You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
On macOS, some programs will experience significant performance hits when items on screen gets too many. According to this answer on Stack Overflow, using singletons with OpenGL uniform buffers prevents macOS's OpenGL to Metal wrapper to perform parallelization optimizations. For whatever reason this doesn't seem to happen on Windows or Linux OpenGL driver implementations (or Intel / AMD / Nvidia)
There are other resources such as Program and VertexArray that are still singletons. However, the difference is they are not updated every frame like UniformBuffer I don't know if changing those to normal class members will incur a performance penalty or not as I haven't properly configured profiling on a macOS machine. I'll leave them as is.
Problem
On macOS, some programs will experience significant performance hits when items on screen gets too many. According to this answer on Stack Overflow, using singletons with OpenGL uniform buffers prevents macOS's OpenGL to Metal wrapper to perform parallelization optimizations. For whatever reason this doesn't seem to happen on Windows or Linux OpenGL driver implementations (or Intel / AMD / Nvidia)
Fixing history
Other Info
There are other resources such as
Program
andVertexArray
that are still singletons. However, the difference is they are not updated every frame likeUniformBuffer
I don't know if changing those to normal class members will incur a performance penalty or not as I haven't properly configured profiling on a macOS machine. I'll leave them as is.Originally posted by @NOOBDY in #162 (comment)
The text was updated successfully, but these errors were encountered: