• Intel® Graphics Performance Analyzers 2020 R1
  • 12/20/2019
  • Public Content
Contents

过度绘制可视化

使用此覆盖模式以可视化场景的整体复杂性,突出显示可进行研究以优化的潜在领域。如果场景仅渲染少数对象,透支量通常较低,并不需要进一步的优化。如果场景中有许多重叠对象或具有半透明纹理(如烟、雾或水)的对象,这通常会造成显卡高负载,从而降低帧速率。
Overdraw Visualization
模式根据绘制每个像素的次数用亮度值填充帧缓冲区。一个像素的亮度表示每个像素被 draw call 或 clear call 触摸的次数。像素越轻巧,像素被过分绘制的次数就越多,这通常意味着,像素渲染的相对成本相当高。相反,较暗的像素表示相对高效的渲染。屏幕的明亮区域可能提供优化机会,如:在渲染基元之前剔除它们,改变绘制顺序(因此该 Z- 缓冲区的测试在将其渲染为昂贵的像素着色器之前拒绝许多基元),或使用其它细节级别的优化简化场景的复杂性。
如果场景的一个或多个区域中的过度绘制值高,则将 Graphics Frame Analyzer 与启用过度绘制模式的像素历史功能一起使用,这将有助于了解哪些事件正在渲染到每个像素,并有助于找出优化机会。
备注
如果此类表面用作带有非全屏的四 draw call 的纹理,当前的实施可能不会考虑在屏幕外的渲染目标表面的透支。但是,如果屏幕外的渲染目标是用作全屏幕四、则所有累计的透支像素将可视化。
普通图片
过度绘制可视化
 

Product and Performance Information

1

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