The used hardware is: i.MX6 Sabrelite (with powerful gpu from vivante) Used Qt-Version: 5.0.0 Alpha with eglfs plugin
The Qt Application contains scaling, rotations and moving of images. The application is a comination of QML and C++. I am searching for the bottleneck. The hellogl_es2 example is running with 75 fps (with vsync on). But hellogl_es2 is not using QML. My first idea was to enable triple buffering, and compare the result to double buffering with vsync. Best regards Dietrich Von: <[email protected]> An: <[email protected]> Kopie: <[email protected]> Datum: 28.06.2012 11:39 Betreff: Re: [Development] Scenegraph Triple Buffering On Jun 28, 2012, at 10:58 AM, ext [email protected] wrote: > Hi, > > There is some Qt 5.0 documentation available about QSurfaceFormat::SwapBehavior. There is a constant called QSurfaceFormat::TripleBuffer . > Is this feature already implemented and tested in Qt 5 Alpha? This parameter is picked up by the platform's OpenGL implementation if anything, but none of our desktop backends currently make use of this as the buffering policy is typically decided for us by the system. This is mostly a hint to be picked up by EGL implementations where applicable. > The reason I am asking, is because we are facing the typical issues with Double buffering and vsync turned on. > The fps drops to 30. What system / setup is this and what are you trying to draw? There is no reason why double buffering combined with vsync should result in 30FPS, unless each frame takes in the range 17-33ms to draw. Does this happen also for a very simple scene? cheers, Gunnar > Thanks > > Best regards > > Dietrich Gossen > _______________________________________________ > Development mailing list > [email protected] > http://lists.qt-project.org/mailman/listinfo/development
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