Understood. The slowness of the active blur code in oneiric has caused multiple bugs; 861061, 880707...
But I don't think we should aim to put it in a thread just because it is slow. In a thread it will still use up the same (too much) CPU/GPU. Instead we should aim to make it fast.
I do wonder why Unity requires hardware shaders (to draw icons !?), and yet when it's really really important to have fast hardware shading we use a slow blurring method that has severe impact in multiple components :(
Understood. The slowness of the active blur code in oneiric has caused multiple bugs; 861061, 880707...
But I don't think we should aim to put it in a thread just because it is slow. In a thread it will still use up the same (too much) CPU/GPU. Instead we should aim to make it fast.
I do wonder why Unity requires hardware shaders (to draw icons !?), and yet when it's really really important to have fast hardware shading we use a slow blurring method that has severe impact in multiple components :(