On Fri, 2020-09-11 at 00:04 +0200, Marcin K wrote: > Thank you for explanation. > That was my deepest fear. The main issue is that I'm copying the > image data real-time, and in my case, on 4* UWXGA display, this one > byte means 9MB less data per frame.
I mean... yeah, half a gigabyte per second isn't trivial, sure. Though if you're using the Damage extension you can avoid copying unchanged areas of the screen, which should cut that down quite a bit. Alternatively, Xvfb in current git has glamor support, at least on GBM (non-NVIDIA) systems, which would mean with a bit of cleverness you could just import your application's window as a buffer object and texture straight from that without bothering with the host memory part of the game. Alternatively, you could always try building Xvfb from 1.19.x and see if the 24bpp support works well enough for you. But that seems suboptimal compared to getting glamor to work, if you can get glamor to work. If you can describe in a bit more detail what you're trying to do it might help figure out what a good solution would be. - ajax _______________________________________________ xorg@lists.x.org: X.Org support Archives: http://lists.freedesktop.org/archives/xorg Info: https://lists.x.org/mailman/listinfo/xorg Your subscription address: %(user_address)s