我使用CADisplayLink在iOS上为一个非常简单的OpenGL ES动画触发“更新”事件。动画大约有10个纹理四边形。我试图以60帧/秒的速度运行它,但我发现了一些小故障。将其更改为30 FPS时,动画运行更平滑。分析之后,我发现大部分时间都花在了presentRenderBuffer上。
结果如下:
m_displayLink.frameInterval = 2;
[379406923.204] Update time 0.000358
[379406923.206] Render time 0.001402
[379406923.207] Present time 0.001136
[379406923.238] Update time 0.000370
[379406923.239] Render time 0.001393
[379406923.241] Present time 0.001148
[379406923.271] Update time 0.000368
[379406923.273] Render time 0.001377
[379406923.274] Present time 0.001226
[379406923.305] Update time 0.000380
[379406923.307] Render time 0.001390
[379406923.308] Present time 0.001183
[379406923.338] Update time 0.000375
[379406923.339] Render time 0.001376
[379406923.341] Present time 0.001178
[379406923.372] Update time 0.000981
[379406923.375] Render time 0.001418
[379406923.379] Present time 0.004452从m_displayLink.frameInterval = 2性能分析的结果中,我可以看到总的帧时间足以达到60 FPS,但当将m_displayLink.frameInterval值更改为1时,结果是意外的:
m_displayLink.frameInterval = 1;
[379407317.151] Update time 0.000204
[379407317.152] Render time 0.000827
[379407317.172] Present time 0.019173
[379407317.172] Update time 0.000231
[379407317.173] Render time 0.000856
[379407317.201] Present time 0.027540
[379407317.202] Update time 0.000204
[379407317.202] Render time 0.000834
[379407317.218] Present time 0.015187
[379407317.218] Update time 0.000192
[379407317.219] Render time 0.000803
[379407317.251] Present time 0.031392
[379407317.252] Update time 0.000215
[379407317.253] Render time 0.000858
[379407317.267] Present time 0.014433
[379407317.268] Update time 0.000196
[379407317.269] Render time 0.001248
[379407317.301] Present time 0.031312如您所见,当前时间是使用
m_displayLink.frameInterval = 1;请注意,来自Render()的最后一个命令是glFinish()
你知道为什么会有这种意想不到的行为吗?有没有可能达到60FPS(从第一次分析开始,我有大约500FPS!)?
发布于 2013-01-10 15:42:54
我解决了这个问题(纯粹是运气!)通过从view initWithFrame移动OpenGL初始化。我知道这听起来很尴尬,但这使我的GPU使用率从96%降到了6%。现在,这个简单的应用程序以60FPS、2%的CPU和6%的GPU使用率非常流畅地运行(正如它应该的那样!)。
https://stackoverflow.com/questions/14230702
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