I have written an emulator which I am in the process of porting to Linux. At the moment to do the video I am using Direct3D 11, which I am porting to OpenGL (which I'm running on Windows for now). I render to a 1024x1024 texture which I upload to memory every frame (the original hardware doesn't really lend itself to modern hardware acceleration, so I just do it all in software). However, I have found that uploading the texture in OpenGL is a lot slower.
In Direct3D uploading the texture every frame drops the frame rate from 416 to 395 (a 5% drop). In OpenGL it drops from 427 to 297 (a 30% drop!).
Here's the relevant code from my draw function.
Direct3D:
D3D11_MAPPED_SUBRESOURCE resource;
deviceContext_->Map(texture, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
uint32_t *buf = reinterpret_cast<uint32_t *>(resource.pData);
memcpy(buf, ...);
deviceContext_->Unmap(texture, 0);
OpenGL:
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1024, 1024, 0, GL_RGBA,
GL_UNSIGNED_BYTE, textureBuffer);
Can anyone suggest what may be causing this slowdown?
If it makes any odds, I'm running Windows 7 x64 with an NVIDIA GeForce GTX 550 Ti.
glTexSubImage2D
helped massively; it's up to 373 fps (2.7 ms) now. The BGRA thing is interesting. I actually have to use BGRA to get it to show the right colour; I had assumed it was something I had screwed up and was something I was going to look into later, so I just changed the code I posted. Oddly, changing from RGBA to BGRA drops the frame rate to 328 (3.0 ms); why might that happen? – Tobacco