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Theora On Nokia N900 with optimized ARM and DSP code
- daeken 17y agoDoes anyone have a reference on the slow fragment shader they ran into? I've not done much with the OpenGL ES hardware out there, but even the lowest end desktop GPU can handle such things without blinking. I wonder if it's a driver issue more so than a hardware capability issue.
- kinetik 17y agohttp://github.com/kinetiknz/plogg/blob/master/plogg.cpp#L495 http://github.com/kinetiknz/plogg/blob/master/plogg.cpp#L495
- hehelol 17y agoThe "obvious color conversion" shader is 18 cycles on SGX530, the "slightly optimized routine" shader is 20 cycles, and if you take the "slightly optimized" shader, remove the lowp and mediump qualifiers and stick a "precision highp float;" at the top of the shader, you get a 7 cycle shader, which by my calculations should be able to meet your fill rate goal.
- kinetik 17y agoThanks for the suggestion. I made the suggested changes (check github for the latest) but it doesn't seem to be significantly faster than the other fragment shaders (within 0.1 FPS over a 150 second video). I'm at a bit of a loss as to how to investigate the performance/behaviour of the OpenGL pipeline on the N900. How'd you come up with the cycle counts? I'm new to GLSL, so any documentation beyond the spec would be super useful to me.