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 -- To unsubscribe send a mail to [EMAIL PROTECTED]
