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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - glReadPixels on Intel N3700 (Braswell) slower than Raspberry Pi"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99247#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - glReadPixels on Intel N3700 (Braswell) slower than Raspberry Pi"
href="https://bugs.freedesktop.org/show_bug.cgi?id=99247">bug 99247</a>
from <span class="vcard"><a class="email" href="mailto:pierre@digitalstar.net" title="Pierre Proske <pierre@digitalstar.net>"> <span class="fn">Pierre Proske</span></a>
</span></b>
<pre>Here's the API trace:
<a href="https://www.dropbox.com/s/3sczvrwxho1nxge/CallAndResponse.trace?dl=0">https://www.dropbox.com/s/3sczvrwxho1nxge/CallAndResponse.trace?dl=0</a>
Turns out I'm not using glReadPixels(). In the trace I'm using PBO's. The
alternative to PBO's is in fact glGetTexImage(); Neither produce acceptable
results (i.e. I get around 18fps in Linux, and 30-40fps in Windows).
I'm not drawing anything to the screen, just drawing to an offscreen FBO and
grabbing the pixels from the attached RGB texture. That's the slow bit.</pre>
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