I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are quite simple/fast (rotating triangle type of stuff). My test code does not limit the framerate deliberately in any way, it just looks like this:
while (true)
{
draw();
swap_buffers();
}
I have timed this very carefully, and I find that the time from one eglSwapBuffers()
(or glfwSwapBuffers
, same thing) call to the next is ~16.6 milliseconds. The time from after a call to eglSwapBuffers()
to just before the next call is only a little bit less than that, even though what is drawn is very simple. The time that the swap buffers call takes is well under 1ms.
However, the time from the app changing what it's drawing in response to the key press to the change actually showing up on screen is >150ms (approx 8-9 frames worth). This is measured with a camera recording of the screen and keyboard at 60fps.
Therefore, the questions:
Where are draws buffered between a call to swap buffers and actually showing up on screen? Why the delay? It sure looks like the app is drawing many frames ahead of the screen at all times.
What can an OpenGL application do to cause an immediate draw to screen? (ie: no buffering, just block until draw is complete; I don't need high throughput, I do need low latency)
What can an application do to make the above immediate draw happen as fast as possible?
How can an application know what is actually on screen right now? (Or, how long/how many frames the current buffering delay is?)