Sachin Rastogi
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RE: VGPath drawing is slow on imx35 freescale board
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Sachin Rastogi
09/22/2009 12:38 AM
post38449
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RE: VGPath drawing is slow on imx35 freescale board
Hello Gaétan,
Kindly find the answers inline.
Regards,
Sachin Kumar Rastogi | Lead Engineer | GlobalLogic Inc.
The Global Product Development Leader
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-----Original Message-----
From: Gaétan Noël [mailto:community-noreply@qnx.com]
Sent: Monday, September 21, 2009 10:48 PM
To: openvg-graphics
Subject: RE: VGPath drawing is slow on imx35 freescale board
Hi Sachin,
Unfortunately, it is difficult to compare an OpenGL solution against an OpenVG solution as the supporting hardware is
quite different (not to mention the screen size & architecture), and we've never tried to compare them, so I cannot
comment on the performance comparison.
How did you take your measurement? Is it the time taken between start of vgDrawPath and end of vgFinish or
eglSwapBuffers, or is it the time taken to display one frame? [Sachin] It is the time taken between vgDrawPath and
vgFinish.
Did you use the composition manager, or was it just a straight VG application? Did you have any other graphics apps
running? [Sachin] Yes, I am using Composition Manager and running my app over HMI Flash.
What type of surface do you render to (Pbuffer, or window), and what was its resolution? [Sachin] I am using window
surface with 440 * 329 resolution.
What was the surface's format? (e.g. 565 or 8888) [Sachin] 565
How is your driver configured in terms of surface format (e.g. 565 or 8888 in display.conf)? [Sachin] 565
Did you specify an eglSwapInterval, or did you leave it to the default of 1? [Sachin] 1
What model of iMX35 do you have --- is it a 3DS? [Sachin] imx35 rev 2
Cheers,
Gaétan
-----Original Message-----
From: Sachin Rastogi [mailto:community-noreply@qnx.com]
Sent: September 17, 2009 12:44 AM
To: openvg-graphics
Subject: VGPath drawing is slow on imx35 freescale board
Hello,
I am working on an application created for QNX 6.4.0 (imx35 board). I am using OpenVG for map drawing. I found that if
the vgPath segments are around 17000, then it took 0.3 second to draw a single iteration. is this a reasonable time,
chip is taking to draw a single iteration?
If I use the same segments for openGL on iPhone, it took very minimal time.
since openVG is a H/W accelerated api, so it should not take much time.
Please let me know if this is a chip performance issue.
_______________________________________________
OpenVG
http://community.qnx.com/sf/go/post38126
_______________________________________________
OpenVG
http://community.qnx.com/sf/go/post38420
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