-
Notifications
You must be signed in to change notification settings - Fork 207
Description
I tested on Qualcomm Adreno (TM) 750, 730, and other chips, and found that Vulkan consumes more CPU and memory compared to OpenGL ES. This seems inconsistent with our expectations.
Do you see the same in your test data?
When I used Android Studio to analyze the performance, I discovered that ResourcesBinder::updateBindings() consumes the vast majority of the time in RenderCommandEncoder::draw().
Finally, the CPU spends most of its time in vkCreateDescriptorPool(), vkAllocateDescriptorSet(), vkUpdateDescriptorSets().
According to the documentation https://github.com/rudybear/vulkan_best_practice_for_mobile_developers/blob/master/samples/performance/descriptor_management/descriptor_management_tutorial.md
DescriptorSets should be reused, rather than reallocated every frame.
Do you also think so?
If this is indeed the problem, do you have any optimization suggestions? I can proceed to implement them based on your plan.