[android-porting] Re: glReadPixels sg2 slow

2011-09-12 Thread dattrax
ReadPixels is always slow. Not only does it have to flush the GL pipeline, storing information which is not kept on a eglswapbuffers (depth and stencil), but it has to convert from the internal rasterization formats to a RSO format. If readpixels wasn't required for the CTS, then it would have be

[android-porting] Re: glReadPixels sg2 slow

2011-09-13 Thread drjunior
What I am trying to do is to capture the framebuffers more than 25 times per second. Using the Nexus S(with PowerVR SGX 540 GPU) I could capture the framebuffers using glReadPixels almost 20 times per second. However, with Samsung galaxy S2(MALI 400 GPU) I can only capture the framebuffers 8 times

[android-porting] Re: glReadPixels sg2 slow

2011-09-14 Thread drjunior
" In HC screenshots are implemented by re-rendering the screen to a texture." And how do you do that? There is another way to access the texture data beyond using glTexImage2D ? On Sep 13, 5:12 pm, Dianne Hackborn wrote: > As a general rule, the faster the GPU is, the slower and less useful > g

Re: [android-porting] Re: glReadPixels sg2 slow

2011-09-13 Thread Dianne Hackborn
As a general rule, the faster the GPU is, the slower and less useful glReadPixels is. This is certainly not a good way to do high frame rate video capture. In HC screenshots are implemented by re-rendering the screen to a texture. On Tue, Sep 13, 2011 at 7:52 AM, drjunior wrote: > What I am tr