<div dir="ltr"><div>Hi Clutter users,</div><div>We are still having problems with out of memory issues when using offscreen effects (which use offscreen framebuffers). The code is running on Arm Mali chip hardware running gles2. What's interesting here is that you can have several large textures (1920x1080 and 2048x1556) on screen at once adding up to over 131mB before it reports out of memory errors (and only when when you try to transform one of them) at which point drawing failures occur. All these textures go into Pow2 sized atlases. However if you have just one 1920x1080 image with an offscreen effect (e.g. contrast) on along with other plain images then it seems to fail earlier and cause drawing problems. Perhaps this is because the offscreen buffers are not Pow2 sized and tend to fragment video ram. It seems with our device the best approach is not to offer the offscreen effects or restrict the size of image they are used on. Any comments would be appreciated.</div>
<br><br>(.:2748): Cogl-WARNING **: ./driver/gl/cogl-framebuffer-gl.c:1139: GL error (1285): Out of memory<div><br></div><div>Cheers,</div><div>Reza</div></div>