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Topic: Fast 2D textures in OpenGL ES

Greetings, Are at me the task  as soon as possible a flow heavy RGBA frames (1080p). I have a queue which quickly grows also my primitive  has not time to deduce frames.  it is based on banal usage glTexSubImage2D in  a cycle, one textural unit and  two triangles (yes-yes, an example almost from example). A question how me to organize rendering that it produced at least 100? With a drawing it is few experience.

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Re: Fast 2D textures in OpenGL ES

And frames whence undertake? Are decoded? Under the description you rested against throughput of the bus. If all so, whether check up there is a possibility to decode directly on GPU.

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Re: Fast 2D textures in OpenGL ES

Hello, Muxa, you wrote: M> And frames whence undertake? M> Are decoded? Yes, but it is not important since decoding on GPU goes, and is then thrown out reversely in cpu. I think that if them to leave in video storage all will be  but while this variant is not accessible. M> under the description you rested against throughput of the bus. Buses between what and than? CPU/GPU? M> If all so, whether check up there is a possibility to decode directly on GPU. Matter is not in the supplier of frames, they arrive faster than I them .

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Re: Fast 2D textures in OpenGL ES

K> Yes, but it is not important since decoding on GPU goes, and is then thrown out reversely in cpu. What for? They on CPU too are necessary? Textures can be created from already available on GPU . M>> Under the description you rested against throughput of the bus. K> buses between what and than? CPU/GPU? Yes, I about it. Compare volume copied in unit of time  to throughput of the bus.

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Re: Fast 2D textures in OpenGL ES

Hello, Muxa, you wrote: K>> Yes, but it is not important since decoding on GPU goes, and is then thrown out reversely in cpu. M> What for? They on CPU too are necessary? M> textures can be created from already available on GPU . Yes, I understood it. M>>> under the description you rested against throughput of the bus. K>> buses between what and than? CPU/GPU? M> Yes, I about it. M> compare volume copied in unit of time  to throughput of the bus. Similar you are right and it is a unique way of optimization. UPD. What it is possible to invent still to accelerate ? FBO/VBO?

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Re: Fast 2D textures in OpenGL ES

K> UPD. What it is possible to invent still to accelerate ? FBO/VBO? How much I understood, you there two triangles . That as though , also there is especially nothing to optimize here. To begin with understand with storage/creation of textures.

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Re: Fast 2D textures in OpenGL ES

Hello, Kernan, you wrote: K> As to me to organize rendering that it produced at least 100? 1. As already advised not to copy at all in system memory. 2. As your renderer, briefly is arranged. It it is stupid  in a cycle or there is a waiting of time of a frame?

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Re: Fast 2D textures in OpenGL ES

Hello, Videoman, you wrote: V> 2. As your renderer, briefly is arranged. It it is stupid  in a cycle or there is a waiting of time of a frame? Yes, whether stupidly reads there is a frame in queue if is - sends all in a texture, does necessary operations for  and causes eglSwapBuffers. All algorithm is not beyond .

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Re: Fast 2D textures in OpenGL ES

K> you are similar is right and it is a unique way of optimization. K> UPD. What it is possible to invent still to accelerate ? FBO/VBO? Throw the textures from video storage on pixel shader.

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Re: Fast 2D textures in OpenGL ES

Hello, turbocode, you wrote: K>> you are similar is right and it is a unique way of optimization. K>> UPD. What it is possible to invent still to accelerate ? FBO/VBO? T> Throw the textures from video storage on pixel shader. Well as though to start them there it is necessary to leave, but while with it there are small problems covered with snivels API which it is necessary to wind on algorithm.