Rendering is slow in OSR mode

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Rendering is slow in OSR mode

Postby Arion » Mon Aug 06, 2018 2:57 am

I have implement OSR with DirectX 11.I implement OnPaint() function.

Code: Select all
   std::unique_lock<std::mutex> lock(lock_);
   sharedTexture.reset();
   backTexture.reset();
   frontTexture.reset();
   sharedTexture = std::make_shared<CTexture2D>(buffer, width, height, (int)gDepth, device_, context_);
   backTexture = std::make_shared<CTexture2D>(width, height, (int)gDepth, device_, context_);
   frontTexture = std::make_shared<CTexture2D>(width, height, (int)gDepth, device_, context_);


and when render swap texture

When I run this code, it can run on 100FPS. If I changed the texture size to 1920*1080, it just can be run on 45FPS.
My graphic card is GTX 1050Ti. I don't think it can run a very simple scene that just has one quad using to be render html page and a spin cube.

Is the performance overhead of OSR mode high? Or it is caused by thread call?
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Re: Rendering is slow in OSR mode

Postby Czarek » Mon Aug 06, 2018 3:29 am

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Re: Rendering is slow in OSR mode

Postby Arion » Mon Aug 06, 2018 4:57 am



I have seen this project and my code is changed from this: https://github.com/daktronics/cef-mixer.

But the author say his code have not been merged into offical cef version.
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Re: Rendering is slow in OSR mode

Postby Czarek » Wed Aug 08, 2018 2:12 am

What example are you using? You could ask Marshall to provide you with latest patch to cefclient based on cef-mixer code.
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Re: Rendering is slow in OSR mode

Postby magreenblatt » Wed Aug 08, 2018 8:29 am

A patch for cefclient is attached to the PR but you will need to build CEF/Chromium with the PR changes to use it.
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