[mythtv] Android OpenGL Performance

Stuart Auchterlonie stuarta at squashedfrog.net
Wed Jan 2 10:08:41 UTC 2019

On 02/01/2019 01:04, Mark Kendall wrote:
> Peter/David
> As mentioned on IRC, I've gone through the OpenGL changes. I spotted a
> couple of potential issues for the YV12 code and performance in
> general and have pushed some updates. Can you see if they help?
> For the android build, you might also want to have a look at a couple
> of lines in MythRenderOpenGL that may need fixing:
> Firstly, in MythRenderOpenGL::setWidget there is a call to winId. The
> QOpenGLWidget documentation specifically recommends against calling
> this as it reduces performance - but we only use a QWidget. Not sure
> why we don't use a QOpenGLWidget (I'm guessing one of the 101
> workarounds for windowing issues) or whether the winId call hurts
> performance. That said the android build then sets the window surface
> type to OpenGL. I'd recommend just creating MythRenderOpenGLAndroid
> (subclass of MythRenderOpenGLES) and remove all of the hacks and
> workarounds (just use a QOpenGLWidget).

Moving stuff to a QOpenGLWidget is a piece of work that can wait
until after we cut fixes/30


> Secondly - MythRenderOpenGL::doneCurrent no longer actually calls
> doneCurrent. I expect this will cause problems on some platforms.
> regards
> Mark
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