Created
January 5, 2017 16:33
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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); |
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May I ask what program you used to get the timings for each call?