I'm trying to accelerate the drawing of a full-screen texture which changes every frame. On my system, I can get around 1000 FPS using GDI and BitBlt(), but I thought I could improve performance by using Direct3D and dynamic textures. Instead I'm only getting around 250 FPS.
I'm running on a Mac Pro with an ATI HD 4870 with current drivers.
I've tried using dynamic textures and that gives me a small gain (~15FPS) and I've tried using a texture chain to avoid pipeline stalls and that has no ef开发者_StackOverflowfect.
I've looked around quite a bit and there's very little information on using dynamic textures this way.
Am I missing something fundamental?
Device Setup:
pparams.BackBufferCount = 1; pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
Texture create:
device->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
Texture update:
texture->LockRect(0, &locked, NULL, D3DLOCK_DISCARD); ... write texture data texture->UnlockRect(0); device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, vertices, sizeof(*vertices)); ...
You can get the work in progress code from http://www.libsdl.org/tmp/SDL-1.3.zip
Thanks!
If you don't need to read back the texture, then you can create a texture with (D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY) flag.
DrawPrimitiveUP is very slow. You should use a dynamic vertex buffer (update with nooverwrite, discard if full).
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