Hi there.
Just got started using the Adreno profiler, and just want to say it's awsome. Having said that, I've seen a callout that concerns me, but I don't know what it is.
WHen I attempt to scrub my 2.x game, in the "Render Calls" window I'm seeing an item that says "Blocking Resolve (Resource Free), 23.13 msec". That's a lot of time, but I don't have any leads as to what that could be. I've googled "Blocking Resolve", looked at the associated code but I can't quite get to the bottom of what's happening there.
Could you please provide any insight?
Thanks,
attached is the trace in question:
7 glDrawElements(mode=GL_TRIANGLE_FAN count=38 type=GL_UNSIGNED_SHORT indices=0x00000000 CurrentElementArrayBinding=45) 7 0 7 glDisable(cap=GL_STENCIL_TEST)
7 glDepthFunc(func=GL_GEQUAL)
7 glUseProgram(program=36)
7 glBindBuffer(target=GL_ARRAY_BUFFER buffer=44)
7 glBindBuffer(target=GL_ELEMENT_ARRAY_BUFFER buffer=45)
7 glGetIntegerv(pname=GL_ARRAY_BUFFER_BINDING params=0x44E537C8)
7 glVertexAttribPointer(indx=0 size=3 type=GL_FLOAT normalized=0 stride=12 ptr=0x00000000)
7 glEnableVertexAttribArray(index=0)
7 glActiveTexture(texture=GL_TEXTURE0)
7 glBindTexture(target=GL_TEXTURE_2D texture=4)
7 glTexParameteri(target=GL_TEXTURE_2D pname=GL_TEXTURE_MAG_FILTER param=9729)
7 glTexParameteri(target=GL_TEXTURE_2D pname=GL_TEXTURE_MIN_FILTER param=9729)
7 glTexParameteri(target=GL_TEXTURE_2D pname=GL_TEXTURE_WRAP_S param=10497)
7 glTexParameteri(target=GL_TEXTURE_2D pname=GL_TEXTURE_WRAP_T param=10497)
7 glUniform1i(location=10 x=0)
7 glDrawElements(mode=GL_TRIANGLE_FAN count=38 type=GL_UNSIGNED_SHORT indices=0x00000000 CurrentElementArrayBinding=45)
8 Non-Blocking Resolve (BindFramebuffer) -0 -0
9 Blocking Resolve (Resource Free) 23.13 msec -0 -0
10 glDrawElements(mode=GL_TRIANGLES count=384 type=GL_UNSIGNED_SHORT indices=0x00000000 CurrentElementArrayBinding=39) 8 0 10 glDisableVertexAttribArray(index=0)
10 glUseProgram(program=0)
The documents in the SDK should provide more detail regarding this information, and we have a guide online as well that should help:
http://developer.amd.com/gpu_assets/gdc2008_ribble_maurice_TileBasedGpus.pdf
what if i am doing glclear everytime i bind framebuffer or change texture and i am still getting blocking resolve?