Burning Performance in DrvCopyContext?
i have an application that extensively uses
FBOs and fragmentshaders.
Video data is copied into textures and then
ping-pong - manipulated until the final result
i switched to an amd64 system and a geforce fx 5200
card - and noticed, that the application uses
~40% of the cpu performance even when no video
data is processed at all!
i thought, using FBOs would reduce expensive
does anyone know how to track down where
these DrvCopyContext calls are triggered,
and how to reduces them?
(ps. using nvidia driver 81.89)