UBOs on PowerVR

This topic contains 2 replies, has 2 voices, and was last updated by  Dark_Photon 2 years ago.

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    Just wanted to check that the advice on avoiding changes to the content of buffer objects used by in-flight batches applies to Uniform Buffer Objects (UBOs) as well. That is to avoid draw thread CPU stalls on update.

    I’m assuming yes, but just wanted to be sure there was no special handling for UBO updates.



    Hi Dark_Photon,
    The simple answer is YES.
    APIs Support Information as following:
    OpenGL ES 1.x: Not exposed
    OpenGL ES 2.0: IMG_uniform_buffer_object
    OpenGL ES 3.0: Core
    So we recommend to use UBOs with OpenGL ES 3.0 APIs.



    Thanks kevin. I will avoid their use (except in cases where I can avoid updating them for 2-3 frames).

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