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EGL Pixbuffer is slow
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EGL Pixbuffer is slow
Ahmed Tolba
over 12 years ago
Note: This was originally posted on 25th February 2013 at
http://forums.arm.com
Hi All,
I'm having a 1k*1k*rgb texture that is rendered using shader and I want to copy the pixels to buffer so that I use Opencv with it. I tried glreadpixels and its very
slow, I tried Pixbuffer of Egl, it has the same perforamance its very slow 7FPS. I'm using Mali400 on Exynos4412
Here is the code
Please view it in pastebin, there is a problem with code posting here
http://pastebin.com/TwrtF0EG
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Chris Varnsverry
over 12 years ago
Note: This was originally posted on 5th March 2013 at
http://forums.arm.com
Hi Ahmed,
It may be possible to render to a pixmap in one thread, and have another thread wait on an EGL Fence for the render OP to complete, at which time it can grab the data and pass it along to the CV processing. By reading back from pixmaps you are not causing a flush, and by waiting on the fence on another thread you are not blocking your render thread. This removes the synchronous read back and means you should increase your throughput and FPS. Details on the fence mechanism can be found here: h
ttp://www.khronos.org/registry/gles/extensions/OES/EGL_KHR_fence_sync.txt
. The most optimal implementation should ideally implement a ringbuffer of pixmaps so that you do not have the continuous overhead of creating and destroying pixmaps every frame, which is a general producer-consumer optimization.
Hope this helps,
Chris
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Chris Varnsverry
over 12 years ago
Note: This was originally posted on 5th March 2013 at
http://forums.arm.com
Hi Ahmed,
It may be possible to render to a pixmap in one thread, and have another thread wait on an EGL Fence for the render OP to complete, at which time it can grab the data and pass it along to the CV processing. By reading back from pixmaps you are not causing a flush, and by waiting on the fence on another thread you are not blocking your render thread. This removes the synchronous read back and means you should increase your throughput and FPS. Details on the fence mechanism can be found here: h
ttp://www.khronos.org/registry/gles/extensions/OES/EGL_KHR_fence_sync.txt
. The most optimal implementation should ideally implement a ringbuffer of pixmaps so that you do not have the continuous overhead of creating and destroying pixmaps every frame, which is a general producer-consumer optimization.
Hope this helps,
Chris
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