Please note: We are aware of an issue affecting replies on the Arm Community forums, which may not be loading as expected.

We apologize for any inconvenience and appreciate your patience while we investigate and work to resolve the issue.

Thank you for your understanding.


This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

PixMap Surface slower and slower, why?

Hi everyone.

I am using Mali-400 GPU, on Allwinner A20, under linux.

I am using egl pixmap surface. Rendering results correct, but every time when i calling glDraw with the same  parameters, the runtime of glDraw(only last) slower and slower.

I am checking only glDraw without anything else.

The time of drawing

1 call -- 150ms

2 time repeat -- 240ms( only second call without first)

.

.

6  time repeat -- 620ms( only 6 call without any other)

I am repeating this

GL_CHECK(glEnableVertexAttribArray(iLocPosition));
GL_CHECK(glVertexAttribPointer(iLocPosition, 2, GL_FLOAT, GL_FALSE, 0, vertex));
time.Start();
     LoadDataToTexture( first, second );
time.Stop();
timeOfGPU.loadTime = time.GetTime();

time.Start();
     GL_CHECK(glDrawArrays( type, 0, sizeOfVertex ));
     GL_CHECK(glFinish());
time.Stop();
timeOfGPU.drawTime = time.GetTime();

time.Start();
     GL_CHECK(glReadPixels(0, 0, windowW, windowH, GL_RGBA, GL_UNSIGNED_BYTE , result));
time.Stop();
timeOfGPU.retTime = time.GetTime();

Why any new call slower than previews call?

When i was used window surface, this problem solved by eglSwapBuffers...

But now i don't know what is problem...

Thank for any reply.

Parents Reply Children
No data