Embed presentation
















![Update Loop (new hotness)void UpdateParticleData() {for particle in allParticles {dataSize = GetParticleSize(particle);mParticleDst[mOffset] = *particle;mOffset += dataSize; // Wrapping not shown}};// Now render with everything.](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-17-2048.jpg&f=jpg&w=240)




![FencingUse FenceSync to place a new fence.When ready to scribble over that memory again, useClientWaitSync to ensure that memory is done.ClientWaitSync will block the client thread until it is readySo you should wrap this function with a performance counterAnd complain to your log file (or resize the underlying buffer) if youfrequently see stalls hereFor complete details on correct management of buffers withfencing, see Efficient Buffer Management [McDonald 2012]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-22-2048.jpg&f=jpg&w=240)



































![bufferFragma-wha?Rather than one buffer per object, we share UBOs for manyobjects.ie, given struct ObjectUniforms { /* … */ };// Old (probably not explicitly instantiated,// just scattered in GLSL)ObjectUniforms uniformData;// NewObjectUniforms uniformData[ObjectsPerKickoff];Use persistent mapping for even more win here!For large amounts of data (bones) consider SSBO.Introducing ARB_shader_storage_buffer_object](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-58-2048.jpg&f=jpg&w=240)
















The document discusses advancements in modern OpenGL to enhance graphics performance by reducing driver overhead through techniques like dynamic buffer generation, efficient texture management, and increasing draw call counts. It explains the use of persistent and coherent mapped buffers for better memory management and introduces features such as ARB_buffer_storage and ARB_bindless_texture to optimize texture handling and reduce state changes. The paper emphasizes the importance of minimizing validation costs in draw calls and presents solutions like ARB_multi_draw_indirect for efficient rendering of numerous small objects.
















![Update Loop (new hotness)void UpdateParticleData() {for particle in allParticles {dataSize = GetParticleSize(particle);mParticleDst[mOffset] = *particle;mOffset += dataSize; // Wrapping not shown}};// Now render with everything.](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-17-2048.jpg&f=jpg&w=240)




![FencingUse FenceSync to place a new fence.When ready to scribble over that memory again, useClientWaitSync to ensure that memory is done.ClientWaitSync will block the client thread until it is readySo you should wrap this function with a performance counterAnd complain to your log file (or resize the underlying buffer) if youfrequently see stalls hereFor complete details on correct management of buffers withfencing, see Efficient Buffer Management [McDonald 2012]](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-22-2048.jpg&f=jpg&w=240)



































![bufferFragma-wha?Rather than one buffer per object, we share UBOs for manyobjects.ie, given struct ObjectUniforms { /* … */ };// Old (probably not explicitly instantiated,// just scattered in GLSL)ObjectUniforms uniformData;// NewObjectUniforms uniformData[ObjectsPerKickoff];Use persistent mapping for even more win here!For large amounts of data (bones) consider SSBO.Introducing ARB_shader_storage_buffer_object](/image.pl?url=https%3a%2f%2fimage.slidesharecdn.com%2fbeyondporting-140120112136-phpapp01%2f75%2fBeyond-porting-58-2048.jpg&f=jpg&w=240)
















Introduction to reducing driver overhead in OpenGL through topics like Dynamic Buffer Generation.
Focus on generating dynamic geometry efficiently using particle systems, and the ARB_buffer_storage concept. Overview of efficient buffer mapping techniques, emphasizing the importance of persistent and coherent mappings.
Strategies for efficient texture management through sparse bindless texture arrays and addressing memory consumption.
Implementation of texture arrays and bindless textures for improved performance and ease of management.
Techniques to increase draw call counts while minimizing validation costs through better management strategies.
New methodologies to minimize buffer update overhead and improve rendering efficiency, particularly with UBOs.
Introduction of ARB_multi_draw_indirect to improve CPU performance for rendering numerous small objects.
Conclusion of the presentation emphasizing overall performance strategies and contact information for queries.