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What does Rml gain from batching the commands? Isn't there some non-negligible overhead in always gathering up all the commands in a vector to only iterate on the other side again? Another slight point to make is the ability to debug the drawing process more easily if every command is emitted at the origin within Rml and not batched at the end. |
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Is there any news on batch rendering? I've done some tests on the Directx11 backend, in which compiling all geometry into a single buffer helps, but rendering calls are still a bottleneck in loaded user interfaces with a lot of elements. |
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I am currently working on the new filter and shader effects for RmlUi 6.0, and want to ask for some API feedback in that regard. This involves expanding the render interface. Mainly, I'm considering batching the geometry and submitting all of it in a single render call at the end of
Context::Render
. Here are some pros and cons the way I see it:Batch processing (single render call)
Pros:
Cons:
Here's is what the new render interface looks like using the old-style API.
And using the batched-style API, with the render commands here. Consider this a rough draft.
Any thoughts?
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