Hi,

Why are you re-creating the texture on every node update? Does the
m_Renderer->getImage() really changes? My first guess would be that the
texture creation from image is the most costly part here (uploading the
texture to GPU?) and I would do this only if necessary (the image really
changes).

BR,
Filip

On Mon, Mar 7, 2016 at 3:04 PM, Jani Tykka <jty...@broadsoft.com> wrote:

> Hi,
>
> We are rendering QImages on QQuickItem as following:
>
> QSGNode * DisplayItem::updatePaintNode( QSGNode * node, UpdatePaintNodeData * 
> /*data*/ )
>
> {
>
>       QSGSimpleTextureNode * n = static_cast< QSGSimpleTextureNode* >( node );
>
>       if ( !n )
>
>               n = new QSGSimpleTextureNode;
>
>
>       n->setRect( 0, 0, width(), height() );
>
>
>       delete m_Texture;
>
>
>       m_Texture = window()->createTextureFromImage( m_Renderer->getImage() );
>
>       n->setTexture( m_Texture );
>
>
>       return n;
>
> }
>
>
>
> It seems that computers with separate GPU there is a decent amount of CPU 
> utilised. We are running into problems if the machine lacks GPU, then with 
> large images the CPU usage grows drastically. Any suggestions how to improve 
> large image painting on QQuickItem? With Quick1 and painting directly on 
> HWND/CocoaWindow we didn't experience this high CPU usage.
>
>
>
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