Sorry, somehow sent this before I was done.
To conclude:
The output below shows Clutter warning when the texture for the 2nd
offscreen effect (blur) on an actor tree could not be allocated.  The first
effect (desaturate) did get allocated and applied and displayed properly.
However when an animated page turn effect on a stack of 5 actors was
attempted the GL out of memory errors occurred and parts or the entire
screen went black.

Question: Any recommendations how to deal with this?  Is this a bug in cogl
or clutter?  Is this expected?  We want to just not do the effect if memory
is going to run out and avoid the black screen.  Should we do some memory
queries and keep track of how much we might need and catch potential
problems in application code?

Upgrading to 1.16 is going to take some effect do to dependency changes and
deprecated function use so we'd like to avoid that if possible.

Thanks again.

Reza



On Fri, Oct 11, 2013 at 3:36 PM, Reza Ghassemi <[email protected]>wrote:

> Hello Clutter users and developers,
>
> Using the top of 1.14 branch when trying to use 2 offscreen effects such
> as blur and desaturate on a full HD screen sized actor and then after that
> trying to do a page turn effect on a smaller actor we run out of  video RAM
> (I'm assuming) on our OpenGL ES device  and get errors from Cogl when it
> calls GL calls to render attributes or allocate texture memory for
> resulting in black actor(s).
>
>     While we might be able to fix this particular issue by making sure to
> remove/destroy the effects from the actor before applying another effect on
> another actor, we want a graceful general way to handle tight memory
> situations and not just display black to support other party developement
> with our script driven driven system.  It seems that you can eat up most of
> your memory with an effect and then memory runs out just trying to draw
> normal actors with no effects
>
> Clutter-WARNING **: Unable to allocate texture for offscreen effect: Out
> of memory
>
> However we get into a situation where we're getting errors from GL out of
> memory I guess when trying to use more than one offscreen effect in the
> same scene and when some of them are failing.  This results in black
> textures.  It seems that the memory isn't recovered until the actors are
> deleted and a new scene is constructed.
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1072: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1072: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1139: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1072: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1072: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1139: GL
> error (1285): Out of memory
>
>
> (.:1836): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1072: GL
> error (1285): Out of memory
>
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