Hi, I have a very strange effect with COGL Shaders and Offscreen Buffers
I run a chain of cogl GLSL fragment shaders on a video picture in a clutter_threads_add_repaint_func callback function. The shaders work on offscreen buffers. As soon the chain gets longer, CPU usage goes up 20% or more, and memory gets occupied. I am not requesting any memory or texture space while that. As soon I shorten the chain calls by a program switch ( just by leaving some offscreen computations) memory gets freed after a second or so, and CPU usage goes back to normal. Also if I run the chain without GLSL program's an only offscreen drawing with GLSL program, no memory gets lost and CPU usage is normal. I tried to locate the problem for a few days now and varied the code in different ways. But more and more I think something in the cogl or OpenGL core is causing that behaviour. Anyone has an idea how to solve that issue? Thx Roland _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
