glDepthMask(GL_FALSE); | |
****************************************************************************************** | |
* The same buffers, (2 and 3) are remapped synchronously- without being discarded or ensuring exclusive access by the CPU. | |
* The first one takes a REALLY long time. This is definitely a worst case situation | |
* for the single sprite replication project we sent, but similarly high (or higher) | |
* times can be found on real projects in the same manner. | |
****************************************************************************************** | |
0.41 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
29731.12 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x00001548, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); returns: 0x16a82000 | |
2.28 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
4.18 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x0000073e, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); returns: 0x16b82000 | |
0.24 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
6.26 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x00001548); | |
0.45 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
0.11 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
1.49 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x0000073e); | |
0.05 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
1.00 µs glBindTexture(GL_TEXTURE_2D, 18); | |
2.66 µs glUniformMatrix4fv(2, 1, 0, {0.15, 0, 0, 0, 0, 0.2, 0, 0, 0, 0, 0.0020006, 0, -0.358024, -0.2, -0.980594, 1}); | |
89.01 µs glDrawElements(GL_TRIANGLES, 927, GL_UNSIGNED_SHORT, 0x00000000); | |
0.22 µs glPopGroupMarkerEXT(); returns: "RenderForwardAlpha.Render" | |
0.03 µs glPopGroupMarkerEXT(); returns: "Render.TransparentGeometry" | |
0.03 µs glPopGroupMarkerEXT(); returns: "Drawing" | |
0.05 µs glPushGroupMarkerEXT(0, "Camera.ImageEffects"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "Camera.ImageEffects" | |
0.03 µs glPushGroupMarkerEXT(0, "Camera.GUILayer"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "Camera.GUILayer" | |
0.03 µs glPopGroupMarkerEXT(); returns: "Camera.Render" | |
0.04 µs glPushGroupMarkerEXT(0, "GUI.Repaint"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "GUI.Repaint" | |
0.52 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
0.42 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00001548, 0x00000060, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT); returns: 0x16a83548 | |
0.10 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
0.09 µs glMapBufferRange(GL_COPY_WRITE_BUFFER, 0x00000750, 0x0000000c, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | GL_MAP_UNSYNCHRONIZED_BIT); returns: 0x16b82750 | |
0.07 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
1.54 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x00000060); | |
0.14 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
0.09 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 3); | |
0.28 µs glFlushMappedBufferRange(GL_COPY_WRITE_BUFFER, 0x00000000, 0x0000000c); | |
0.05 µs glUnmapBuffer(GL_COPY_WRITE_BUFFER); returns: GL_TRUE | |
6.17 µs glUseProgram(87); | |
0.28 µs glBindTexture(GL_TEXTURE_2D, 22); | |
0.49 µs glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
0.45 µs glDepthFunc(GL_ALWAYS); | |
0.84 µs glUniformMatrix4fv(2, 1, 0, {0.00195312, 0, 0, 0, 0, 0.00260417, 0, 0, 0, 0, -0.019802, 0, -1, -1, -0.980198, 1}); | |
19.34 µs glDrawElementsBaseVertex(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000750, 227); | |
****************************************************************************************** | |
* End of second frame. | |
****************************************************************************************** | |
0.06 µs glPushGroupMarkerEXT(0, "PlayerEndOfFrame"); | |
0.05 µs glPopGroupMarkerEXT(); returns: "PlayerEndOfFrame" | |
222.50 µs CGLFlushDrawable(); |
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