Dear Gurus,
I’m facing an annoying problem (or is really?) that every call to glDispatchCompute ALLWAYS comes with an annoying overhead of about 0.2ms.
Just make it clear: Even executing a “glDispatchCompute(0,0,0)” call on an EMPTY shader cost 0.2ms.
Questions: [ol]
[li]Does this make sense?[/li][li]Is it NVIDIA only issue?[/li][li]Is there a way around this?[/li][/ol]
*Note1: The 0.2ms is measured using “glBeginQuery(GL_TIME_ELAPSED,…)“
*Note2: Platform is GTX-560, Windows 7, Latest NVIDIA drivers.
Thanks guys!