I have not fixed it now.I think that the driver maybe change Liumince
to BGRA when Upload texture,so it is very slow.

在 2010年12月5日 上午2:12,Nilly <ni...@oriolesoftware.com> 写道:
> Yes same thing is happening for me.
>
> I have also written program in opengles 2.0 and uploading texture yuv
> is taking around 54ms and rendering is taking 20 ms.
>
> 640*480.
>
> But what i feel is this is blocking cpu but i dont know how to do all
> of that in gpu or second option is that all this is happening in
> software.
>
> regards,
> Niral
>
> On Nov 5, 12:57 am, 袁堂夫 <yuantangf...@gmail.com> wrote:
>> thanks for your response, yes, our frame is from a live camera, so it
>> changes dynamically.
>> as what you said, we passed YUV frame to the GPU, and do the YUV to
>> RGB convert in the GPU side (we used matrix-vector multiplication).
>>
>> My questions are:
>> 1) Does the GPU convert blocks the CPU?
>> 2) if the first answer is "no", then why transmit a 600*300 image from
>> CPU to GPU caused about 40ms in the nexus one (1G CPU)? we used
>> glTexImage2D to pass the Y,U,V data to the GPU.
>>
>> 2010/11/4 ChrisAR <chri...@chrisar.me>:
>>
>>
>>
>>
>>
>>
>>
>> > I need a little bit more of information before I can answer this
>> > properly. Is your raw YUV frame being passed to the GPU as an OpenGL
>> > ES texture? Is this YUV frame a static image, or it changes
>> > dynamically (like, is it being captured from a live videocamera in
>> > real time)?
>>
>> > Doing the math to (a) properly scale your data ([0...256] to
>> > [0.0...1.0], or whatever range you need) is trivial, then (b)
>> > converting from YUV to RGB is simple enough (http://en.wikipedia.org/
>> > wiki/Yuv#Converting_between_Y.27UV_and_RGB), and then fitting the
>> > result into an appropriate OpenGL texture format is easy.
>>
>> > The decision you need to make is when you will perform this math. If
>> > it is a static frame (it doesn't change frequently), you can just do
>> > it in the CPU; this is the easy case.The tricky part is if your YUV is
>> > supposed to change frequently. If this is the case, then:
>> > -If your demo is in OpenGL ES 2.0, this is not too bad. You could
>> > update the OpenGL texture with your new YUV frame, and then use a GLSL
>> > ES fragment shader to do the math. You will need to be careful so it
>> > is optimized. Keep in mind that most OpenGL ES 2.0 mobile GPUs out
>> > there aren't very friendly to fragment-shader-intensive operations in
>> > terms of performance. I have done this in the past, and it is not hard
>> > to do at all (just a matrix-vector multiplication!)
>> > -If your demo is in OpenGL ES 1.x, or if your fragment shader is too
>> > slow, then you should look into optimizing your CPU conversion.
>> > Possibly look at ARM NEON extensions and see if that would speed your
>> > math (if your platform supports NEON, since not all ARM licensees have
>> > it).
>>
>> > On Nov 3, 10:26 pm, 袁堂夫 <yuantangf...@gmail.com> wrote:
>> >> I think the FBO does not surppot  YUV format texture,so do you have
>> >> some good idea?
>>
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