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<tasslehoff> Hi. I'm running a qt5-application on eglfs on a Wandboard Quad connected to a 1080p display. Performance is not good when the gpu must "draw everywhere".
<tasslehoff> cpu and mem usage is not high, so I suspect the gpu is the one in pain
<tasslehoff> btw, I am running Qt 5.2.1 with some multimedia fixes.
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<tasslehoff> I think this is a relevant discussion https://www.mail-archive.com/interest@qt-project.org/msg11853.html, but alas no solutions/conclusions
<tasslehoff> kroon: I see you're the thread starter on that link. Did you figure anything out?
<kroon> tasslehoff, mail not found.. ?
<kroon> link broken
<kroon> oh
<kroon> extra comma
<tasslehoff> ah. sorry :)
<kroon> yes some things came out of that
<kroon> but for a start, I still don't think the gpu on the wandboard solo is capable of performing full hd graphics at reasonable rates
<kroon> using the dual, or the quad that have en even better gpu, things are ok i think
<tasslehoff> kroon: I am on the quad, and performance is bad when the whole display has to be updated
<tasslehoff> for video, background images with a gradient, etc
<kroon> are you using lots of quick-controls ?
<tasslehoff> kroon: pretty sure we are (not the gui dev, just the platformer)
<kroon> I saw a huge cpu load drop when I set env. variable "QSG_ANTIALIASING_METHOD" to "msaa"
<kroon> when using quick-controls that is
<tasslehoff> kroon: will try that, though it in my case is not cpu that is high
<kroon> also you might want to lookup QSG_RENDERER_BATCH_VERTEX_THRESHOLD and QSG_RENDERER_BATCH_NODE_THRESHOLD
<kroon> they control when the cpu should download vertex-buffers to the gpu, instead of resending them for each frame
<tasslehoff> thanks.
<kroon> tasslehoff, i would be interested in hearing your conclusions aswell, as I'm kind of in a similar seat as you are here
<tasslehoff> kroon: I'll report back
<kroon> tasslehoff, thanks
<tasslehoff> kroon: the antialiasing method did not help.
<kroon> tasslehoff, have you had a look at the scenegraph debug prints ?
<kroon> not sure if it will give you anything, but it gives you render-time information, vertex count etc
<tasslehoff> kroon: I'll check it out.
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<JBD1986> all, can anyone explain the use of CONFIG_LOCAL_TIMERS to me? I noticed in most mx6 board files, there is a #ifdef on it in the timer init structure
<JBD1986> #ifdef CONFIG_LOCAL_TIMERS
<JBD1986> twd_base = ioremap(LOCAL_TWD_ADDR, SZ_256);
<JBD1986> BUG_ON(!twd_base);
<JBD1986> #endif
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