Hi;

On Tue, 2008-07-01 at 13:59 -0400, Jason Tackaberry wrote:
> 
> Ignoring the software colorspace conversion (which is absorbed by the
> player process), the overhead for path 2 is 17-20% of a core, which
> seems to be entirely from uploading the RGB32 data.  If I comment that
> call out, cpu usage of clutter drops to near 0.
> 
> I expected Path 1 to be a bit faster at least until clutter implemented
> hardware colorspace conversion for YUV, but I was a bit surprised by
> this overhead.

Very odd, What kind of CPU usage do you see with clutter-gst ? I see
approx similar figures but assume that is decoding/colorspace
conversion. 

I've never noticed high CPU usage with
clutter_texture_set_from_rgb_data(). Have you tried profiling it to
check if it really is set_from_rgb_data and if it is, if anything bad is
happening below in COGL ?

Path2 should ultimately be fastest and most portable hardware wise.

> 
> It's also worth mentioning that tests/test-stage-read-pixels takes up
> 100% cpu.
> 

I believe this is expected as it calls glReadPixels and is extra careful
in reseting alpha on captured pixels (likely the issue).

  == Matthew



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