Forums - OpenGL ES cpu cost of changing framebuffer object

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OpenGL ES cpu cost of changing framebuffer object
jf.gagnon
Join Date: 18 Jul 16
Posts: 5
Posted: Thu, 2016-10-20 15:15

Hi,

 

I have a small application that is using framebuffer objects in a ping pong manner. That is, render to A, bind B and use A as texture, etc. I have noticed that my cpu time increases significantly with my texture resolution even though I have the very same number of draw calls. The measured cost happens in glDrawArrays. It is as if there was an implicit glFinish().

 

Can someone explain this behavior? I totally get the gpu implications (bandwidth issues, bubble in the pipeline) but not this "cpu synchronization".

 

Thanks.

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