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问题描述

我做了一个波形动画,通过比较iphone和笔记本电脑的性能来探索sgx芯片的功能,该芯片是基于图块的渲染(TBR)架构.TBR体系结构的一个优势是它允许GPU在处理片段之前执行隐藏的表面移除,因此我绘制了许多重叠的动画波层,只有顶层的波可见.我在iphone 3gs(使用gles 2.0)和我的笔记本电脑macbook pro(使用opengl 2.0)上都做了此程序.我记录了不同层的fps数,并假设iphone和笔记本电脑上fps的变化趋势是不同的.我猜想,当层数增加时,iphone的性能下降应该比笔记本电脑慢.但是它们有非常相似的趋势.

I did an wave animation to explore features of sgx chip which is tile-based rendering (TBR) architecture by comparing the performance on iphone and laptop.An advantage of TBR architecture is it allows the GPU to perform hidden surface removal before fragments are processed, so I draw many overlaped layers of animated waves, and only the wave in the top layer is visible.I did this program on both iphone 3gs (using gles 2.0) and my laptop, a macbook pro(using opengl 2.0). I recorded the fps numbers of different layers, and I assume trends of fps changes on iphone and laptop are different. I guess the performance's decreasing of iphone should be slower than on laptop, when the number of layers is increased. But they have very similar trends.

我有2个问题.1.为什么它不显示TBR体系结构的优势,而有很多重叠的三角形2.为什么iPhone模拟器的性能比仅在笔记本电脑(不带模拟器)上运行要慢得多?正如文档所述,该模拟器并没有强制执行MBX和SGX的内存限制,而是利用了笔记本电脑的CPU的优势,我认为它的性能应与笔记本电脑保持一致.

I have 2 questions.1. why it doesn't show the advantage of TBR architecture, while there are alot of overlapped triangles2. why the performance of iphone simulator is much much much much slower than just running on laptop(without simulator)? As documentations say the simulator does not enforce the memory limitations of MBX and SGX and take the advantage of laptop's CPU, i guess its performance should keep up with the laptop.

有人可以帮忙吗?非常感谢

anyone can help?thanks alot

推荐答案

iPhone Simulator中的OpenGL ES实现是一种软件光栅化程序,并且不使用MacBook中的GPU.

The OpenGL ES implementation in the iPhone Simulator is a software rasterizer and does not use the GPU in your MacBook.

您看到什么样的帧率趋势,并且仅以哪种方式可以看到顶层的波动?通常,您的基元通常需要禁用帧缓冲区混合功能,并且不要在片段着色器中发出丢弃操作,以便移除隐藏表面以跳过下面的片段处理.

What kind of framerate trends are you seeing, and in what way is only the wave on the top layer visible? Your primitives typically need to have framebuffer blending disabled and not issue discards in the fragment shader in order for hidden surface removal to skip fragment processing for what’s underneath.

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09-05 06:55