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Re: Poor performances when using hierarchies of renderers



Hi Pierre-Olivier,

Thanks for your insight.

I played a bit with Performer and added 2 more image inputs to the Mixer.qtz composition, then modified the code to add 2 more Media Sources feeding these new inputs. When the 4 inputs are CompositionSources, that is all 4 inputs are generated by QCRenderers, then I see the same drop of performance to only 15 fps (2Ghz dual core Mac)...even if I use the simple Spectrum.qtz composition on all 4 inputs. CPU metering shows only 8% of CPU usage.

Of course, Performer uses multiple buffer pools (one in each CompositionSource) and 1 OpenGL context per compositionSource. So I went ahead and did some further modifications to use only one pool and 1 offline context.
But it does not really improve things...


I am a bit surprised by this result. I will look at the Open GL Driver Monitor...but my firsts tests weren't displaying anything in the view...not sure what I was doing wrong.

Is there any other way to do this more efficiently.

Thanks

Matthieu

On 18 May 2006, at 20:03, Pierre-Olivier Latour wrote:

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>)
 >Re: Poor performances when using hierarchies of renderers (From: Pierre-Olivier Latour <email@hidden>)



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