[Interest] Quick2 OpenGL inefficiency?
Filip Piechocki
fpiechocki at gmail.com
Mon Mar 7 15:43:58 CET 2016
Hi,
Why are you re-creating the texture on every node update? Does the
m_Renderer->getImage() really changes? My first guess would be that the
texture creation from image is the most costly part here (uploading the
texture to GPU?) and I would do this only if necessary (the image really
changes).
BR,
Filip
On Mon, Mar 7, 2016 at 3:04 PM, Jani Tykka <jtykka at broadsoft.com> wrote:
> Hi,
>
> We are rendering QImages on QQuickItem as following:
>
> QSGNode * DisplayItem::updatePaintNode( QSGNode * node, UpdatePaintNodeData * /*data*/ )
>
> {
>
> QSGSimpleTextureNode * n = static_cast< QSGSimpleTextureNode* >( node );
>
> if ( !n )
>
> n = new QSGSimpleTextureNode;
>
>
> n->setRect( 0, 0, width(), height() );
>
>
> delete m_Texture;
>
>
> m_Texture = window()->createTextureFromImage( m_Renderer->getImage() );
>
> n->setTexture( m_Texture );
>
>
> return n;
>
> }
>
>
>
> It seems that computers with separate GPU there is a decent amount of CPU utilised. We are running into problems if the machine lacks GPU, then with large images the CPU usage grows drastically. Any suggestions how to improve large image painting on QQuickItem? With Quick1 and painting directly on HWND/CocoaWindow we didn't experience this high CPU usage.
>
>
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