[Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Morten Hustveit
Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume glTexSubImage2D is supposed

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Jens Owen
Morten Hustveit wrote: Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Ian Romanick
Morten Hustveit wrote: Currently, the performance when streaming video through glTexSubImage2D is very low. In my test program and with mplayer, I get approximately 8 fps in 720x576 on my Radeon 7500 with texmem-branch from a couple of weeks ago. glDrawPixels is equally slow. I assume

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Leif Delgass
On Fri, 31 Jan 2003, Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote: Actually, iirc, all the drivers actually implement glTexSubImage2D the same way as glTexImage2D. They always upload the entire texture image -- there was a comment I remeber seeing about the subimage index calculations being wrong.

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions available (or available any You are talking about

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Leif Delgass
On Fri, 31 Jan 2003, Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 04:33:36PM -0500, Leif Delgass wrote: Actually, iirc, all the drivers actually implement glTexSubImage2D the same way as glTexImage2D. They always upload the entire texture image -- there was a comment I remeber seeing

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Ian Romanick
Arkadi Shishlov wrote: On Fri, Jan 31, 2003 at 10:26:13AM -0800, Ian Romanick wrote: There are two typical ways to go about imporving texture upload performance in OpenGL applications. One is through the use of OpenGL extensions. There are several extensions available (or available any

Re: [Dri-devel] Streaming video through glTexSubImage2D

2003-01-31 Thread Arkadi Shishlov
If texture is locked in DRI while rendering, the straghforward solution is to allocate new texture for every frame or reuse old one from the ring. The new texture will be free, one application thread can be dedicated to push texture to AGP and than into the card, while another threads can decode