thinking about Performance
Posted by slajar on May 08, 2017; 3:11pm
URL: https://forum.jogamp.org/thinking-about-Performance-tp4037966.html
Hi there,
I am pushing our swing/jogl combined software a bit more and I am diving a bit deeper into OpenGL to get more performance out of the PC (in my development it is a Macbook Pro Retina running MacOSX 10.11) :)
Please imagine a 1x1 pixel sized fakecanvas (with window around it) where I calculate GLSL Shaders to an FBO at 25fps. My application utilizes approx. 10% CPU in that case. Now I have a real "window", actually it is a glcanvas that's embedded into a swing application, where I actually draw this FBO from the "fake"-canvas (sharedDrawable/context sharing).
When I activate this my CPU load rises up to 30%. First I tough I have to analyse the java parts, so I took a bunch of profilers and I found that the java part does not create any reasonable CPU load.
The Instruments tool from Apple tells me that the GL calls create a lot of CPU load. Now I am a bit confused, sine I tough "orchestring" those GL-calls just creates calculation load on the GPU side not on the CPU.
Maybe someone has a good idea, where I could dig into?
I have some ideas like:
- Renita
- activated Software renderer? (actually, I checked already)
- GLCanvas embedding?!?!
Any idea is appreciated :)
regards
Matthias