Hi;
On Tue, 2008-07-01 at 20:17 -0400, Jason Tackaberry wrote:
On Tue, 2008-07-01 at 23:27 +0100, Matthew Allum wrote:
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
] Comments about new texture-from-pixmap feature
On Mon, 2008-06-30 at 22:55 -0400, Jason Tackaberry wrote:
On Mon, 2008-06-30 at 11:46 -0400, Jason Tackaberry wrote:
This assumes though that clutter does hardware-accelerated
colorspace
conversion of YUV frames via fragment programs
On Wed, 2008-07-02 at 11:21 +0100, Chris Lord wrote:
I've been looking at this and have been coming to the same conclusion.
You could pack the yuv (444, 422, 420, whatever) data in an arbitrary
way into an RGBA texture and use shaders to translate to real RGBA. This
would avoid the
Matthew Allum wrote on 02/07/08 05:14 AM:
Could you try adding 'g_object_set (tex, disable-slicing, TRUE, NULL);
to the test and see if that makes any difference for you.
No change here.
I asked someone to test this on his system using Intel GMA for me, and
he says that the actual time spent
James Ketrenos wrote on 02/07/08 01:21 PM:
By setting LIBGL_ALWAYS_INDIRECT=true I am able to run trunk's
tests/pixmap-test TFP code path without a crash, although it doesn't
update the actor with the redirected window contents...
Indeed, that does seem to be the case for my tester as well.
On Mon, 2008-06-30 at 22:55 -0400, Jason Tackaberry wrote:
On Mon, 2008-06-30 at 11:46 -0400, Jason Tackaberry wrote:
This assumes though that clutter does hardware-accelerated colorspace
conversion of YUV frames via fragment programs. I'm curious on which
cards/chipsets is this supported
On Tue, 2008-07-01 at 17:56 +0100, Matthew Allum wrote:
We hope to get clutter_texture_set_from_yuv_data() fixed up in some form
for Clutter 0.8. Its the last remaining niggle really. Patches warmly
welcomed.
I do hope to look into it, although it looks like implementing it
properly might
.
-Ashwin
-Original Message-
From: Matthew Allum [mailto:[EMAIL PROTECTED]
Sent: Tuesday, July 01, 2008 12:57 PM
To: Jason Tackaberry
Cc: clutter
Subject: Re: [clutter] Comments about new texture-from-pixmap feature
On Mon, 2008-06-30 at 22:55 -0400, Jason Tackaberry wrote
On Tue, 2008-07-01 at 14:31 -0400, Kashyap Ashwin wrote:
with RGBA seems to be impossible. Does any one have any ideas on how
this can be done without memcopy and without multi-texture?
I'm only familiar with using fragment shaders to convert YV12 with
multiple textures. I'm not sure how this
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
On Tue, 2008-07-01 at 23:27 +0100, Matthew Allum wrote:
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 ?
I had profiled it insofar as
Hi;
On Sun, 2008-06-29 at 20:04 -0400, Jason Tackaberry wrote:
I've been playing with Clutter(X11|GLX)TexturePixmap, and I have a few
comments and questions.
Before I continue, I wanted to say: very cool work, guys. :)
I've an NVidia 7100GS 256MB, and am using svn clutter from today. My
Hi,
Matthew Allum wrote:
Hi;
On Mon, 2008-06-30 at 11:01 -0400, Jason Tackaberry wrote:
[Resubmitting to list; I'm too used to lists that rewrite Reply-To :)]
On Mon, 2008-06-30 at 10:36 +0100, Matthew Allum wrote:
Ok, but if your concerned about this, your hooking into MPlayer in a
On Mon, 2008-06-30 at 17:36 +0100, Matthew Allum wrote:
oh doh, and did it work with the original patch ?
Yep. Worked with the original patch by Andy (attached to that bug),
worked with my kludge I described in my first email (adding a damage
region for the window and handling damage events
On Mon, 2008-06-30 at 12:45 -0400, Jason Tackaberry wrote:
Yep. Worked with the original patch by Andy (attached to that bug),
worked with my kludge I described in my first email (adding a damage
region for the window and handling damage events myself), but does not
work with latest trunk.
On Mon, 2008-06-30 at 13:03 -0400, Jason Tackaberry wrote:
See the attached patch, which corrects the problem.
A bug to report, however. (Not introduced by today's changes, they
existed yesterday as well.)
It seems that the pixmap is not being automatically updated when it uses
On Mon, 2008-06-30 at 13:03 -0400, Jason Tackaberry wrote:
On Mon, 2008-06-30 at 12:45 -0400, Jason Tackaberry wrote:
Yep. Worked with the original patch by Andy (attached to that bug),
worked with my kludge I described in my first email (adding a damage
region for the window and handling
On Mon, 2008-06-30 at 23:01 +0100, Matthew Allum wrote:
Doh, similar patch from Mr Wingo (see
http://bugzilla.openedhand.com/show_bug.cgi?id=1008 ) now applied to
trunk.
Looks good, working now.
Thanks,
Jason.
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On Mon, 2008-06-30 at 18:44 -0400, Jason Tackaberry wrote:
No, after:
tex = clutter_glx_texture_pixmap_new_with_window (win_remote);
clutter_texture_set_filter_quality(CLUTTER_TEXTURE(tex),
CLUTTER_TEXTURE_QUALITY_HIGH);
If I
Hi;
On Mon, 2008-06-30 at 18:55 -0400, Jason Tackaberry wrote:
On Mon, 2008-06-30 at 18:44 -0400, Jason Tackaberry wrote:
No, after:
tex = clutter_glx_texture_pixmap_new_with_window (win_remote);
clutter_texture_set_filter_quality(CLUTTER_TEXTURE(tex),
On Tue, 2008-07-01 at 00:17 +0100, Matthew Allum wrote:
Ok thanks. Could you post on bugzilla with details of driver/card your
using and if possible a small test case ?
Filed bug 1009: http://bugzilla.openedhand.com/show_bug.cgi?id=1009
Thanks,
Jason.
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