> Here's the same thing with GLSL instead of CI patches. No leak, still using 
> the feedback patch. No idea why this works and CI doesn't, surely the CI 
> version at some level gets translated into pretty much the exact same thing?

Not quite:  CI doesn't composite results normally -- CI Images are best thought 
of as "recipes";  filters to apply to sources.  If you have an image, and you 
apply effect A to it, there are 2 images (the source, and the source with A 
applied).  If you then apply A to the result, you have the original source 
image, the image with A applied (as an intermediate), and the image with A 
applied applied again.  The filter itself probably does boil down to comparable 
GLSL, but the source and intermediate materials are never "flattened" (old 
intermediates aren't discarded).  CI Accumulator is the one instance where 
"flattening" actually occurs;  otherwise, it needs all previous inputs to 
calculate the output.  As you can imagine, this piles up rather quickly.

The shader version uses Render In Image, which is little more than a fancy FBO. 
 It doesn't need to keep around intermediate results beyond the previous frame 
used as input.  This means it uses less memory, but also means that it's 
somewhat less accurate with certain operations.

--
Christopher Wright
christopher_wri...@apple.com



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