首页 > 解决方案 > Opengl 三角形基准测试

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:Intel Core i5 5200U GPU:NVIDIA 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;

令我感到奇怪的是,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(理论上我听说 110 亿个 - 尽管我知道实际上它要低得多)。

标签: c++opengl

解决方案


由于我还没有足够的声誉来发表评论,所以让我在这里问一下:你的三角形有多大?如果没有看到顶点着色器就很难判断,但假设代码中的这些坐标直接映射到规范化的设备坐标,你的三角形覆盖了屏幕的很大一部分。如果我没记错的话,您基本上会在其自身之上一遍又一遍地绘制相同的三角形。因此,您很可能会受到填充率限制。为了获得更有意义的结果,您可能宁愿只绘制一个不重叠的三角形网格,或者至少画一个随机的三角形汤。为了进一步最小化填充率和帧缓冲带宽要求,您可能需要确保关闭深度缓冲和混合。

如果您对每秒的原始三角形感兴趣,为什么要启用 MSAA?这样做只是人为地放大了光栅化负载。正如其他人也注意到的那样,V-Sync 可能会关闭,因为 80 Hz 的刷新率会相当奇怪,但最好确保并通过glfwSwapInterval(0). 您可能需要考虑使用GL_TIME_ELAPSED查询来测量 GPU 上的实际绘制时间,而不是像您那样估计总帧时间。


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