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Re: Poor performances when using hierarchies of renderers



We have set up a rendering framework based on Quartz Composer where we use the image output generated by some compositions as inputs to other compositions ,etc...
We have one object, let's call it ImageProducer, that maintains a list of QCRenders and asks them to render their composition in a specific OpenGL context. Then we arrach a CVOpenGLBufferRef (taken from a pool, as in the Performer example) to the GLContext, call glFlush and get our renderer image. This image, along with some others calculated in parallel are then sent as inputs to the QCRenderers of other ImageProducers, and so on.
We were hoping that dealing with CVOpenGLBufferRef would keep all images in the Graphics Card memory and in order to get optimal performances.


First results are quite promising with only a few producers, but when we increase their number , we get a sudden drop of performances from 60fps to 5fps.


You might be using too much VRAM at which point, data starts being paged-out / paged-in from VRAM, which is pretty slow

In general you want to:
1) use a single CVOpenGLBufferPool
2) use two GL contexts (one for the display on screen and the other one for drawing to the CVOpenGLBuffers)
3) draw into a CVOpenGLBuffer using this sequence: attach GL context, call QCRenderer, flush, detach
4) OpenGL Driver Monitor in Performance Tools is the app you want to monitor VRAM and what the GPU does




________________________________________________________
Pierre-Olivier Latour                            	email@hidden
Quartz Composer Team				Apple Computer, Inc.



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References: 
 >Poor performances when using hierarchies of renderers (From: Matthieu Kopp|Aquafadas Software <email@hidden>)



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