Chapter 11. Controlling and Monitoring the Pipeline
What You’ll Learn in This Chapter
• How to ask OpenGL about the progress of your commands down the graphics pipeline
• How to measure the time taken for your commands to execute
• How to synchronize your application with OpenGL and how to synchronize multiple OpenGL contexts with each other
This chapter is about the OpenGL pipeline and how it executes your commands. As your application makes OpenGL function calls, work is placed in the OpenGL pipeline and makes its way down it one stage at a time. This takes time, and you can measure that. This allows you to tune your application’s complexity to match the performance of the graphics system and to measure and control latency, which is important ...
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