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Re: Weird figures with OpenGL 3.2 and Intel HD3000 ingemar Thu Feb 02 06:07:52 2012

> When I run the very same code on my late 2008 old MacBook, with the
> integrated NVidia 9400M chip (which is not supposed to be a racing horse),

It is not super-fast (just 16 cores), but it is a *good* GPU,
full-featured 9000 series. I have been using it for my courses in advanced
game programming and GPU computing and it is a joy to see it outperform
the CPU effortlessly. I make jokes about it being a simple laptop GPU and
then run my demos... wham! Oops! Not monster number as if I used a 590,
but still a decent performer for being a mini-GPU.

> the same call to glDrawElements takes *20 µs* on average; that’s much less
> that the customary call to glClear (GL_COLOR_BUFFER_BIT) that consumes
> around 90 µs.
> (BTW, I made a mistake in my first message. On the HD3000, it takes 10 ms,
> not 10 µs).

That is a huge difference. To me, it sounds like the rendering is dropping
into software rendering somewhere. Maybe in the fragment shader? Then the
number of vertices wouldn't affect the problem.

I have a GMA 950 in my old MacBook, and it is awful. It has shader
support, but beyond a pretty small shader size, it turns to software and
everything stops. Same problem? Can it be the shader size or some feature
in the shaders that makes that happen? No comments in the infolog?


/Ingemar


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