[android-developers] Re: TextureView Stutter with Custom Shader

2012-01-10 Thread Brad Grimm
I wouldn't consider the shaders too complex, though I'm not familiar with how complex shaders generally are. Below is an example of a shader that demonstrates the problem. My goal is well under 60 frames. Since the camera only delivers around ~20-25 frames, and I'm generally happy if I can pull

Re: [android-developers] Re: TextureView Stutter with Custom Shader

2012-01-10 Thread Romain Guy
Given the number of texture fetches you are doing in your shader I am not surprised at all if you are getting around 10 fps (it depends on the hardware of course and I don't know what platform you are testing on.) On Tue, Jan 10, 2012 at 4:11 PM, Brad Grimm sna...@gmail.com wrote: I wouldn't

Re: [android-developers] Re: TextureView Stutter with Custom Shader

2012-01-10 Thread Harri Smått
Hi, You're doing 9 texture lookups per pixel which might be somewhat time consuming (especially with samplerExternalOES I'm not familiar with). As a workaround you could try copying samplerExternalOES texture with basic one line copy-shader into 'normal' texture and do your more extensive

[android-developers] Re: TextureView Stutter with Custom Shader

2012-01-10 Thread Brad Grimm
Agreed. But I'm really curious about the flickering. Is flickering just a bad side effect of a low framerate, or a bug with (hopefully) some workaround? On Jan 10, 5:18 pm, Romain Guy romain...@android.com wrote: Given the number of texture fetches you are doing in your shader I am not