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Optimize memory allocation: avoid dynamic memory allocation, use memory pools and cache data. Use multithreading: Distribute computing tasks to multiple threads to increase parallelism. Optimize the rendering process: batch render calls, culling invisible objects, using GPU shaders. Practical case: Use VAO and VBO to optimize triangle rendering code, avoid the overhead of each call to glBegin() and glEnd(), and improve loading efficiency.
Preface
In graphics programming, performance is crucial. Lagging animations or dropped frame rates can ruin the user experience. This article will share some practical tips to improve the performance of C++ graphics programming.
1. Optimize memory allocation
new
) as it is slower than using stack allocation. 2. Cache data
const
keyword to declare objects that will not change allows the compiler to optimize access to them. const std::vector<Vertex> vertices = ...;
3. Use multi-threading
std::thread
). std::vector<std::thread> threads; for (int i = 0; i < num_threads; i++) { threads.push_back(std::thread(&Worker, this, i)); }
4. Optimize the rendering process
5. Use tools and libraries
Practical Case
Let’s apply these techniques to optimize a simple triangle rendering program.
Original code:
void RenderTriangle() { for (int i = 0; i < num_triangles; i++) { glBegin(GL_TRIANGLES); glVertex3f(vertices[3 * i], vertices[3 * i + 1], vertices[3 * i + 2]); glVertex3f(vertices[3 * i + 3], vertices[3 * i + 4], vertices[3 * i + 5]); glVertex3f(vertices[3 * i + 6], vertices[3 * i + 7], vertices[3 * i + 8]); glEnd(); } }
Optimized code:
void RenderTriangle() { static const GLuint vao = ...; static const GLuint vbo = ...; glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0)); glDrawArrays(GL_TRIANGLES, 0, num_triangles * 3); }
By using Vertex Array Object (VAO) and Vertex Buffer Object (VBO), we can avoid the heavy overhead of each The overhead of calling glBegin()
and glEnd()
. Additionally, glBufferData()
allows entire vertex data to be loaded to the GPU at once, improving rendering efficiency.
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