I wonder since a long time what would be the best way to handle OpenGL FrameBuffer Objects (FBO). Switching FBOs can be costly but defining new attachments too.
How do you do it fast ?
I hesitate between these 3:
1 FBO for everything, change attachment but don't switch between FBOs
1 FBO for each render target (size + format) in the rendering path. That means i will reuse the same FBO for similar render targets. But this way a custom blur would cost 4+ FBOs.
1 FBO for each render target, set attachments only once and then switch between FBOs
Also, should I minimize the number of FBO switches (like I minimize the number of texture bindings) ?
Updated references:
NVIDIA 2005 (probably outdated): The last official performance recommendation by NVIDIA I know is almost five years old. In his GDC presentation, Simon Green recommends the following (slide 29):
In order of increasing performance:
- Multiple FBOs
- create a separate FBO for each texture you want to render to
- switch using
BindFramebuffer()
- can be 2x faster than
wglMakeCurrent()
in beta NVIDIA drivers- Single FBO, multiple texture attachments
- textures should have same format and dimensions
- use
FramebufferTexture()
to switch between textures- Single FBO, multiple texture attachments
- attach textures to different color attachments
- use
glDrawBuffer()
to switch rendering to different color attachments
In my experience, the second case is really faster than the first (ATI Radeon HD4850, Geforce 8800GT). I've not tried the third case, as it would have complicated my code.