I recently found that glDrawArrays allocating and releasing huge amounts of memory on every frame. I suspect that it's related to "Shaders compiled outside of initialization" issue reported by openGL profiler. That occurs on every frame! Should it be only once, and after shaders are compiled, disappear?
EDIT: I also double checked that my vertex are properly aligned. So I'm really confused what memory driver needs to allocate on every frame.
EDIT #2: I'm using VBO's and degenerated triangle strips to render sprites and . I'm passing geometry on every frame (GL_STREAM_DRAW).
EDIT #3:
I think I'm close to issue but still unable to solve it. Problem disappears if I pass same texture id value to shader (see source code comment). Somehow this issue is relate to fragment shader I think.
In my sprite batch I have list of sprites and I render them by texture id and FIFO queue.
Here's source code of my sprite batch class:
void spriteBatch::renderInRange(shader& prog, int start, int count){
int curTexture = textures[start];
int startFrom = start;
//Looping through all vertexes and rendering them by texture id's
for(int i=start;i<start+count;++i){
if(textures[i] != curTexture || i == (start + count) -1){
//Problem occurs after decommenting this line
// prog.setUniform("texture", curTexture-1);
prog.setUniform("texture", 0); // if I pass same texture id everything is OK
int startVertex = startFrom * vertexesPerSprite;
int cnt = ((i - startFrom) * vertexesPerSprite);
//If last one has same texture we just adding it
//to last render call
if(i == (start + count) - 1 && textures[i] == curTexture)
cnt = ((i + 1) - startFrom) * vertexesPerSprite;
render(vbo, GL_TRIANGLE_STRIP, startVertex+1, cnt-1);
//if last element has different texture
//we need to render it separately
if(i == (start + count) - 1 && textures[i] != curTexture){
// prog.setUniform("texture", textures[i]-1);
render(vbo, GL_TRIANGLE_STRIP, (i * vertexesPerSprite) + 1, 5);
}
curTexture = textures[i];
startFrom = i;
}
}
}
inline GLint getUniformLocation(GLuint shaderID, const string& name) {
GLint iLocation = glGetUniformLocation(shaderID, name.data());
if(iLocation == -1){ // shader variable not found
stringstream errorText;
errorText << "Uniform \"" << name << " was not found!";
throw logic_error(errorText.str());
}
return iLocation;
}
void shader::setUniform(const string& name, const matrix& value) {
GLint location = getUniformLocation(this->programID, name.data());
glUniformMatrix4fv(location, 1, GL_FALSE, &(value[0]));
}
void shader::setUniform(const string& name, int value) {
GLint iLocation = getUniformLocation(this->programID, name.data());
//GLenum error = glGetError();
glUniform1i(iLocation, value);
// error = glGetError();
}
EDIT#4: I tried to profile app on IOS 6 and Iphone5 and allocations are much bigger. But methods are different in this case. I'm attaching new screenshot.