On Tue, 11 Nov 2008 14:50:46 +0000 Matthew Allum <[EMAIL PROTECTED]>
babbled:

> Hi;
> 
> On Tue, 2008-11-11 at 06:25 -0800, Ian Lawrence wrote:
> > 
> > Others are looking at performance issues too
> > http://lists.o-hand.com/clutter/1209.html
> > and it seems loading images into GL textures is an expensive process
> > which can only realistically be achieved with extra hardware and/or
> > some future caching system . This cost needs to be taken into
> > consideration when other solutions like EFL already exist and have
> > been proven to work well in this space.
> 
> Uuhhh - if your saying you take a hit in moving image data from system
> to texture memory then yes of course you will on certain hardware
> setups. How much this hit is and how relevant that is to the real world
> is debatable *but* this is a dumb argument anyway Clutter on GPU will
> outperform many 100x in terms of rendering operations (and more)
> compared to software only options. If it did not, GPU's would not exist.

hmmm i would have to say "many 100x" is going to be a major leap. we
actually have benchmarks. gl vs software. sure.some things are a lot faster in
gl (5-10x). others.. software beats gl. in fact the averags fps i get on a
normal desktop (2x core core2 3ghz) vs an nvidia 8600gt - evas. gl vs
software_x11 - over all tests in expedite (which is a fair few) gl gets an
average of about 1100fps (from memory) and software is pushing 800fps or so...
got real numbers. that's from memory - but on my current laptop.

nvidia 8600m (mobile) vs core2 due 2.3ghz mobile:
868fps vs 671fps (for all tests)

let me quote some "interesting results".

1. alpha blending a whole bunch of non-scaled images (1:1) gl ONLY managed to
be 4x faster than software... not 100's of times.
2. at BEST when doing "smooth scaling" (that means for GL GL_LINEAR vs full
super/sub sampling in software (which is much higher quality especially on
down-scale) gl manages at BEST to be 30x faster than software. different
algorithms here so software is at a major disadvantage due to its higher
quality.
3. apples vs apples... scaling an image with "GL_NEAREST" in software and gl...
gl is 5.8times faster.
4. software is actually FASTER for alpha blending a whole bunch of rectangles -
25% faster. gl uses just a quad. software is at an advantage - it's smarter adn
can calculate deltas better
5. gl shos overhead on having to upload ARGB pixels textures - software manages
to do the argb data change test about 25% faster than gl (that includes also
drawing the image to the screen after upload of new data).

i'm just saying this above as i believe that there are bogus facts being
floated about (efl starves your cpu - incorrect. it uses just as little/much as
clutter would.. if you use the gl engine or any other accelerated back end -
xrender (an the acceleration is working) etc.) and the numbers on "gl is 100x
faster" i would say is entirely bogus. i am pitting a very very very fast gpu
against a very fast laptop cpu. and the cpu is doing a stellar job of keeping
up... considering. and both engines can be optimised - i know just what i could
do to improve them, and i don't see that your numbers will change so
drastically if i did it on both ends. :)

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]

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