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Robert
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Hi Bill,It is definitely possible that I am doing something sub-optimally. It certainly wouldn't be the first time. :)I am using open gl so that I can use the graphics hardware to scale the screen when the user chooses fullscreen mode.
In the PaintCallback, I am executing the following code:int width = data->size().width();int height = data->size().height();rendering = true;glViewport(0, 0, 640, 480);glClear(GL_COLOR_BUFFER_BIT);GLfloat vVertices[] = { -1.0f, 1.0f, 0.0f, // Position 00.0f, 0.0f, // TexCoord 0-1.0f, -1.0f, 0.0f, // Position 10.0f, 1.0f, // TexCoord 11.0f, -1.0f, 0.0f, // Position 21.0f, 1.0f, // TexCoord 21.0f, 1.0f, 0.0f, // Position 31.0f, 0.0f // TexCoord 3};GLushort indices[] = { 0, 1, 2, 0, 2, 3 };glUseProgram(program);glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
Hi Roland,
I was thinking along those lines too.
I am getting some good advice for optimizing the 3D calls in my app.
I will try out the suggestions, but if maintaining parity with previous versions of Chrome is important then whatever has changed in Chrome beta has caused a pretty significant difference in the performance characteristics.
The extent of the 3D in the app is to copy data to a texture and stretch it to the size of the screen. It's been working well for several Chrome revisions (since Chrome 16 iirc).
I'll try some of these pointers and report back but it might be worth tracking down whatever I am triggering in case it affects other apps.
Thanks!
Robert
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Hi Noel,
It's been a while since I have looked at the code but my goal on mixing the two was to use 3D for scaling when opengl was available and fallback to 2d rendering when the video card was blacklisted or otherwise unusable.
I wanted to do this with a single executable too. It seemed to work until the latest beta.
Maybe that is causing this?
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OK found it, its all my fault.I was clogging up the main thread too much with a busywait. Previously this wasn't a problem as the gl code still managed to draw. After the change the drawing stalled and I ended up waiting for gl code to complete whilst preventing the gl code from completing...
Hopefully when you complete this transition I'll be able to move everything off of the main thread anyway. :)