Reverend said:Somewhere in your question/sentence, I think the word "only" is debatably (and confusingly) placed. I can think of a few places where "only" can be inserted appropriately!!
Vadi said:Is the number of draw calls important for the videocard's bandwith only?
Hey, FRAPS ain't shitty.Karoshi said:I dont know the D3D architecture, but from the kind of shit that programs like fraps are able to do I suppose even complete user/kernel switches may happen for some primitive calls.
Karoshi said:IIRC I read somewhere glVertex3f on an old SGI machine was 10 asm instructions. I dont know the D3D architecture, but from the kind of shit that programs like fraps are able to do I suppose even complete user/kernel switches may happen for some primitive calls.
Hyp-X said:Well first the program calls the D3D runtime which encodes most of the calls into a command buffer in a device independent format.
When the command buffer gets full the runtime calls into the kernel mode part of D3D which calls the kernel mode driver.
The driver then unpacks the commands and re-packs them into the GPU command buffer.
So while not every call does a complete user/kernel switch it happens every few calls. Actually changed shader constants are stored into this buffer - which means that more constants change will cause the switch to happen more often.
You might think that this architecture sux - and you are not the only one.
Is only the number of draw calls important for the videocard's bandwith?Reverend said:Somewhere in your question/sentence, I think the word "only" is debatably (and confusingly) placed. I can think of a few places where "only" can be inserted appropriately!!