Questions tagged [performance]

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11
votes
1answer
7k views

Why is accessing textures much slower when calculating the texture coordinate in the fragment shader?

When using textures in GLSL, it is best to calculate the final texture coordinates in the vertex shader and hand them over to the fragment shader using varyings. ...
5
votes
2answers
3k views

How to reduce the number of draw calls when rendering one object multiple times?

Especially when rendering particle effects, the same object needs to be rendered several times with slightly modified properties. But these changes are often limited to properties like pose or ...
19
votes
1answer
2k views

Why is this conditional in my fragment shader so slow?

I have set up some FPS-measuring code in WebGL (based on this SO answer) and have discovered some oddities with the performance of my fragment shader. The code just renders a single quad (or rather ...
9
votes
1answer
2k views

What is the performance tradeoff between forward and deferred rendering?

Forward rendering is the process of computing a radiance value for a surface fragment directly from input geometry and lighting information. Deferred rendering splits that process into two steps: ...
27
votes
2answers
8k views

What is the cost of changing state?

Programmers are supposed to have a fairly good idea of the cost of certain operations: for example the cost of an instruction on CPU, the cost of a L1, L2, or L3 cache miss, the cost of a LHS. When ...

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