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You need to make sure that your application is not paging texture and surface data unnecessarily. When it does page, you should use the accelerated graphics port (AGP pathway, which is also known as DMA transfer). Non-AGP transfers slow performance. You can check for less optimal paging by looking at these parameters:
Surface Page Off Data (Non-AGP) (surfacePageOffBytes
)
Surface Page On Data (Non-AGP) (surfacePageInBytes
)
Texture Page Off Data (Non-AGP) (texturePageOutBytes
)
Texture Page Off Data (Non-AGP) (texturePageInBytes
)
Non-AGP transfer is acceptable only if you must reorder data or align it. If possible, use this type of data transfer at initialization time and not during a rendering loop.
If your application has a lot of paging activity, whether it’s AGP or non-AGP, consider using framebuffer objects.
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© 2007 Apple Inc. All Rights Reserved. (Last updated: 2007-12-04)