In this post I will do my best to explain all my attempts towards optimizing the above algorithm. All of them were unsuccessful, so these two guys in NVIDIA (Louis Bavoil, Kevin Myers) did a pretty good job. However, I managed to get a few extra percent utilization in the CROP unit(from 32%-33% to 41,4%…
Category: Graphics
In this post I will explain all the small pitfalls in which I fell so that you do not have to. First of all is the use of glMapBuffer() instead of glBufferSubData() and I was causing the so called implicit synchronization. What this means is that even if at first it might seem to you…