【发布时间】:2018-07-16 10:48:42
【问题描述】:
我正在尝试测试如何在笔记本电脑上绘制三角形,因此我在系统上执行以下操作:
操作系统:Windows 10 CPU:英特尔酷睿 i5 5200U GPU:英伟达 Geforce 820M
代码:
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow( 1024, 768, "Tutorial 02 - Red triangle", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders( "SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader" );
// Number of triangles
const int v = 200;
static GLfloat g_vertex_buffer_data[v*9] = {
-1.0f, -1.0f, 1.0f,
0.8f, 0.f, 0.0f,
0.5f, 1.0f, 0.0f,
};
// fill buffer of triangles
for (int i = 9; i < v * 9; i += 9)
{
g_vertex_buffer_data[i] = g_vertex_buffer_data[0];
g_vertex_buffer_data[i+1] = g_vertex_buffer_data[1];
g_vertex_buffer_data[i+2] = g_vertex_buffer_data[2];
g_vertex_buffer_data[i+3] = g_vertex_buffer_data[3];
g_vertex_buffer_data[i+4] = g_vertex_buffer_data[4];
g_vertex_buffer_data[i+5] = g_vertex_buffer_data[5];
g_vertex_buffer_data[i+6] = g_vertex_buffer_data[6];
g_vertex_buffer_data[i+7] = g_vertex_buffer_data[7];
g_vertex_buffer_data[i+8] = g_vertex_buffer_data[8];
}
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
int frameNr = 0;
char text[100];
do{
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// Use our shader
glUseProgram(programID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, v*3); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
//glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
frameNr++;
sprintf_s(text, "%d %d %d", frameNr, clock() / 1000, (frameNr * 1000) / (clock() + 1));
glfwSetWindowTitle(window, text);
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(programID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
让我感到奇怪的是,在 v = 200 个三角形的情况下,我只能获得大约 80 fps。 这将是每秒大约 16000 个三角形,这很糟糕不是吗?
我在代码中做错了什么,或者我的显卡真的只能处理这么少的三角形吗?
像 1080ti 这样的现代 gpu 可以处理多少个三角形(我听说理论上 110 亿个 - 虽然我知道实际上要低得多)。
【问题讨论】:
-
每帧不做字符串操作和窗口标题设置能快多少?
-
好吧,我使用 windows 标题的设置来查看我得到的 fps。但我怀疑这就是原因,因为如果我删除三角形的计算(所有函数在开始时使用 gl 但不是 glfw)我会得到大约 400fps。
-
那就用别的吧。例如,Fraps,或者每秒只更新一次标题。设置窗口标题不是免费的,所以你会搞砸你的测量结果。
-
您是否受到垂直同步速率的限制?可能值得尝试
glfwSwapInterval(0)禁用同步(尽管 80Hz 是一个相当奇怪的垂直同步速率)。 -
您是否确定使用的是 NVIDIA GPU 而不是您的 Intel GPU?