[英]Possible to turn off multibuffering/doublebuffering in Metal?
In reading about the PowerVR alpha drivers for Vulkan, they note that multibufering needs to be performed explicitly. 他们在阅读有关Vulkan的PowerVR alpha驱动程序时,注意到需要显式执行多重缓冲。 Since Vulkan and Metal are so similar, can I actually turn off multibuffering altogether?
由于Vulkan和Metal非常相似,我是否可以完全关闭多缓冲? I am willing to sacrifice throughput for low latency.
我愿意牺牲吞吐量以降低延迟。
http://blog.imgtec.com/powervr/trying-out-the-new-vulkan-graphics-api-on-powervr-gpus http://blog.imgtec.com/powervr/trying-out-the-new-vulkan-graphics-api-on-powervr-gpus
As a bonus, is it possible to avoid double buffering? 作为奖励,是否有可能避免双重缓冲? I know racing the beam is coming back into style on the desktop but I don't know if mobile display tech supports simple single-buffering.
我知道在台式机上风靡一时,但我不知道移动显示技术是否支持简单的单缓冲。
Double buffering is not about throughput and in fact for most modern GPUs the latency increases in single buffered operation. 双缓冲与吞吐量无关,实际上,对于大多数现代GPU,单缓冲操作的等待时间会增加。
I know racing the beam is coming back into style on the desktop
我知道赛车光束重新回到了台式机的风格
Most certainly not, because racing the beam works only if you can build your image scanline by scanline. 最肯定的不是,因为只有在您可以逐个扫描线构建图像扫描线的情况下,才能进行光束扫描。 However realtime graphics these days operate by sending triangles to the GPU to rasterize and the GPU has some leeway in the order in which it is touching the pixels.
然而,这些天的实时图形通过将三角形发送到GPU进行栅格化来进行操作,并且GPU在触摸像素的顺序方面有一定的余地。 Also the order of the triangles relative to the screen continuously changes.
三角形相对于屏幕的顺序也不断变化。
Last but not least all modern graphics systems these days are composited, which goes contrary to racing the beam. 最后但并非最不重要的是,这些天所有现代图形系统都是合成的,这与竞速相反。
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