This discussion was created from comments split from: OpenGL ES glDrawArrays calls block.
I have a similar problem with the one described by Seb. The issue is reproducible on Samsung Galaxy Tab 2 10.1 inch and Samsung Galaxy Nexus (both using PowerVR SGX540). Unfortunately I’m not able to send you the source codes, however I can provide you with PVRTrace log as well as PVRTuneDeveloper log.
Could you please let me know what would be the best way to send you the logs?
Thank you very much,
I’ve split this into a new discussion so we can start a separate investigation for your issue.
Just to confirm - is your application is blocking inside of glDrawArray() calls? Are you using any FBOs in your render?
The best way to send us logs is to email them to email@example.com.
Thank you very much for the fast response! Please accept my apology for the delay, but unfortunately I haven’t received any email notification for your answer.
Regarding your questions:
- Yes, the application is blocking on 2 special calls of glDrawArrays. These two are the only calls, which don’t use VBOs. If we change them to use VBOs, then the blocking is distributed between glDrawArrays and glBufferSubData.
- Yes, the application is actively using FBOs.
I will send you the logs tomorrow.
I’ve just sent the logs.