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0.05 µs glUniformMatrix4fv(0, 1, 0, {1.29904, 0, 0, 0, 0, -1.73205, 0, 0, 0, 0, -1.0202, -1, -831.384, 831.384, 680.224, 831.384});
0.14 µs glUniform4f(9, 1, 1, 1, 1);
0.14 µs glActiveTexture(GL_TEXTURE0);
0.64 µs glBindTexture(GL_TEXTURE_RECTANGLE, 2);
0.45 µs glUniform1i(4, 0);
0.03 µs glActiveTexture(GL_TEXTURE0);
0.75 µs glBindBuffer(GL_ARRAY_BUFFER, 4);
2.44 µs glBufferData(GL_ARRAY_BUFFER, 0x00000030, 0x7fc9ee9ad6f0, GL_STREAM_DRAW);
0.05 µs glBindBuffer(GL_ARRAY_BUFFER, 0);
0.12 µs glBindBuffer(GL_ARRAY_BUFFER, 5);
0.70 µs glBufferData(GL_ARRAY_BUFFER, 0x00000020, 0x7fc9ee9ad720, GL_STREAM_DRAW);
0.03 µs glBindBuffer(GL_ARRAY_BUFFER, 0);
0.14 µs glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
1.02 µs glBindVertexArray(3);
20.42 µs glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
0.25 µs glBindVertexArray(0);
0.04 µs glBindBuffer(GL_ARRAY_BUFFER, 0);
0.06 µs glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
0.03 µs glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
0.64 µs glUseProgram(13);
0.18 µs glUniformMatrix4fv(4, 1, 0, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1});
0.06 µs glUniformMatrix4fv(0, 1, 0, {1.29904, 0, 0, 0, 0, -1.73205, 0, 0, 0, 0, -1.0202, -1, -831.384, 831.384, 680.224, 831.384});
0.12 µs glUniform4f(8, 1, 1, 1, 1);
0.05 µs glActiveTexture(GL_TEXTURE0);
0.21 µs glBindTexture(GL_TEXTURE_RECTANGLE, 0);
0.02 µs glActiveTexture(GL_TEXTURE0);
0.98 µs glUseProgram(0);
0.03 µs glBindBuffer(GL_ARRAY_BUFFER, 0);
0.04 µs glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
0.02 µs glActiveTexture(GL_TEXTURE0);
0.23 µs glBindTexture(GL_TEXTURE_2D, 0);
0.21 µs glDisable(GL_DEPTH_TEST);
0.19 µs glDisable(GL_STENCIL_TEST);
0.22 µs glDisable(GL_SCISSOR_TEST);
0.06 µs glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
0.07 µs glClearColor(0, 0, 0, 0);
0.05 µs glDepthMask(GL_TRUE);
0.05 µs glDepthFunc(GL_LESS);
0.29 µs glClearDepthf(1);
0.09 µs glStencilMask(255);
0.32 µs glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
0.16 µs glStencilFunc(GL_ALWAYS, 0, 255);
0.14 µs glDisable(GL_BLEND);
0.09 µs glBlendFunc(GL_ONE, GL_ZERO);
0.12 µs glUseProgram(0);
@vtlmks

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vtlmks commented Feb 16, 2017

May I ask what program you used to get the timings for each call?

@ValZapod

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ValZapod commented Mar 5, 2020

OpenGL Profiler the timed trace function.

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