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flibitijibibo avatar flibitijibibo commented on July 19, 2024

Yeah, glGetAnything() is pretty nasty. Switching to ARB_debug_output would be pretty neat, I think. But, that's for another issue...

Have any profiling information with the Release configuration?

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xanather avatar xanather commented on July 19, 2024

Yep about to gather

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xanather avatar xanather commented on July 19, 2024

In release configuration:
wtf
GL.CheckFramebufferStatus() seems to be the issue now. I am only setting that specific render target once per frame. I am actually swapping through multiple other render targets as well throughout the rest of the draw however that call in specific is the first SetRenderTarget of the draw.

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flibitijibibo avatar flibitijibibo commented on July 19, 2024

Wait... why is CheckFramebufferStatus not within a DEBUG context exclusively? Hrm.

Well, if you find anything unique to MG-SDL2 or SDL2#, let me know. All I'm seeing is a lot of bad GL calls in the general MonoGame renderer.

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xanather avatar xanather commented on July 19, 2024

The thing is, I think remember (before I switched to MonoGameSDL months ago) having these issues on MonoGame's WinGL aswell I just was not completely sure. Maybe I should make this issue over there?

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flibitijibibo avatar flibitijibibo commented on July 19, 2024

If you find general perf issues, definitely take it up with them. They'll want the info/fixes for their other platforms as well.

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xanather avatar xanather commented on July 19, 2024

Well, I ended up temporarily disabling CheckFramebufferStatus but still got high CPU usage. It seems like just general OpenGL presenting/drawing that is making it hit 25% CPU usage... even though I am hardly drawing anything throughout the main menu screen (is it possible my CPU is doing the graphics processing?). Anyway I will do more tests tomorow. This is not a MonoGameSDL issue so I will close this.

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