Claudio6969 / slimdx

Automatically exported from code.google.com/p/slimdx
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DrawIndexed calls taking extremely long CPU time in slimdx11 #769

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
I'm not too sure if this is a slim dx issue but i find no other reason.

My engine works over DX10 and DX11 (pretty the same code for both because they 
are really similar, same states etc.)

The thing is that when drawing one scenario with only thousands of quads (a CPU 
bound scenario. GPU idling most of the time with both DX10 and DX11) i get:

with DX10:
 - 20% of the time -> ConstantBuffer updates.
 - 5% of the time -> DrawIndexed calls.
 - 140 fps.

with DX11:
 - 15% of the time -> ConstantBuffer updates.
 - 70% !! of the time -> DrawIndexed calls.
 - 70 fps.

I've measured it and the time per drawindexed call is about 15 times bigger in 
DX11 than in DX10.
DrawIndexed call has become that much expensive in DX11 or there could be any 
problem?

Sorry if its not a slimdx issue ^^

Original issue reported on code.google.com by zeroleve...@gmail.com on 15 Jan 2011 at 3:59

GoogleCodeExporter commented 8 years ago
Well... taking a look at your source code this isn't obviously a slimDX issue 
because DrawIndexed is just a direct call to native directx API.

My problem is really strange though...

Sorry about the issue.

Original comment by zeroleve...@gmail.com on 15 Jan 2011 at 4:23

GoogleCodeExporter commented 8 years ago
It might have to do with whatever the API has to do to account for downleveling 
a call, if you're using that. Otherwise I don't know. But you're right, this 
isn't a SlimDX issue.

Original comment by josh.petrie on 16 Jan 2011 at 10:00