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Forum Topic - VGPath drawing is slow on imx35 freescale board: (3 Items)
   
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.
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?

	Did you use the composition manager, or was it just a straight VG application?  Did you have any other graphics apps 
running?

	What type of surface do you render to (Pbuffer, or window), and what was its resolution?

	What was the surface's format? (e.g. 565 or 8888)

	How is your driver configured in terms of surface format (e.g. 565 or 8888 in display.conf)?

	Did you specify an eglSwapInterval, or did you leave it to the default of 1?

	What model of iMX35 do you have --- is it a 3DS?

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
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
USA | INDIA | UKRAINE | CHINA
B-34/1, Sector 59, Noida 201301 U.P.
Office:  +91-120-406-2000 x 2740 | Mobile +91-986-856-7370
Fax: +91-120-258-5721 | Blog: blogs.globallogic.com
www.globallogic.com
 
Demo-2008 Finalist for Product Innovation
InfoWorld Award Winner for Agile Innovation
 
Disclaimer: http://www.globallogic.com/email_disclaimer.txt
 
-----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