For the record, should others need/want to know, thanks to an off list
email hint from Raphael Sebbe, I was able to narrow it to:
adding this code right after I called QTOpenGLTextureContextCreate for
my QT movie playback.
// this turns off any weird colorspace conversions and thus extra
overhead.
QTVisualContextSetAttribute
(textureContext,kQTVisualContextWorkingColorSpaceKey,
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGBLinear));
QTVisualContextSetAttribute
(textureContext,kQTVisualContextOutputColorSpaceKey,
CGColorSpaceCreateWithName(kCGColorSpaceGenericRGBLinear));
All of my QCRenderers also now use kCGColorSpaceGenericRGBLinear as
well, and I am seeing much better frame rates, very close to QC editor
and Jitter. Thanks, and hope this is helpful to others.
Im still not 100% convinced this is an ideal solution (or, in fact,
what the QC Editor is doing), but that is mostly because my
understanding is far from complete.
Ill investigate further, and hope list recipients do not mind the
monologue. Thank you,
On May 21, 2008, at 11:20 PM, vade wrote:
1) how can I procedurally disable color correction for Core Image
within my App? I see nothing obvious in the developer documentation
for this, but could be missing something conceptually... or just
have missed it :)
2) is there meaningful overhead by using a Quartz Composer patch
with a CIKernel patch in it, rather than biting the bullet and
compiling my CIKernels as Core Image Units and loading them / using
them are Core Image units natively? (IE, skip the whole QC patch
step, just load a CIUnit and use it?)
3) should I be expecting similar performance with Core Image for
video processing as I get with GLSL shaders?
I appreciate any insight, Im a bit confused and disappointed by my
apps performance, especially when trying to follow the best
practices and not seeing any real boost.
Thanks in advance,
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