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I'm very curious about the performance gains from using Vulkan instead of OpenGL. How would this compare performance wise to nanoVG?
by green7ea 8y ago
I'm very curious about the performance gains from using Vulkan instead of OpenGL. How would this compare performance wise to nanoVG?
- pcwalton 8y agoAt a quick glance, I would not expect a large difference, due to the lack of multithreading.
- wolfspider 8y agoYes, the multithreading on the GPU picks up good performance in OpenGL and the extensions for compositing make a huge difference due to drawing all the vectors on the screen quickly. NanoVG uses a single header file for a lot of operations so it's hard to beat where performance is concerned it mostly talks directly to the GPU. I think if precompiling shaders and using indirect draw calls with Vulkan can reduce the glDrawArray/Elements bottleneck then it will have succeeded at delivering better performance. There is a "depends how you use it" and "how you measure performance" issue comparing any and all GPU based vector libraries. Also, the data structures supporting the paths will affect things a lot since there is a ton of allocating and freeing memory going on. Comparing the two you could potentially run hundreds of different tests just to get the answer to this question.